Danse Macabre

Mathallas's page

214 posts. Organized Play character for Errtu.


Race

Human

Classes/Levels

Wizard 1

Gender

Male

Languages

Common, Draconic, Celestial, Infernal, Abyssal, Terran

Strength 10
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 10
Charisma 8

About Mathallas

Base Stats:

Init +8 (+2 Dex +4 Familiar +2 Trait)
Perception +7 (+5 Skill +2 Familiar)
____________________________________
DEFENSE
(+2 dex)

AC 12, touch 12, flat-footed 10
HP 7 (1d6+1)
Fort +0, Ref +2, Will +2

_____________________________________
OFFENSE

Speed 30 ft.
Melee:
- Dagger +0 (1d4/19-20)
Ranged:
- Light crossbow +2 (1d8/19–20) ??

_____________________________________
STATISTICS

Base Atk +0; CMB +0; CMD 12

_____________________________________
TRAITS (2)

- Eyes and Ears of the City (religion)
Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

- Reactionary (combat)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.

Feats:

- Alertness: +2 bonus on Perception and Sense Motive checks (Familiar)
- Spell Focus (Conjuration): +1 bonus on save DCs for one school (Wizard)
- Spell Specialization (Summon Monster I): +2 CL (Human)
- Augment Summoning: Summoned creatures gain +4 Str and Con) (Lvl 1)

Skills:

8 (2 WIZ + 1 Human + 5 INT)

- Spellcraft 9 (1 ranks +3 CC +5 INT)
- Perception 7 (1 ranks +3 CC +0 WIS +1 Trait +2 Familiar)
- Knowledge (Arcane) 9 (1 ranks +3 CC +5 INT)
- Knowledge (Dungeo.) 9 (1 ranks +3 CC +5 INT)
- Knowledge (Nature) 9 (1 ranks +3 CC +5 INT)
- Knowledge (Planes) 9 (1 ranks +3 CC +5 INT)
- Knowledge (Religion) 9 (1 ranks +3 CC +5 INT)
- Use Magic Device 0 (1 ranks -1 CHA)
- Ride 3 (0 ranks +2 DEX)

Wizard:

Weapon Proficiency:
club, dagger, heavy crossbow, light crossbow and quarterstaff

Not proficient with any type of armor or shield.

Arcane Bond( Familiar ): Pterosaur, Rhamphorhynchus (+2 Ini)

Arcane School( Conjuration - Teleportation; Oposed: Necro, Enchantment )
- Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent.

- Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability 8 (3+Int) times per day.

- Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity.

Familiar (Scorpion, Greensting):

Scorpion, Greensting

N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
_____________________________________
DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
_____________________________________
OFFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
_____________________________________
STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB

Skills Climb +7, Perception +4, Stealth +15;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Skills:
- Stealth +15 (+4 Racial +2 DEX +XTiny??)
- Perception +8 (1 ranks +3 CC +0 WIS +4 Racial)
- Climb +7 (0 ranks +0 CC +3 DEX +4 Racial)

- Spellcraft +2 (1 ranks +3 CC -2 INT)
- Knowledge (Arcane) +2 (1 ranks +3 CC -2 INT)
- Knowledge (Dungeo.) +2 (1 ranks +3 CC -2 INT)
- Knowledge (Nature) +2 (1 ranks +3 CC -2 INT)
- Knowledge (Planes) +2 (1 ranks +3 CC -2 INT)
- Knowledge (Religion) +2 (1 ranks +3 CC -2 INT)
- Use Magic Device -3 (1 ranks -4 CHA)

__________________________________________________________
SPECIAL ABILITIES
Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Spells LVL 0 (3/day +1/day conjuration):

Abjuration
- Resistance: Subject gains +1 on saving throws.

Conjuration (specialization)
- Acid Splash: Orb deals 1d3 acid damage.

Divination
- Detect Magic: Detects all spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or small object.
- Read Magic: Read scrolls and spellbooks.

Enchantment (opposed school: I don't know this spells)
- Daze: A single humanoid creature with 4 HD or less loses its next action.

Evocation
- Breeze: Create a light wind that blows against target from direction of your choice.
- Dancing Lights: Creates torches or other lights.
- Flare: Dazzles one creature (–1 on attack rolls).
- Light: Object shines like a torch.
- Ray of Frost: Ray deals 1d3 cold damage.
- Spark: Ignites flammable objects.

Illusion
- Ghost Sound: Figment sounds.
- Haunted Fey Aspect: You surround yourself with disturbing illusions.

Necromancy (opposed school: I don't know this spells)
- Bleed: Cause a stabilized creature to resume dying.
- Disrupt Undead: Deals 1d6 damage to one undead.
- Touch of Fatigue: Touch attack fatigues target.

Transmutation
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whisper conversation at distance.
- Open/Close: Opens or closes small or light things.

Universal
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Prestidigitation: Performs minor tricks.

Spells LVL 1 (3/day +1/day conjuration):

Spells Known 8 (3+5)

Abjuration
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.

Conjuration
- Grease: Makes 10-ft. square or one object slippery.
- Mage Armor: Gives subject +4 armor bonus.
- Obscuring Mist: Fog surrounds you.
- Summon Monster I: Summons extraplanar creature to fight for you.

Enchantment (opposed school)

Divination

Illusion
- Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
- Silent Image: Creates minor illusion of your design.

Necromancy (opposed school)

Transmutation
- Enlarge Person: Humanoid creature doubles in size.

Equipment:

Avg: 70gp
- Backpack (2gp, 2lb)
- Bedroll (1sp, 5lb)
- Belt pouch (1gp, 0.5lb)
- Flint and steel (1gp, --lb)
- Ink (8gp, --lb)
- Inkpen (1sp, --lb)
- Iron Pot ??? (8sp, 2lb) ???
- Mess Kit (2sp, 1lb)
- Soap (1cp, 0.5lb)
- Spell component pouch (5gp, 2lb)
- Trail Rations x4 (5sp, 1lb)x4
- Waterskin (1gp, 4lb)

- Chalk (1cp, --lb)
- Paper (4sp, --lb)x5

- Spellbook (15gp, 3lb) (free)

- Caltrops x2 (1gp, 2lb) x2

GP:25 SP:2 CP: 2

24lb / 26lb

Memorized Spells:

LVL 0 (3 + 1 conjuration)
- Acid Splash (conj.)
- Detect Magic
- Dancing Lights
- Prestidigitation

LVL 1 (3 + 1 conjuration)
- Grease (conj.)
- Mage Armor (conj.)
- Summon Monster I (conj.)
- Enlarge Person