Hellknight Armiger

Florin Leogil's page

487 posts. Organized Play character for nightdeath.


Full Name

Florin Leogil

Race

| HP:30/34| AC: 12/12/10|Init: +2| Perc: -1| Fort: +4| Ref: +6| Will: +5| Greataxe: +6;1d12+5| Longbow: +5;1d8| CMB: +6| CMD: 18| T.Fist: +6 1d4+1|

Classes/Levels

Skills:
Acro: +5| Appraise:+0| Bluff:+3| Climb:+7| C. (Alchemy):+8 | Diplo:+1| DD:+4|Esc:+2| Fly:+6| Handle:+0| Heal:-1| Intimidate:+2| Kn.(Eng/Nob/Loc):+7| Kn. (Arc/Dun/His/Pla/Reli):+8| Lin:+7| Spell:+8| Stealth:+2| Survial:+0|

Gender

PFS #76925-42 Female Half Orc Fighter 1/ Wizard (Transmuter) 4

Size

Medium

Age

17

Special Abilities

Telekinetic Fist 6/day, Dex Bonus +1

Alignment

Neutral

Strength 16
Dexterity 15
Constitution 12
Intelligence 17
Wisdom 8
Charisma 10

About Florin Leogil

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76925-42 Florin Leogil

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Character Crunch:

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Male Half Orc Fighter () 1/ Wizard (Transmuter) 4
Neutral Medium Humanoid
Init +2; Senses DarkVision Perception -1

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Defense
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AC 12, touch 12, flat-footed 10 (+0 armor, +0 Shield, +2 Dex, +0 natural, +0 Dodge)
hp 34 (1d10+4d6) (+5 Con Bonus) (+0 Favored)) (+5 Toughness)
Fort +4, Ref +4 (+2), Will +5
Resist

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Offense
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Offenses
Speed 30 ft.
Ranged Longbow +5 (1d8 20/x3) (1000Ft)
Melee Greataxe +6 (1d12+4 20/x3)
Melee -- +4 (-d- --/x-)
Special Attacks Telekinetic Fist 6/day, Dex Bonus +1
Spell-Like Abilities

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Statistics
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Str 16, Dex 14 (15), Con 12, Int 17, Wis 8, Cha 10
Base Atk +3; CMB +6; CMD 18
Languages Common, Orc, Draconic, Giant, Goblin, Thassolonsian
SQ

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Feats
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Toughness (Level 1 Feat)
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).

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

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

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Traits
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Poverty-Stricken (Social)
Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.

Deft Dodger (Combat)
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

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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 (see Table: Ability Modifiers and Bonus Spells).

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. Rules for bonded items are given below, while rules for familiars are at the end of this section.

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 (see below).

Spell Focus (Enchantment) :
At 1st level, a wizard gains Spell Focus () as a bonus feat.

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Skills
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Acrobatics +5 (+3 Rank, +0 trained, +2 Ability, -0 Armor)
Appraise +3 (+0 Rank, +0 trained, +3 Ability)
Bluff +2 (+2 Rank, +0 trained, +0 Ability)
Climb +7 (+1 Rank, +3 trained, +3 Ability, -0 Armor)
Craft (Alchemy) +8 (+2 Rank, +3 trained, +3 Ability)
Diplomacy +1 (+1 Rank, +0 trained, +1 Ability)
Disable Device +4 (+2 Rank, +0 trained, +2 Ability, -0 Armor)
Disguise +0 (+0 Rank, +0 trained, +0 Ability)
Escape Artist +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Fly +6 (+1 Rank, +3 trained, +2 Ability, -0 Armor)
Handle Animal +0 (+0 Rank, +0 trained, +0 Ability)
Heal -1 (+0 Rank, +0 trained, -1 Ability)
Intimidate +2 (+0 Rank, +0 trained, +0 Ability +2 Racial)
Knowledge (Arcana) +8 (+2 Rank, +3 trained, +3 Ability)
Knowledge (Dungeonnering) +8 (+1 Rank, +3 trained, +3 Ability)
Knowledge (Engineering) +7 (+1 Rank, +3 trained, +3 Ability)
Knowledge (History) +8 (+2 Rank, +3 trained, +3 Ability)
Knowledge (Plane) +8 (+2 Rank, +3 trained, +3 Ability)
Knowledge (Nobility) +7 (+1 Rank, +3 trained, +3 Ability)
Knowledge (Religion) +8 (+2 Rank, +3 trained, +1 Ability)
Knowledge (Local) +7 (+1 Rank, +3 trained, +1 Ability)
Linguistics +7 (+1 Rank, +3 trained, +3 Ability)
Perception -1 (+0 Rank, +0 trained, -1 Ability)
Perform +0 (+0 Rank, +0 trained, +0 Ability)
Ride +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Sense Motive -1 (+0 Rank, +0 trained, -1 Ability)
Spellcraft +8 (+2 Rank, +3 trained, +3 Ability)
Stealth +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Survival +0 (+0 Rank, +0 trained, -1 Ability, +1 Trait)
Swim +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Use Magic Device +0 (+0 Rank, +0 trained, +0 Ability)

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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 2

Spells Known Level 0 DC 13
Divination
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
Abjuration
Resistance: Subject gains +1 on saving throws.
Enchantment
Daze: A single humanoid creature with 4 HD or less loses its next action.
Evocation
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illusion
Ghost Sound: Figment sounds.
Tranmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Universal
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

Spells Known Level 1 DC 14
Abjuration
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Endure Elements: Exist comfortably in hot or cold regions.

Divination
Comprehend Languages: You understand all spoken and written languages.
True Strike: +20 on your next attack roll.

Enchantment
Charm Person: Makes one person your friend.

Evocation
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Illusion
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.

Transmutation
Enlarge Person: Humanoid creature doubles in size.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Expeditious Retreat: [i] Your base speed increases by 30 ft.

Spells Prepared (3+1) Level 1 DC 14
[i]Magic Weapon:
Weapon gains +1 bonus. (School)
Comprehend Languages: You understand all spoken and written languages.
Charm Person: Makes one person your friend.
Enlarge Person: Humanoid creature doubles in size.
Magic Weapon: Weapon gains +1 bonus.

Spells Known Level 2 DC 15
Abjuration
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.

Divination
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.

Enchantment
Hideous Laughter: Subject loses actions for 1 round/level.

Evocation
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Shatter: Sonic energy damages objects or crystalline creatures.

Illusion
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Mirror Image: Creates decoy duplicates of you.

Transmutation
Alter Self: Assume form of a Small or Medium humanoid.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Spider Climb: Grants ability to walk on walls and ceilings.

Spells Prepared (2+1) Level 2 DC 15
Bull's Strength: Subject gains +4 to Str for 1 min./level. (School)
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
See Invisibility: Reveals invisible creatures or objects.

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Special Abilities
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Arcane Bond : Familar
Weasel Master gains a +2 bonus on Reflex saves

Arcane School : Transmutation (Necromancy & Conjuration)
Physical Enhancement (Su):
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp):
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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Equipment
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Equipment list]
Melee Weapons Greataxe
Ranged Weapons Long Bow, 20 Arrows
Armor
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (10 days), and a waterskin.
Spell Component Pouch
Spell Book (1)
Explorer's Clothes
Winter Clothing
Magic Item
Wand of Mage Armor (35/50)
Wand of Magic Missiles (49/50)
Wand of Shield (41/50)
Wand of Cure Light Wounds (36/50)
Wealth --gp

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Racial Traits
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Half Orc Racial Traits:

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

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Background Story
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Florin Leogil :

An orphan found by a kindly priest of Iomedae, Florin aspires to be one day prove herself finally worthy of bearing arms in Iomedae's name without making a fool of herself.

During her time growing up, she was noted for her preservance but unfortuately, what came easy for her peers proved otherwise for her. Knowing this, she spent more time on her studies though she never scored in the top tier, she practiced more than most but never made it past the qualifiers. It seems all her efforts seem doomed to failure however she did not give up hope for Iomedae smiled on her.

Bit by bit, day by day, her peers noticed that Florin never moaned and complained about her lot but took it in stride. She was not the best fighter amongts them but they trusted her to guard their backs without fail. She could never solve puzzles quickly but it was noticed that she did her best to aid others. Her scouting skills were dismally at best but her growing skill and toughness from countlesss defeats on the practice field made her last longer than most.

Until she was given her first assignment, Florin had never known the outside world. It was time she learnt about it and made her way there.

It was then that her first few adventurers ignited her interest in magic and she's not looked back often.

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Appearance
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Florin Leogil Appearance:

Immaculate Tabard over freshly cleaned and polished armor which turns out to be nothing but a rather new Explorer Outfit.

Shorn of long locks yet practical enough for adventuring frames a face that despite her youth shows an almost human-like feature except for twin small canines jutting out from her lower mouth. A Greataxe in hand, she's not a definite example of one who has chosen the path of wizardy.