Khonnir

Edoveus "Ed" Almar's page

314 posts. Alias of Eric Swanson.


Race

HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 |

Classes/Levels

Speed: 25 ft. | Spells (1st): 3/3; | Active Conditions: Detect Magic

Gender

LG Human Male Wizard (Universalist) 2

About Edoveus "Ed" Almar

Edoveus Almar
Human wizard 2
LG, Medium, Human, Humanoid
Heritage skilled human
Background Osprey Spellcaster (occultism)
Perception +5
Languages Common, Draconic, Dwarven, Elven, Goblin, Thassilonian,
Skills Academia Lore +7, Arcana +7, Crafting +7, Deception +6, Diplomacy +6, Medicine +5, Occultism +7, Religion +5, Society +7
Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 16 (+3), Wis 12 (+1), Cha 14 (+2)
Items crossbow, dagger, staff, backpack, bedroll, bolts (10), chalk (10), flint and steel, material component pouch, rations (1 week) (2), rope (foot) (50), soap, Spellbook (blank), torch (5), waterskin, writing set, purse (10 gp, 5 sp), artisan tools, crafter’s eyepiece (half-finished, 4 days/30gp), scroll of mud pit, a scroll of dispel magic, a scroll of resist energy, and a wand of grease.
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AC 15; Fort +5; Ref +5; Will +7
HP 22
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Speed 25 feet
Melee [1] dagger +5 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P
Melee [1] staff +5 (two-hand (1d8)), Damage 1d4+1 B
Ranged [1] crossbow +5 (range increment 120 feet, reload 1), Damage 1d8 P
Ranged [1] dagger +5 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P
Arcane Wizard Spells DC 17, attack +7; 1st mage armor, magic missile, sleep Cantrips (2nd) daze, detect magic, prestidigitation, shield, telekinetic projectile
Focus Spells 1 Focus Point, DC 16; 1st Hand of the Apprentice
Ancestry Feats Adapted Cantrip
Class Feats Hand Of The Apprentice; Reach Spell
Skill Feats Quick Identification; MultiLingual
Other Abilities arcane bond, arcane schools, arcane spellcasting, arcane thesis, spell substitution, spellbook, universalist

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Edoveus Almar, Wizard 4:

Human Wizard 4
Common, LG, Medium, Human, Humanoid
Perception +7
Languages Common, Draconic, Elven, Goblin, Dwarven, Orc, +1

Str 12 (+1)
Dex 12 (+1)
Con 12 (+1)
Int 16 (+3)
Wis 12 (+1)
Cha 14 (+2)
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AC 14; Fort +6; Ref +6; Will +8
HP 36 Focus Points 1 Hero Points 1
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Speed 25 feet
Melee [1] dagger +7 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4+1 piercing/slashing
Melee [1] staff +7 (two-hand d8), Damage 1d4+1 bludgeoning
Ranged [1] crossbow +7 (range increment 120 feet, reload 1), Damage 1d8 piercing
Ranged [1] dagger +7 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4+1 piercing/slashing
Arcane Wizard Spells DC 19, attack +9 (3 INT, 3 class, 2 trained);
Feats
Adapted Cantrip, Telekinetic Projectile
Hand Of The Apprentice
Arcane Sense
Reach Spell
Multi-Lingual
Bespell Weapon
Recognize Spell

Other Abilities Drain Bonded Item, spell substitution

Skills
+9 T**Academia Lore (Int)
+1 U**Acrobatics (Dex)
+11 E***Arcana (Int)
+1 U**Athletics (Str)
+9 T**Crafting (Int)
+8 T**Deception (Cha)
+8 T**Diplomacy (Cha)
+2 U**Intimidation (Cha)
+7 T**Medicine (Wis)
+1 U**Nature (Wis)
+9 (or 15) T* Occultism (Int)
+2 U**Performance (Cha)
+7 T**Religion (Wis)
+9 T**Society (Int)
+1 U**Stealth (Dex)
+1 U**Survival (Wis)
+1 U**Thievery (Dex)

Equipment
crossbow
dagger
Low Grade Cold Iron dagger
staff
backpack
bedroll
belt pouch x2
bolts (10)
chalks (10)
flint and steel
material component pouch
rations 2 weeks
50' rope
soap
spellbook (blank)
torches (5)
waterskin
writing set
purse: 23 gp; 17 sp; 5 cp
RING OF MINOR ARCANA

Assurance (Occultism) (Background, Feat)
Traits: Fortune, General, Skill
Prerequisites: trained in at least one skill
Even in the worst circumstances, you can perform basic tasks.
Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers) Total = 14.

Reach Spell (Class, Class Feats, Feat, Wizard)
Traits: Concentrate, Metamagic, Wizard
One Action
Trigger: You start to cast a spell that has a range. The spell must have a maximum of 2 spellcasting actions.
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Drain Bonded Item (1/day) (Class, Wizard)
Traits: Arcane, Wizard
Free Action
Frequency: once per day
Requirements: You haven’t acted yet on your turn.
You expend the power stored in your bonded item. This gives you the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

Spell Substitution (Arcane Thesis, Class, Wizard
You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you
originally prepared. You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.

RING OF MINOR ARCANA
This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Each is cast as a 1st-level spell. If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips (currently 2nd).

Spells in Spellbook

Cantrips

*Daze
&Detect Magic
Ghost Sound
*Light
&Mage Hand
&Prestidigitation
*Produce Flame
Read Aura
*Shield
*Telekinetic Projectile

1st Level

Feather Fall
Mage Armor
**Magic Missile
Mending
*Sleep
Unseen Servant

2nd Level

*Dispel Magic
*Mirror Image
*Glitterdust
Summon Elemental