Thunder Wizard

Hull Korel's page

31 posts. Alias of sarpadian.


Full Name

Hull Korel

Race

Halfling

Classes/Levels

Transmuter 3

Gender

Male

Size

Small

Age

20

Alignment

Neutral

Languages

Common, Draconic, Elven,,Halfling

Strength 9
Dexterity 18
Constitution 12
Intelligence 15
Wisdom 10
Charisma 10

About Hull Korel

Init +8; Perception +3 (+5 when Snaggles is in arm’s reach)
DEFENSE
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 20 (3d6+6);
Fort +3; Ref +6; Will +4; +2 racial vs. fear
OFFENSE
Speed 20 ft.
Melee dagger +1, (d4-1/19-20), quarterstaff +1 (d4-1)
Ranged acid flask +6 (d6 acid), alchemist’s fire +6 (d6 fire), dagger +6 (d4-1/19-20), light crossbow +6 (d6/19-20)
Arcane School Spell-Like Abilities (CL 3rd; concentration +5)
5/day—telekinetic fist

Transmuter Spells Prepared:
(CL 3rd; concentration +5)
2nd—elemental touch (2), scale spikes
1st—burning disarm (DC 15), color spray (DC 13), enlarge person, mage armor
0—acid splash, detect magic, light, prestidigitation

Opposed Schools Enchantment, Necromancy
STATISTICS
Base Atk +1; CMB -1; CMD 13
Feats AlertnessB (when Snaggles in arm’s reach), Scribe ScrollB, Spell Focus (transmutation), Toughness
Traits Sage’s Apprentice (burning disarm), Transmuter (cat's grace)
Skills Craft (alchemy) +6, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +6, Perception +3 (+5 when Snaggles in arm’s reach), Sense Motive +2 (when Snaggles in arm’s reach), Spellcraft +8, Stealth +8; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Halfling
SQ arcane bond (compsognathus familiar named Snaggles), fearless, halfling luck, keen senses, physical enhancement [DEX], swift as shadows, weapon familiarity
Gear:
Combat Gear acid (1), alchemist’s fire (1), crossbow bolts (30); Other Gear spellbook [all non-enchantment/necromancy cantrips and spells prepared, plus grease, silent image, unseen servant], 29 gp

SPECIAL ABILITIES:

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.
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.
Fearless
Halflings receive a +2 racial bonus on saves vs. fear
Halfling Luck
Halflings receive a +1 racial bonus on all saving thtows.
Keen Senses
Halflings receive a +2 racial bonus on Perception checks.
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. [Included in DEX above]
Swift as Shadows
Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces sure-footed.
Weapon Familiarity
Halflings are proficient with slings and treat any weapon with “halfling” in the name as a martial weapon.

Favored Class Benefit:3*1/2 to effective level for familiar's INT, natural armor, and abilities
Snaggles, Hull’s Familiar:

N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +4
DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 10 (3d8+2);
Fort +4; Ref +4; Will +3;
Defensive Abilities improved evasion
OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +5 (d3-1 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
STATISTICS
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Critical Conduit
Skills Craft (alchemy) -1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) -1, Perception +4, Spellcraft +1, Stealth +10, Swim +10;
Languages empathic link
SQ alertness, familiar, poison, share spells.
SPECIAL ABILITIES
Alertness (Ex)
When Snaggles is in arm’s reach, Hull gains the benefit of the Alertness feat.
Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
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.
Familiar
Snaggles gives Hull a +4 bonus to Initiative.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, Snaggles takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
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).