About Nathan Tadema 771
About Gustoff
Human Wizard (Earth Elementalist) 1
Favored class: Wizard
Primary Stats (20 pt buy)
Str 12 (2 points)
Dex 14 (5 points)
Con 13 (3 points)
Int 18 (10 points, +2 racial)
Wis 12 (2 points)
Cha 8(-2 points)
Size: medium
Speed: 30
Initiative: +4
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DEFENSE
AC: 12, touch 12, flat-footed 10 (+2 dex)
HP: 8
CMB: -2 CMD:10
Saves: Will +3/Fort +1/Ref +2
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OFFENSE
BAB: +0
Hvy Mace: +1 (1d8+1)
Sling: +2 (1d4+1)
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Traits:
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.)
Reactionary: 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. You gain a +2 trait bonus on Initiative checks.
Feats: Spell Focus (Conjuration), Alertness (with familiar)
Prohibited Schools: Air
Skills:
Knowledge(arcana) +7
Knowledge (dungeoneering) +7
Knowledge(engineering)+7
Knowledge(nature)+7
Knowledge(planes)+7
Profession (architect) +7
Spellcraft +7
Languages: Common, Draconic, Dwarven, Terran, Undercommon
Racial traits:
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Class abilities:
Earth Supremacy (Su): You gain a +2 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.
Acid Cloud (Su): As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spells:
0:Acid Splash, Detect Magic, Ghost Sound, Read Magic
1:Grease [DC Reflex 16] x2, Charm Person
Spellbook:
1st: Charm Person, Color Spray, Expeditious Excavation, Grease, Identify, Silent Image
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Equipment:
Dagger (2gp)
Light Crossbow (35 gp)
20 bolts
Mundane Equipment:
Backpack (2 gp)
Bedroll (1 sp)
Traveler's Outfit (1 gp)
Hunk of cheese (1 sp)
Trail Rations, 20 days (10 gp)
Waterskin (1 gp)
Empty Sack (1 sp)
Money:
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