About Jorac KashtarJorac
Status:
Hp 50/50
Active effects Mage Armor (6 hours) Conditions None Resources & Macros:
Daily spells / powers / items Spell Points 30/31 Arcane Bond 1/1 Create Gear 7/7 Macros
Defense
Offense
Wizard Spells Prepared (CL 6th; concentration +10): . . 3rd (costs 5 SP)—fireball (Ref DC 17), haste, invisibility sphere, spiked pit (Ref DC 18)(S) . . 2nd (costs 3 SP)—levitate, summon monster II, glitterdust (Will DC 17)(S), mirror image, web (Ref DC 17) . . 1st (costs 1 SP)—burning hands (Ref DC 15), color spray (Will DC 15), enlarge person, grease (Ref DC 16), mage armor(S) . . 0 (at will)—detect magic, acid splash, mending Spell Points 22 (class) + 9 (bonus) = 31/day Spellbook:
1st-level
Abundant Ammunition Burning Hands Color Spray Crafter's Fortune Enlarge Person Grease Heightened Awareness (ACG) Mage Armor Magic Missile Magic Weapon Protection from Evil Shield Snowball Unseen Servant Vanish 2nd-level
3rd-level
Spell Wishlist:
1st-comprehend languages, liberating command, monkey fish 2nd-burning arc, create pit, invisibility, protection from technology, see invisibility, stone call, suppress charms and compulsion 3rd-displacement, mad monkeys, resist energy communal, tongues
Statistics
Feats Scribe Scroll, Skill Focus (Knowledge [engineering]), Spell Focus (conjuration), Technologist, Augment Summoning, Craft Magical Arms & Armors Trait Local Ties (Disable Device) Skills
Languages Aklo, Common, Dwarven, Gnome, Hallit, Orc, Undercommon, Androffan SQ arcane bonds (arcane bond [masterwork ring]), create gear, opposition schools (enchantment, necromancy), specialized schools (creation), summoner's charm Combat Gear
Other Gear artisan's tools (craft mechanical), backpack, bandolier, bedroll, blanket, chalk, chalkboard, crowbar, ear trumpet, earplugs, flint and steel, hip flask, ink, black, inkpen, masterwork ring [arcane bond], measuring cord (10 ft.), pot, scroll box, smoked goggles, soap, spell component pouch, spellbook, masterwork thieves' tools, waterskin, wrist sheath, spring loaded Technological items black e-pick (+1), black access card, white access card, timeworn chemanalyser, inhibitor facet Money 11 gp, 9 sp, 5 cp Special Abilities
Character Evolution
Chemanalyser:
CHEMALYZER
PRICE 2,500 GP SLOT none WEIGHT 8 lbs. CAPACITY 10 USAGE 1 charge A chemalyzer is a handheld unit with an extendable wand tipped with a sampling nozzle. It grants a +5 competence bonus on all Craft (alchemy) or Knowledge (engineering) checks to identify an unknown pharmaceutical, poison, chemical, or substance. It cannot aid in the identification of magical effects or items like potions. Grenades:
A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.
The type of damage dealt by grenades varies widely and depends upon the nature of the specific grenade. The different types of grenades and the damage types they deal (along with any additional effects their damage deals) are listed below. Bang Grenade: Deals no damage but staggers creatures for 1 round and deafens them for 1d4 rounds (DC 15 Fortitude save negates). Flash Grenade: Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).
Augmented Small Earth Elemental:
Elemental, earth, small
N Small outsider (earth, elemental, extraplanar) Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 -------------------- Defense -------------------- AC 17, touch 10, flat-footed 17 (-1 dexterity, +7 natural, +1 size) hp 17 (2d10+6) Fort +6, Ref -1, Will +3 Immune bleeds, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning -------------------- Offense -------------------- Speed 20 ft., burrow 20 ft., earth glide Melee slam +8 (1d6+7) / Power Attack: slam +7 (1d6+10) Special Attacks earth mastery -------------------- Statistics -------------------- Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +5 (+7 bull rush); CMD 15 (17 vs. bull rush, 15 vs. overrun) Feats Improved Bull Rush, Power Attack Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 -------------------- Special Abilities -------------------- Earth Glide Burrow through any earth or stone (except metal) as a fish through water. Earth Mastery +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 otherwise. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Tremorsense (60 feet) Sense things and creatures without seeing them. Completed successfully Fires of Creation, Lords of Rust. |
