Lord Almir

Englebert 'Bert' Cumberbatch's page

No posts. Organized Play character for RowynStarr.


Full Name

Englebert 'Bert' Cumberbatch

Race

AC:14 (T:12) (FF:12) | F:2 R:4 W:7 |HP:27/27| Per. +2

Classes/Levels

Universalist Wizard 5

Gender

Male

Size

Medium

Age

23

Alignment

Neutral Good

Deity

Nethys

Location

Absalom

Languages

Abyssal, Common, Draconic, Elven, Goblin

Occupation

Librarian

Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 14
Charisma 12

About Englebert 'Bert' Cumberbatch

Englebert Cumberbatch
Male Human Universalist Wizard 5
N Medium Humanoid
Init +8; Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 armor, +2 Dex)
hp 27 (4d6+5)
Fort +2, Ref +4, Will +7
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Offense
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Speed 30 ft.
Melee masterwork quarterstaff +3(1d6/x2), dagger +1(1d4/19-20/x2)
Ranged dagger +4(1d4/x2)
Spells Prepared (CL 3rd, concentration +13)
3rd-fireball, haste
2nd-create pit, invisibility, resist energy
1st-burning hands, magic missile (2), sleep
0-(at will)acid splash, detect magic, mage hand, read magic
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Statistics
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Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 12
Base Atk +2; CMB +2; CMD 14
Feats Combat Casting, Improved Initiative, Spell Focus (Evocation), Spell Penetration, Toughness
Traits Reactionary [Combat], Pragmatic Activator[Magic]
Skills Fly +10, Knowledge(Arcana) +12, Knowledge(History) +12, Knowledge(Planes) +12, Knowledge(Religion) +12, Profession(Librarian) +10, Spellcraft +12
Languages Common, Druidic, Elven, Sylvan, Goblin
Gear masterwork quarterstaff (arcane bond item), cold iron dagger, silver dagger, haramaki armor, cloak of resistance +1, pearl of power (1st), potion of cure light wounds (peppermint flavor), ring of protection +1, wand of cure light wounds (41 charges), wand of mage armor (46 charges), acid flask (2), alchemist's fire (2), antitoxin, backpack, bedroll, hooded lantern, flint & steel, ink, inkpen, oil(2) paper(10), hemp robe(50 ft.), scroll case, spell component pouch, spellbook, sunrod, trail rations (4 days), waterskin [8,812 GP]
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Racial Traits
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+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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Class Features
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Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score. A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own.
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Feats
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Combat Casting-You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Ectoplasmic Spell-An ectoplasmic spell has full effect against incorporeal or ethereal creatures.

Inproved Initiative-You get a +4 bonus on initiative checks.

Spell Focus (Evocation)-Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Spell Penetration-You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Toughness-You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
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Character Traits
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Pragmatic Activator [Magic Trait]:While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Reactionary [Combat Trait]You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.You gain a +2 trait bonus on initiative checks.
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Chronicles
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3-Intro 1: First Steps: In Service To Lore [evergreen]
5-08: The Confirmation [evergreen]
3-18: The God's Market Gamble
5-12: Destiny Of The Sands, Part 1: A Bitter Bargain
5-15: Destiny Of The Sands, Part 2: Race To Seeker's Folly
7-05: School Of Spirits
5-16: Destiny Of The Sands, Part 3: Sanctum Of The Sages
4-14: My Enemy's Enemy
10-14: Debt To The Quah
10-06: Treason's Chains
2-11: The Penumbral Accords
3-07: Echoes Of The Overwatched
10-19: Corpses In Kalsgard
10-18: The Daughter's Due