Irabeth Tirabade

Lo'Rai the Scribe's page

40 posts. Organized Play character for SinBlade06.


Full Name

Lo'Rai Sheredon

Race

Half-Orc

Classes/Levels

Wizard/1 | AC 14/12/12 | F+1, R+2, W+2 | Per +0, Init +2 | HP 8/8 | Force Missle 5/7

Gender

Female

Size

Medium

Age

25

Alignment

NG

Deity

Nethys

Languages

Common, Orc, Draconic, Goblin, Giant, Abyssal

Strength 12
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 11

About Lo'Rai the Scribe

Female half-orc wizard 1
NG Medium humanoid (orc, human)
Init +2; Senses darkvision 60 ft., Perception +0

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) 5% arcane spell failure chance
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2

OFFENSE

Speed 30 ft.
Melee Bonded Quarterstaff +2 (1d6+1/x2)
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) +2 (1d4+1/19-20)
Special Attacks Force Missile (1d4+1, 7/day), Intense Spells,

Spell School Spell-Like Abilities (CL 1st; concentration +5)

7/day—force missile

Wizard Spells Prepared (CL 1st; concentration +5)

1st—Thunderstomp, Mage armor, Burning Hands(Evocation)
0th (at will)—daze, detect magic, ray of frost

Spells Known:

0: All
1: Burning Hands, Color Spray, Identify, Mage Armor, Shield, Shocking Grasp, Thunderstomp

Base Atk +0; CMB +1; CMD 13
Feats Arcane Strike, Spell Focus (Evocation)

Skills:
Acrobatics +2
Appraise +4
Bluff +0
Climb +1
Craft (Untrained) +4
Diplomacy +0
Disguise +0
Escape Artist +2
Fly +2
Heal +0
Intimidate +2
Knowledge (Arcana) +8
Knowledge (History) +8
Knowledge (Local) +8
Perception +0
Perform (Untrained) +0
Profession (Librarian) +5
Ride +2
Sense Motive +0
Spellcraft +8
Stealth +2
Survival +0
Swim +1
Use Magic Device +5

Gear bonded quarterstaff; lamellar cuirass; scholar's outfit; dagger; spellbook (wizard's); Backpack, Common [ Potion of Cure Light Wounds; Scroll (Summon Monster I) (x2); ]; Spell Component Pouch ; Spellbook (Wizard's)

SPECIAL ABILITIES

Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. 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. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Evocation School You have chosen to specialize in evocation spells.

Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+1 points of damage. This is a force effect. You can use this ability 7 times per day.

Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Librarian You are trained to manage and maintain books, and you find it easy to procure information from tomes. You gain a +1 bonus on Linguistics or Profession (librarian) checks, and one of these skills (your choice) becomes a class skill for you. Once per day when you would gain a bonus on a skill check from reading a book, you can increase that bonus by 1.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Transmutation Opposition School You have chosen transmutation spells as an opposition school. Preparing an transmutaion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an transmutation spell as a prerequisite.

Weapon and 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 of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.