Stage Magician

Klock Ironside's page

10 posts. Alias of ERDroid.


Full Name

Klock Ironside

Race

Half-Orc Half-Construct

Classes/Levels

Wizard 7

Gender

Male

Size

Medium

Age

26

Alignment

LN

Deity

Nethys

Location

The Acadamae

Languages

Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Orc, Terran

Strength 10
Dexterity 15
Constitution 16
Intelligence 23
Wisdom 10
Charisma 10

About Klock Ironside

About:

Klock Ironside

Wizard 7
Rat Familiar
Init- +7
Favored class bonus- +7 hp

==Defense==
AC- 14
Touch AC- 14
HP- 65 (half must be repaired; can’t be healed)
Fort- +8 Ref- +12 Will- +8
CMD- 16
Concentration Bonus- +16
==Offense==
speed- 30 ft.
bab-+3

Melee: +3
Dagger 1d4
Ranged: +5
Light Crossbow 1d6 (60 Blots)
BAB- +3
CMB- +3

==Racial Abilities==
Orc Blood: For all effects related to race, a half-orc is considered an Orc
Weapon Familiarity: Proficient with Greataxes and Falchions and treat any
weapon with the word 'orc' in its name as a martial weapon
Orc Ferocity: 1/ day, when you are brought below 0 HPs but not killed, you
can fight on for one more round as if Disabled. At the end of your next
turn, unless brought to above 0 HPs, you imm. fall unconscious and begin
dying
Intimidating: +2 racial bonus on Intimidate skill checks
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting
effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial
effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.

==Class Features==
Weapon & Armor Proficiency: Wizards are proficient with the club, dagger,
heavy crossbow, light crossbow, and quarterstaff, but not with any type
of armor or shield. Armor interferes with a wizard's movements, which can
cause his spells with somatic components to fail
Concentration check: 1d20+13
Cantrips: cast your Cantrips at will
Arcane Bond (Ex): Rat
Arcane School: Transmutation. Prohibited: Enchantment, Necromancy
Physical Enhancement (Su): You gain a +2 enh. to CON. You can change this
bonus to a new ability score when you prepare spells
Telekinetic Fist (Sp): 9/day
As a std action, strike with a telekinetic fist within 30' as a ranged
touch attack that deals 1d4+3 bludgeoning damage

==Spells==
Forbidden Schools: Necromancy, Enchantment

=Spell Book=

0- detect magic, light, mage hand, mending, message, open/close, presitidigitation, read magic
1- magic missile, hydraulic push, expeditious retreat, feather fall, liberating command, Web, Grease,
2- Scorching ray, Eagle's Splendor, Make Whole, invisibility, see invisibility, lesser angelic aspect, animal aspect, glitterdust, Spider Climb
3- fireball, slow, fly, haste, Summon Monster 3, Beast Shape I
4- emergency force sphere, wall of fire, remove curse, Beast Shape II

=Backup Spellbook=
0- detect magic, light, mage hand, mending, message, open/close, presitidigitation, read magic
1- magic missile, expeditious retreat, feather fall
2- scorching ray, Make Whole, invisibility
3- fireball, fly, haste
4- emergency force sphere, remove curse
Wizard:
0-
1-
2-
3-
4-
==Feats==
Scribe Scroll (bonus)
Craft Wondrous Item (bonus)
Craft Arms/Armor
Toughness
Improved Initiative
Brew Potion
Craft Wand
Extend Spell

==Gear==
Spell Book
backup spell book
Belt- +2 CON
Headband- +2 Int
Ring of Protection +1
Rod of Lesser Silent Metamagic Rod
Bag of holding type 2
Wizard's kit
Wand- Shield (50 charges) X2
Wand- Cure Light (50 charges) X2
Wand- Web (50 charges) X2
Wand- Mage Armor (50 charges) X2
Wand- Grease (50 Charges) X2
Wand- Make Whole (50 Charges)
Wand- Magic Missile (50 charges) X2
Cloak- Cloak of Resistance +3
230gp
Scrolls:
Expeditious retreat (2)
Invisibility (2)
Potions:
Cure Light (5)
Invisibility (5)

==Traits==
Arcane Temper- +1 trait bonus on concentration and initiative checks
Focused Mind- +2 trait bonus on concentration checks
Pragmatic Activator- use Int for UMD
Underlying Principles- +1 UMD, class skill
Meticulous- -2 penalty to untrained skill checks
Sheltered- Whenever you have less than half your maximum hit points, you are shaken.

==Skills==
Acrobatics 2
Appraise 6
Bluff 0
Climb 0
Craft: Armorsmithing 8
Diplomacy 0
Disable Device 5
Disguise 0
Escape Artist-p 2
Fly 12
Heal 0
Intimidate 2
Knowledge: Arcana 10
Knowledge: Dungeon 10
Knowledge: Engineering 10
Knowledge: Geography 10
Knowledge: History 10
Knowledge: Local 10
Knowledge: Nature 10
Knowledge: Nobility 10
Knowledge: Planes 10
Knowledge: Religion 10
Linguistics 13
Perception 7
Profession: Cook 10
Ride 2
Sense Motive 0
Spellcraft 16
Stealth 2
Survival 0
Swim 0
Use Magic Device 17