Full Name |
Nicu Constine |
Race |
half elf |
Classes/Levels |
ranger 1 / wizard 1, AC:14 T:13 FF:11, HP:15/15, F:+2 R:+5 W:+4(+2), Init:+5, Perc:+11 |
Age |
51 |
Strength |
14 |
Dexterity |
16 |
Constitution |
10 |
Intelligence |
14 |
Wisdom |
14 |
Charisma |
10 |
About Nicu Constine
The worn and faded silk bespeaks of brighter times, the thick, colored layers stitched into a ceremonial armor for a kingdom on the rise. For a kingdom that fell. Nicu didn't know the noble house of would be kings who's faded emblem was obscured by trail dust and grease stains on the chest of his silken garment. Many houses had risen and fallen in the rebellions, someone, somewhere, was always trying to carve out a small kingdom, or expand the borders of what they already claimed. The soiled armor now served no ceremony, only actual purpose, offering it's scant protection to the half elf.
Across his shoulder slings an exquisite longbow, the light Paueliel wood painted with thin lines of dark Elvish Script, reading 'The Efforts of the Courageous Build the Path to Freedom'. His father gifted the weapon to him as he left home to seek fortune and valor in the turbulent lands of rebellions, an expensive gift for a son that had so far failed to achieve either of his original goals.
Unkept, and unconcerned with appearance, the long limbed half elf with a sparse beard spends his time split between the study of the arcane and his enjoyment of the wilds. Though disappointed with his current lack of direction in life, his idealistic heart leads his hope for moral growth of mankind, though his experience tells him that greed and hatred will always mislead the weaker souls, his own included. Nicu abhors intolerance, himself a victim of ridicule as a youngster for his half breed nature.
His recent years were spent in the pursuit of wealth and this often placed him in the company of men with lesser ethical expectations than himself. For every gold piece gained a drop of blood hit the ground and an unforeseen consequence developed for the good hearted Nicu, he began to associate the glint of gold with the spilling of innocent blood. Now the sight of the precious metal, the yellow luster that causes so many to yearn, instead causes him fear. Hoping to gain repentance by doing good deeds for simple folks, he wanders the land seeking salvation from his own past.
***
Nicu Constine
Half-Elf Ranger 1 Wizard 1
CG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +11
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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 15 (1d10+1d6+2)
Fort +2, Ref +5, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee
. . Light Shield Bash +3 (1d3+2/x2) and
. . Cold Iron Rapier +3 (1d6+2/18-20/x2) and
. . Dagger +3 (1d4+2/19-20/x2) and
. . Silver Light mace +3 (1d6+2/x2)
Ranged
. . Paueliel Composite longbow (Str +2) +5 (1d8+2/x3)
Special Attacks favored enemy (undead +2)
Ranger Spells Prepared (CL 0):
Wizard Spells Prepared (CL 2):
1 (2/day) Shocking Grasp, Burning Hands (DC 13), Ear-Piercing Scream (DC 13)
0 (at will) Mage Hand, Detect Magic, Ray of Frost
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Statistics
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Str 14, Dex 16, Con 10, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats
Deadly Aim -1/+2
Scribe Scroll
Skill Focus (Perception)
Traits
Elven Reflexes
Magical Knack (Wizard)
Skills
Bluff +0 (+2 vs. undead)
Climb +6
Handle Animal +4
Heal +6
Knowledge (arcana) +6 (+8 vs. undead)
Knowledge (engineering) +6 (+8 vs. undead)
Knowledge (history) +6 (+8 vs. undead)
Knowledge (nature) +6 (+8 vs. undead)
Perception +11 (+13 vs. undead)
Sense Motive +2 (+4 vs. undead)
Spellcraft +6
Stealth +7
Survival +6 (+8 vs. undead, +7 to track)
Swim +6
Languages Common, Draconic, Elven, Sylvan
SQ
arcane bonds (object [paueliel composite longbow [str +2]] [1/da)
elf blood
force missile (5/day)
intense spells +1
opposition schools (illusion, necromancy)
specialized schools (evocation)
track
wild empathy
Combat Gear Alchemist's fire (2), Alchemist's kindness, Alkali flask;
Other Gear Silken ceremonial armor, Light steel quickdraw shield, Arrows (40), Cold Iron Arrows (20), Cold Iron Rapier, Dagger, Paueliel Composite longbow (Str +2), Silver Arrows (20), Silver Light mace, Backpack, masterwork (5 @ 10 lbs), Bedroll, Belt pouch (1 @ 1.02 lbs), Blanket, Chalk, Flint and steel, Ink, black, Inkpen, Paper (10), Scroll case (empty), Scroll case (empty), Scroll case (empty), Silk rope, Spell component pouch (2), Travelling spellbook, Waterskin
Wealth 40 PP, 2 SP, 9 CP
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Special Abilities
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Arcane Bond (Paueliel Composite longbow [Str +2]) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Force Missile (5/day) (Sp) Magic Missile hits for 1d4+1
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
(Thanks Hero Lab!)
level 3 Nicu
Nicu Constine
Half-Elf Ranger 2/Wizard 1
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +11
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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 21 (2d10+1d6+3)
Fort +3, Ref +6, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee light shield bash +4 (1d3+2) and
. . cold iron rapier +4 (1d6+2/18-20) and
. . dagger +4 (1d4+2/19-20) and
. . silver light mace +4 (1d6+2)
Ranged paueliel composite longbow +6 (1d8+2/x3)
Special Attacks favored enemy (undead +2)
Ranger Spells Prepared (CL 0; concentration +2):
Wizard Spells Prepared (CL 3rd; concentration +5):
1st (2/day)—shocking grasp, burning hands (DC 13), ear-piercing scream (DC 13)
0 (at will)—mage hand, detect magic, ray of frost
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Statistics
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Str 14, Dex 16, Con 10, Int 14, Wis 14, Cha 10
Base Atk +2; CMB +4; CMD 17
Feats Arcane Strike, Deadly Aim, Precise Shot, Scribe Scroll, Skill Focus (Perception)
Traits elven reflexes, magical knack
Skills
Appraise +6,
Bluff +0 (+2 vs. undead),
Climb +6,
Handle Animal +4,
Heal +6,
Intimidate +4,
Knowledge (arcana) +6 (+8 vs. undead),
Knowledge (dungeoneering) +6 (+8 vs. undead),
Knowledge (engineering) +6 (+8 vs. undead),
Knowledge (geography) +6 (+8 vs. undead),
Knowledge (history) +6 (+8 vs. undead),
Knowledge (local) +6 (+8 vs. undead),
Knowledge (nature) +6 (+8 vs. undead),
Knowledge (planes) +6 (+8 vs. undead),
Perception +11 (+13 vs. undead),
Ride +7,
Sense Motive +2 (+4 vs. undead),
Spellcraft +6,
Stealth +7,
Survival +6 (+8 vs. undead, +7 to track),
Swim +6,
Use Magic Device +1;
Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Sylvan
SQ arcane bonds (object [paueliel composite longbow [str +2]] [1/da), combat styles (archery), elf blood, force missile, intense spells, opposition schools (illusion, necromancy), specialized schools (evocation), track, wild empathy
Combat Gear Alchemist's fire (2), Alchemist's kindness, Alkali flask
Other Gear Silken ceremonial armor, Light steel quickdraw shield, Arrows (40), Cold Iron Arrows (20), Cold Iron Rapier, Dagger, Paueliel Composite longbow (Str +2), Silver Arrows (20), Silver Light mace, Backpack, masterwork (5 @ 10 lbs), Bedroll, Belt pouch (1 @ 1.02 lbs), Blanket, Chalk, Flint and steel, Ink, black, Inkpen, Paper (10), Scroll case (empty), Scroll case (empty), Scroll case (empty), Silk rope, Spell component pouch (2), Travelling spellbook, Waterskin, 40 PP, 2 SP, 9 CP
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Special Abilities
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Arcane Bond (Paueliel Composite longbow [Str +2]) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Force Missile (5/day) (Sp) Magic Missile hits for 1d4+1
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.