Sanvil Trett

Kolmac's page

114 posts. Alias of Vil-hatarn.


Race

M Human Wizard 2 | HP: 12 | AC/T/FF: 16/11/15 | Saves: F +2 | R +2 | I +6 | W +5 | CMD: 12 | Init: +1 | Per: +3

About Kolmac

Kolmac of Kaeldbrek
Male human wizard (argent savant) 2
Init +1; Senses: Perception +3, magesight 10 ft.
Languages: Common, High Elvish, Draconic, Abyssal

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 armor)
hp 12 (2 HD; LW 6/HW 3/Dead -14); Hero Points 1
Fort +2, Ref +2, Int +6, Will +5; +1 vs. [force] effects
DR 1/—; Resist force 5

Spd: 30 ft.
Melee: hatchet +1 (1d6)
Ranged: alchemist’s fire +4 touch (1d6 fire, splash 1) (2d6 fire, splash 1)
Ranged: argent bolt +6 touch (1d6+5 force)
Base Atk +1; CMB +1; CMD 12
Spell-Like Abilities (CL 2nd):
1/day—sudden shield

Arcane Spells Prepared (CL 2nd):
Barred Schools: Enchantment, Necromancy
1st (check +5)—bolt of force, burst of insight, mage armor
0th (check +7)—binding, fist of force, light, push

Attributes: Str 10, Dex 12, Con 12, Int 16, Wis 16, Cha 14
SQ: bonded item (wand), heart of the wilderness, bonded item attunement, force specialist +1
Feats: Reach Spell, Toughness*, Urgent Shield*, Warmage*
Skills: Athletics (1/+1), Concentration* (2/+7), Craft* (alchemy) (2/+8), Endurance* (2/+6), Knowledge (linguistics, lore, warfare) (1/+7), Planar Sense (2/+8), Spellcraft (2/+8), Survival (2/+5); +1 to any check involving [force] magic

Possessions (numen 975/1,000): hatchet, juniper wand (+1 attack), Northman’s cloak (DR 1/—), spellbooks (75), satchel (flask of Kaeldbrekkr gin, pen and ink, rations), bedroll and blanket, waterskin
Overflow (650/2,000): spellbooks (0), enhanced alchemist’s fire x3, scroll of mage armor x2
1st—argent armor*, argent bolt*, burst of insight*, hinder
0th—binding*, fulgence*, light*, push

Spell Descriptions:
1st level
argent armor—self, VSF. +5 armor to AC for 4 hours.
argent bolt—ray, close, VS. +5 ranged touch, 2d6+4 force damage. +4 to cast defensively.
burst of insight—self, immediate, VSF. +8 Int, Wis, or Cha for single skill check, then staggered for 1 round.
hinder—target, close, VS. Living target flat-footed for 1 round, moves as difficult terrain 1 round/level, Fortitude negates.
sudden shield—self, swift, SLA. +3 shield to AC for 2 rounds.

0th level
binding—ray, close, VSF. +4 ranged touch, entangled (half speed, -2 attack, -4 Dex, Concentration to cast) for 1 round/level.
fist of force—touch, VS. +2 touch, 1d6+4 force damage. +4 to cast defensively.
fulgence—target, close, VSF. Target blinded for 1 round, Fortitude negates.
light—touch, VSF. Object sheds normal light in 20-, dim light in 40-ft. radius for 10 minutes/level.
push—target, close, VS. Bull rush with Concentration = CMB. +4 to cast defensively.

Appearance: A young, dark-haired human dressed in practical outdoorsman's clothes, including a heavy traveling cloak of Northwind style. A hatchet hangs from his right hip and a large satchel rests on his left.

Backstory: Raised by his father in eastern Wilden, who operates a gin distillery on the banks of Turner’s Brook. As a youth he learned woodcraft and the family business from his father and the distillery workers. He later took up the study of wizardry under his stepmother, a battlemage who retired to Northwind after fighting against the Abyssal invaders during the Days of Darkness.