Wizard

Jurmo Zanti's page

112 posts. Organized Play character for MrStr4ng3.


Race

| HP 7/7 | AC 11(13) T 11 FF 10(12) | CMB +2, CMD 13 | F: +1, R: +1, W: +2 | Init: +1 | Perc: +2(low-light vision), SM: +0

Classes/Levels

| Speed 30ft | Iron Skin +2: 5/7 | 2/3 Dancing Lights | Spells: 1st 0/2 +0/1 | Active conditions: Dancing Lights:Iron Skin +2 |

Gender

| Male LN half-elf (elf-raised) wizard 1

About Jurmo Zanti

Jurmo Zanti
Male half-elf (elf-raised) wizard 1 (Pathfinder RPG Ultimate Magic 87)
LN Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +2
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Defense
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AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +4 shield)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . mwk nine-section whip +3 (1d8+2/19-20) or
. . quarterstaff +2 (1d6+3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks metal rending
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—dancing lights
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—magic missile, shield, shocking grasp
. . 0 (at will)—detect magic, prestidigitation, read magic
. . Opposition Schools Fire
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Statistics
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Str 14, Dex 12, Con 12, Int 18, Wis 11, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits havoc of the society, vagabond child (urban)
Skills Craft (tattoo) +6, Fly +5, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +2, Profession (Tattoo Artist) +4, Sleight of Hand +6, Spellcraft +8; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Elven, Sylvan, Terran
SQ arcane bond (masterwork nine-section whip), arcane training[APG], elf blood, iron skin
Combat Gear wand of cure light wounds; Other Gear dagger, light crossbow, mwk nine-section whip[UC], quarterstaff, sleeves of many garments[UE], wizard starting spellbook, 338 gp
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Special Abilities
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Arcane Bond (Masterwork nine-section whip) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fire You must spend 2 slots to cast spells from the Fire school.
Iron Skin +2 (7/day) (Su) Increase armor bonus for 10 minutes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metal Rending (Su) Deal extra damage vs. metal armored/bodied foes. At 20th level roll twice vs. SR and take higher.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.