
Full Name |
Endare Declane |
Race |
Human (Taldan) |
Classes/Levels |
Human wizard 1 AC-15/T-11/FF-14, HP-7, Fort:+1, Ref:+1, Will:+5 |
Gender |
Male |
Size |
medium |
Age |
21 |
Special Abilities |
Arcane Bond (Masterwork Quarterstaff), Arcane Strike , Compass +2 , Gifted Adept (Magic Missile) , Hand of the Apprentice (5/day) , Hero Points (1) |
Alignment |
CN |
Deity |
athiest |
Languages |
humanoid, human |
Occupation |
none, spoiled rich kid |
Strength |
12 |
Dexterity |
12 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
16 |
Charisma |
12 |
About Endar Declane
Endar Declane
Male human (taldan) evoker 1
CN Medium humanoid (human)
Init +1; Senses Perception +4
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 dexterity)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk quarterstaff +2 (1d6+1)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—force missile (1d4+1)
Evoker Spells Prepared (CL 1st; concentration +3)
. . 1st—grease, magic missile, magic missile
. . 0 (at will)—acid splash, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 12, Dex 12, Con 12, Int 14, Wis 16, Cha 12
Base Atk +0; CMB +1; CMD 12
Feats Arcane Strike, Armor Proficiency (light), Scribe Scroll
Traits gifted adept, rich parents
Skills Knowledge (arcana) +6, Linguistics +6, Perception +4, Spellcraft +6, Survival +3 (+5 to avoid becoming lost when using this), Use Magic Device +2
Languages Common, Dwarven, Elven, Halfling
SQ arcane bond (masterwork quarterstaff), opposition school (enchantment, necromancy)
Combat Gear potion of cure light wounds (2), caltrops, oil (3); Other Gear chain shirt, mwk quarterstaff, backpack, masterwork, bedroll, belt pouch, belt pouch, belt pouch, candle (5), chalk (3), compass, crowbar, eyeglasses, flint and steel, hammer, ink, black, inkpen, marbles, marbles, marbles, mess kit, piton (3), pot, powder, soap, spell component pouch, torch (10), trail rations (5), waterskin, wine, corentyn (per bottle), 44 gp, 5 sp, 1 cp
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Special Abilities
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Arcane Bond (Masterwork quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+1, 5/day) (Sp) As a standard action, magic missile strikes a foe.
Gifted Adept (Magic Missile) A chosen spell gets +1 CL.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
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Endar has had an easy life. Everything has been given to him. His father, Baron Brunswick Declane has made sure his son has had the best of everything. Endar has been studying magic with a private tutor since he was 5. Now, at the age of 21, Endar is bored with his easy life. Partying with his socialite friends, attending all the high profile parties and events around the city, and just living "the good life" are not full-filling for him anymore. He wants adventure! He wants excitement! After enough whining and complaining to his father, the Baron allowed Endar to leave home on the condition that Endar buy only the best equipment and weapons that money can buy!
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