Kurvis Nurpico

Jethro Z.'s page

124 posts. Organized Play character for Abraham Z..


Race

| Init +7 (always act in surprise round) | Perc +2 SM +2 | Speed 30' |

Classes/Levels

Active Conditions: Mage Armor, False Life | Constant: | Arcane Bond 1/1 | GM Reroll 1/1 | Diviner's Fortune 8/8 |

Gender

M Male Neutral Human Wizard (Diviner) 3.0 | HP 26+13/26 | AC 10+4 T 10 FF 10 | CMB -1, CMD 9 | F +4, R +2, W +6

About Jethro Z.

Jethro 3.0
Male human diviner 3
N Medium humanoid (human)
Init +7; Senses Perception +2
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Defense
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AC 10, touch 10, flat-footed 10 (+2 deflection bonus vs. evil)
hp 26 (3d6+12)
Fort +4, Ref +2, Will +6; Situational Text; +2 resistance vs. evil
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-2/19-20) or
. . unarmed strike -1 (1d3-2 nonlethal)
Arcane School Spell-Like Abilities (CL 3rd; concentration +8)
. . 8/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 3rd; concentration +8)
. . 2nd—false life, glitterdust (DC 17), see invisibility
. . 1st—burning hands (DC 16), color spray (2, DC 17), comprehend languages, feather fall
. . 0 (at will)—detect magic, light, mage hand, read magic
. . Opposition Schools Abjuration, Enchantment
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Statistics
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Str 7, Dex 11, Con 14, Int 20, Wis 14, Cha 7
Base Atk +1; CMB -1; CMD 9
Feats Combat Casting, Improved Initiative, Spell Focus (illusion), Toughness
Traits magical knack, reactionary
Skills Climb +0, Concentration: Wizard +8 (+12 when casting defensivley or grappled.), Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +11, Linguistics +9, Spellcraft +10, Swim +0
Languages Azlanti, Common, Draconic, Kelish, Osiriani, Polyglot, Tien
SQ arcane bond (amethyst ring), forewarned
Combat Gear wand of cure light wounds (50 charges), wand of mage armor (50 charges), wand of magic missile, acid, antitoxin, holy water, tanglefoot bag, thunderstone; Other Gear dagger, amethyst ring, cloak of resistance +1, backpack, 2,703 gp
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Tracked Resources
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Acid - 0/1
Antitoxin - 0/1
Arcane Bond (Amethyst ring) (1/day) (Sp) - 0/1
Dagger - 0/1
Diviner's Fortune +1 (8/day) (Sp) - 0/8
GM Reroll (1/scenario, 1/month) - 0/1
Holy water - 0/1
Tanglefoot bag - 0/1
Thunderstone - 0/1
Wand of cure light wounds (50 charges) - 3/50
Wand of mage armor (50 charges) - 7/50
Wand of magic missile - 1/50
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Amethyst ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (8/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Forewarned 1 (Su) Can always act in surprise rounds.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
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Boons available: see list here.

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