Ezren

Edgin Whitebeard's page

10 posts. Organized Play character for Gavmania.


Full Name

Edgin Whitebeard

Race

Human

Classes/Levels

Wizard Conjuror (Teleporter) 2 HP16/16 AC12 Init+6 Int+7

Gender

Male

Size

5'10"

Age

25

Alignment

Lawful Neutral

Location

Fort Horizon

Languages

Celestial, Common, Giant, Goblin, Ignan, Infernal, Sylvan

Occupation

Alchemist

Strength 11
Dexterity 14
Constitution 13
Intelligence 20
Wisdom 12
Charisma 12

About Edgin Whitebeard

Background:
Edgin was born the scond son of Alma and Alfgand Whitebeard, already famous wizards in their own right. He grew up in a wizard's tower, surrounded by apprentice's and steeped in the tradition of wizardly study from a very young age. Naturally, he became a wizard.
However, he was also driven to prove himself; many said that he gained all that he had from the favour of his parent's, pulling strings to ensure their son got a good education, and Edgin decided that he needed to strike out on his own and make his own way in life, especially as his older brother was destined to inherit the wizard's tower. After living as a wandering Mage for a year, he decided he needed to settle down somewhere that had lots of mysteries to uncover. That was when he heard about Fort Horizon.

Personality:
Edgin is very fastidious and always tries to look good, with beard and moustache well trimmed. He likes to plan out everything and does not like surprises. He is generally gregarious, but has a tendency to look down on people, especially if they are not well educated. He is highly intelligent and is fascinated with learning new things - and telling others about them whether they want to hear it or not.

Defense:
AC 12, touch 12, flat-footed 10
hp 16 (2HD)
Fort +1, Ref +2, Will +4

Miscellaneous:
Speed 30 ft. (6 squares)
Init +6; Senses Perception +3,

Offense:
Melee dagger +1 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
Ranged sling +3 (1d4)
Base Atk +1; CMB +1; CMD 13

Spellbook:

Spellbook (Wizard's)
Wizard (CL 2nd):
1st - burning hands (DC 16) , color spray (DC 16) , crafter's fortune (DC 16) , enlarge person (DC 16) , grease (DC 16) , mage armor (DC 16) , mount , protection from evil (DC 16) , silent image (DC 16) , snapdragon fireworks (DC 16)
0th - acid splash , arcane mark , bleed (DC 15) , dancing lights , daze (DC 15) , detect magic , detect poison , disrupt undead , flare (DC 15) , ghost sound (DC 15) , haunted fey aspect (DC ) , light , mage hand , mending (DC 15) , message , open/close (DC 15) , prestidigitation (DC 15) , ray of frost , read magic (DC ) , resistance (DC 15) , spark (DC 15) , touch of fatigue (DC 15)

Prepared Spells:
Prepared Spell List
Wizard (CL 2nd):
1st - burning hands (DC 16) , color spray (DC 16) , grease (2) (DC 16) , *mage armor (DC 16)
0th - acid splash , detect magic , light , read magic (DC )

Special Qualities:
Arcane Bond, Bonus Feat, Cantrips, Conjuration School, Enchantment Opposition School, Familiar, Necromancy Opposition School, Shift, Skilled, Summoner's Charm,

Feats:
Dimensional Agility, Improved Initiative, Scribe Scroll

Skills:
Acrobatics +2 (Ranks0, Dex+2)
Appraise +5 (Ranks0, Int+5)
Bluff +1 (Ranks0, Cha+1)
Craft (Alchemy) +10 (Ranks2 Int+5 Class+3)
Craft (Untrained) +5 (Ranks0 Int+5)
Diplomacy +1 (Ranks0 CHa+1)
Disguise +1 (Ranks0 Cha+1)
Escape Artist +2 (Ranks0 Dex+2)
Fly +2 (Ranks0 Dex +2)
Heal +1 (Ranks0 Wis+1)
Intimidate +1 (Ranks0 Cha+1)
Knowledge (Arcana) +10 (Ranks2 Int+5 Class+3)
Knowledge (Dungeoneering) +9 (Ranks1 Int+5 Class+3)
Knowledge (Engineering) +9 (Ranks1 Int+5 Class+3)
Knowledge (Geography) +9 (Ranks1 Int+5 Class+3)
Knowledge (History) +9 (Ranks1 Int+5 Class+3)
Knowledge (Nature) +9 (Ranks1 Int+5 Class+3)
Knowledge (Planes) +9 (Ranks1 Int+5 Class+3)
Knowledge (Religion) +9 (Ranks1 Int+5 Class+3)
Linguistics(Sylvan) +9 (Ranks1 Int+5 Class+3)
Intuition +7 (Ranks2 Int+5)
Perform (Untrained) +1 (Ranks0 Cha+1)
Ride +2 (Ranks0 Dex+2)
Sense Motive +1 (Ranks0 Wis+1)
Spellcraft +10 (Ranks2 Int+5 Class+3)
Stealth +2 (Ranks0 Dex+2)
Survival +1 (Ranks0 Wis+1)

Possessions:

worn/Carried:
Alchemist's kit
Backpack, common
Bedroll
Bell
Belt Pouch (contains 8gp, 18sp and 10cp)
Bullseyes Lantern
Chalk x10
Cooking Kit
Candlex6
dagger; Flask, acidx2
Flint & Steel
Grooming Kit
Ink
Inkpen
Iron Spikesx10
Mess kit
Mirror
Mug/Tankard
Oilx7
Paper (Sheet)x10
Rope 100'
Sack (empty)x2
scholar's outfit
scroll casex2
Shaving Kit
Signal whistle
bullets, sling (10) (x2)
spellbook (wizard's/blank)
Sling
Soap
String/twine
Tindertwigx8
Torchx10
In scroll cases:
scroll (Detect Magic)
scroll (Enlarge Person)
scroll (mount)
scroll (Protection from Evil)
scroll (read Magic)
scroll (Silent Image)

Abilities:
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Conjuration School You have chosen to specialize in conjuration spells.
Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchanment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Fireball, treat its actual level as 1 lower for determining the spell's final adjusted level.
Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Shift (Su) At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet. You can use this ability 8 times per day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 1 rounds.

Familiar:

MAGNUS
CR 1/3
Male Familiar Hawk animal 1
None tiny animal/magical beast
Init +3; Senses Low-Light, Perception +15,
Communication Empathic Link,
AC 16, touch 15, flat-footed 13
hp 8 (1HD)
Fort +2, Ref +5, Will +5
Defensive Abilities Improved Evasion,
Speed 10 ft. (2 squares) Fly 60 ft. (Average)
Face 2 ft. Reach 0 ft.
Base Atk +1; CMB +2; CMD 10
Abilities Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Special Qualities Empathic Link, Low-Light Vision, Share Spells,
Feats Weapon Finesse
Skills Acrobatics +3, Acrobatics (Jump) -5, Appraise -2, Bluff -2, Climb +3, Craft (Untrained) -2, Diplomacy -2, Disguise -2, Escape Artist +3, Fly +7, Heal +2, Intimidate -2, Knowledge (Dungeoneering) -1, Knowledge (Engineering) -1, Knowledge (Geography) -1, Knowledge (History) -1, Knowledge (Nature) -1, Knowledge (Planes) -1, Knowledge (Religion) -1, Perception +15, Perform (Untrained) -2, Ride +3, Sense Motive +2, Stealth +11, Survival +2, Swim +3,
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.