Full Name |
Eredur Smagg "The Younger" |
Race |
Dwarf |
Classes/Levels |
Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6 |
Gender |
Male |
Size |
Medium |
Age |
58 |
Alignment |
NG |
Languages |
Dwarf, common, Draconic, Terran, Orc |
Occupation |
Jeweller |
Strength |
12 |
Dexterity |
14 |
Constitution |
16 |
Intelligence |
17 |
Wisdom |
10 |
Charisma |
8 |
About Eredur Smagg the Younger
20 pt build Str 12 (2) Dex 14 (5) Con 14 (5) Int 16 (10) (+1L4) Wis 8(-2) Cha 10 (0) Racial +2 Con/Wis, -2 Cha
Race Dwarf
Gender Male
Age 58
Class Wizard(FC+1 skill)
Init +2 ; Senses Perception+0, Survival +0
Racial stuff:
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
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BUFFS AND CONSUMABLES
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DEFENSE
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AC 14 , touch 12 , flat-footed 12
(+ 2 Armor, +2 Dex)
Hp 37/37 Temp hp []
Fort +5, Ref +6, Will +5
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OFFENSE
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Speed 20
Melee
Msw Warhammer, +4, 1d8+1, Crit 20 (*3)
Msw Cold Iron Battelaxe +4, 1d8+1
Ranged
Light crossbow, +4, 1d8, Crit 19 (*2), range 80
Special Attacks
Apprentice hand 6/day, range 30, +4 to hit ,1d8+1 dmg, Crit 20 (*3)
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STATISTICS
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Str 12, Dex14 , Con 14+2R, Int 16+1L4, Wis 8+2R , Cha 10-2R
Base Atk +2; CMB +3; CMD 15
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.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Feats
L1 Magical aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Wiz-Spell Focus (Evocation)
L3 Elemental focus (Fire)
Traits
Artisan: You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (Jeweller).
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Drawback:
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SKILLS
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Skills (base 2+3Int+0 Race+1 FC=6/level, total 30)
Know Engineering +8 Rank 2
Know Arcana +11 Rank 5
Craft Jeweller +11 Rank 5
Appraise +10 Rank 4
Know PLanes +7
Know Religion+7
Know Local +7
Know Nature+7
Use Magic device +5 Rank 3 (+2 with Feat, +1 with Talent)
Spellcraft+10 Rank 4 (+12 with Feat)
Know History+7
Know Dungeonering+7
Know Geography+7
Background Skills
Languages
Common, Dwarf, Draconic, Terran, Orc
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SPECIAL QUALITIES
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SQ
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EQUIPMENT AND GOLD
Wizard kit (a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.), Msw Artisan tools (jeweller), Light crossbow, Msw Warhammer, Msw Cold Iron Battleaxe, Waterproof bag (for spellbook), Mapmaker kit, wayfinder, Wand of Burning hands CL 3(1 charges), Wand of Magic Missile (38/50), Wand of Magic Armor (39/50), Cloak of Protection+1, Wand of CLW (49/50), Wand of Ray of Enfeeblement (47/50), Haramaki+1,
PP
GP 3183+3510=6693
SP 5
CP
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Load
Gear
Magic:
Known spells
Lvl 0 spells: all
Lvl 1 spells (6) Mage armor, Sleep, Burning hands, Endure elements, Ray of enfeeblement, Protection from Evil, Feather Fall, Enlarge Person, Identify, Magic Weapon, Cause Fear, Summon Monster I, Color Spray, Expeditious retreat, Hold Portal, Grease, Ray of Sickening, True Strike
Lvl 2 spells (2)Acid Arrow, Blur, Invisibility, Mirror Image, Resist Energy, Glitterdust, Touch of Idiocy, Scorching ray,Bear endurance, Bull strenght, Fox cunning, Cat's grace, Owl's Wisdom, Stone Call, Resist Energy, Invisibility, Eagle Splendor, False life, Masterwork Transformation, Spontaneous Immolation
L3 spells: (2) Fireball, Lightning bolt, Campfire wall, Dispel magic, Draconic Reservoir, Elemental Aura, Haste, Keen Edge
Spells/day (DC 13+Level)
Lvl 0 (4):Acid Spray, Light, Detect Magic, Disrupt Undead
Lvl 1 (4):Magic Weapon, Burning hands, Color spray, Protection from Evil
Lvl 2 (3): Scorching Ray, Blur, Resist energy
Lvl 3 (2): Fireball, Lightning Bolt
Universalist Wizard
Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Familiar
Lybna the weasel (+2 to Reflex saves)
HD 2
HP 18
AC 18, touch 16, flat-footed 15 (+2 Dex, +1 natural, +2 size,+3 Familiar)
Fort +2
Ref+2 (+4)
Will+3
Bab+1(+3 Weapon finesse)
dmg 1d3-4
Speed 20 Climb speed 20
Str 3, Dex 15, Con 10, Int 2(8), Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
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APPEARANCE
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Height
Weight
Eye Color
Hair Color
General appearance:
Region of Origin
Deity
Personality
Pathfinder Society
n°133884-9
XP 14
PP 17/25 (Bought: Wand of Magic armor, Wand of magic Missile, Wand of CLW, Wand of Ray of Enfeeblement)
Fame 19
[Dice=Day job, Jeweller, Msw Tools, Artisant trait]1d20+10+2+2[/dice]
Adventures:
The Confirmation
Portent's Peril 8-01
Trial by machine 6-01
Slave ships of Absalom 6-05
CoCT edge of anarchy
We B4 Goblins
Grotto of the Deluged god
In wrath Shadows
Twisted Circle 7-12