Count Haserton Lowis IV

Jurgan's page

250 posts. Alias of Karmic Knight.

Full Name



Male Dwarf Wizard (Universalist) 6 | HP 36/36 | AC: 12 T:11 FF:11 | F:+4 R:+3 W:+6 (+4 vs Spells/Spell like Ability) | CMB+3 CMD 16 | Init. +2 | Perception: +2


Spells Per Day: 4/4/4/3 | Hand of the Apprentice: 7/7





Strength 12
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 13
Charisma 8

About Jurgan

Wizard (Universalist) 6 EXP:15000
N Medium Dwarf
Init +2; Perception +1
AC 12, touch 11, flat-footed 11 (+0 armor, +1 Dex, +1 Deflection)
hp 36/36
Fort +4, Ref +3, Will +6 (+4 vs spells and spell-like effects)
Speed 20 ft
Melee '2handed' warhammer +4 (1d8+2/x3)
Melee '1handed' warhammer +4 (1d8+1/x3)

Str 12, Dex 12, Con 14, Int 18, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 14 (18 vs Bull Rush and Trip)

(1) Steel Soul
(B) Spell Focus (Evocation)
(3) Greater Spell Focus (Evocation)
(5) Spell Specialization (Fireball)

Traits: Arcane Temper – You gain a +1 trait bonus on concentration and initiative checks.
Warsmith – You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill for you.

Skills (21): Appraise +11, Knowledge – Arcana +15; Dungeoneering +12; Engineering +12; Geography +11; History +14; Local +11; Planes +12, Linguistics +13, Profession (scribe) +9, Spellcraft +15

Languages: Dwarf, Common, Aklo, Terran, Draconic, Goblin, Giant, Abyssal

0: All cantrips
1: Burning Hands, Comprehend Languages, Expeditious Retreat, Mage Armour, Magic Missile, Ray of Enfeeblement, Shocking Grasp, Unseen Servant
2: Scorching Ray, Mirror Image, Glitterdust
3: Protection from Energy, Haste, Fireball, Magic Circle vs Evil

Spells per day: 4/4/4/3
Concentration (lvl+mod+trait): +10
Cast Defensively: 15 + double spell level

0 (DC 14): Acid Orb, Read Magic, Detect Magic, Prestidigitation
1 (DC 15): Magic Missile, Magic Missile, Magic Missile, Shocking Grasp
2 (DC 16): Scorching Ray, Scorching Ray, Mirror Image, Glitterdust
3 (DC 17): Fireball, Haste, Haste

Magic Gear
pearl of power (1st lvl), masterwork malachite ring (bonded), ring of protection +1, ring of feather falling
scrolls: comprehend languages (x2), unseen servant
wands: Mage Armour (50 charges), Grease (50 charges), Bungle (50 charges)
Common Gear
warhammer, travelling spellbooks (3), rope 50 ft, backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), waterskin, traveler's outfit, journals (2), writing charcoal (3), leather scroll case (3), paper sheets (10), smoked goggles, torch (3), trail rations (5), flask of oil (2), candle (2).

Special Abilities
Arcane Bond: Masterwork Malachite Ring (Ex or Sp) 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). 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.

Hand of the Apprentice (Su) You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

(Ex): [i][/i]


Jurgan the historian and rune writer.