Uskwood Druid

Hans Nukesalot's page

No posts. Organized Play character for Archmage of Entropy.


Full Name

Hans Nukesalot

Classes/Levels

CORE

About Hans Nukesalot

HANS NUKESALOT
CR 1/2
XP 200
Male elf evoker 1
None Medium humanoid (elf)
Init +4; Senses low-light vision, Perception +3
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +0, Ref +2, Will +1, +2 vs. enchantment spells and effects

OFFENSE
Speed 30 ft.
Special Attacks force missile (1d4+1, 8/day), intense spells
Wizard Spells Prepared (CL 1st, concentration +6):
1st—burning hands (DC 17), magic missile (2), shocking grasp
0 (at will)—flare (DC 16), light, ray of frost

STATISTICS
Str 13, Dex 14, Con 10, Int 20, Wis 8, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Alertness, Scribe Scroll, Spell Focus (Evocation)
Skills Fly +6 , Knowledge (Arcana) +9 , Knowledge (Dungeoneering) +9 , Knowledge (Planes) +9 , Linguistics(Orc) +9 , Perception +3 , Profession (Soldier) +3 , Sense Motive +1 , Spellcraft +9 , Spellcraft (Identify magic item) +11
Traits gifted adept (magic missile), reactionary
Languages Common, Elven, Orc
SQ abjuration opposition school, arcane bond, arcane school, cantrips, divination opposition school, elven immunities, elven magic, evocation school, familiar, familiar's alertness ability active, keen senses, low-light vision
Gear spellbook (wizard's/blank)

Spellbook (Wizard's/Blank)
SPECIAL ABILITIES
Abjuration Opposition School You have chosen abjuration spells as an opposition school. Preparing an abjuration spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an abjuration spell as a prerequisite.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Arcane School
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Divination Opposition School You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an divination spell as a prerequisite.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Evocation School You have chosen to specialize in evocation spells.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+1 points of damage. This is a force effect. You can use this ability 8 times per day.
Gifted Adept (Magic Missile) Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. Whenever you cast Magic Missile, its effects manifest at +1 caster level.
Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Reactionary 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.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

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Familiar
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Name: Hotlips

Familiar Toad

Diminutive Animal/Magical Beast (Familiar,Augmented Magical Beast,FamiliarBase)
Hit Dice:
(1d8)-2 (4 hp)
Initiative:
+1
Speed:
5 ft. (1 squares) ,
Armor Class:
16 ( +4 size, +1 Dex, +1 natural, ) touch 15, flatfooted 15
Base Attack/CMB/CMD:
+0; -3 ; 2
Full Attack:

Attack:

Face/Reach:
1 ft./0 ft.
Special Qualities:
Alertness (Ex), Amphibious (Ex), Empathic Link (Su), Improved Evasion (Ex), Low-Light Vision (Ex), Scent (Ex), Share Spells (Ex),
Vision:
Low-Light Vision,
Saves:
Fort: +0, Ref: +3, Will: +4
Abilities:
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Skills:
Acrobatics +1; Appraise -2; Bluff -3; Climb +7; Craft (Untrained) -2; Diplomacy -3; Disguise -3; Escape Artist +1; Fly +11; Heal +2; Intimidate -3; Linguistics(Orc) -1; Perception +5; Perform (Untrained) -3; Ride +1; Sense Motive +2; Stealth +21; Survival +2; Swim +1;
Feats:
Skill Focus (Perception)
Challenge Rating:
1/8
Alignment:
None
Level Adjustment:
-
Languages: Orc
Possessions: