About Octavius CarolingianBackstory
Octavius is a mocha complexioned human standing around 5'9. The light shines of of his bald head and his amber eyes pierce your soul. His athletic build displays that he works his body as hard as he works his mind. He wears long robes of Scarlet and Gold. On his hip is scimitar and he carries a staff with the dawnflower's symbol carved into the head. Character Sheet __________________________ GENERAL__________________________ Male Human, (Half Mwangi, Half Chelaxian), Wizard Divination(Foresight) Level 5
STR: 12 [+1 modifier]
Initiative +8 Always acts in Surprise round = 2 [DEX] +4 [Improved Initiative Feat] +2 [Forewarned] Forewarned:
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). Favored Class: Wizard __________________________ DEFENSE __________________________ AC 12 = 10 +2 [Dex]
Fortitude Save +6 = 1 [base] +2 [Con] +2 [Rat Familiar] +1 [Cloak of Resistance]
__________________________ OFFENSE __________________________ Speed: 30ft (6 Squares) Basic Melee Attack +3 with Quarter Staff Basic Ranged Attack +4 CMB +3 = 2 [BAB] +1 [Str] +1 [size]
_________________ Feats, Traits and Skills _________________ ___Feats___
___Skills___ Total + Ability Mod. + Ranks + Misc. Skill Ranks: 2 [Wizard] +4 [INT]
Acrobatics +2 = DEX 2+0+0
_________________ Special Abilities_________________ Human Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled. Wizard Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Total 8/days. Spells Prepared:
0- Acid Splash, Detect Magic, Read Magic, Prestidigitation
1- Grease, Comprehend Languages*, Burning Hands, Magic Missile, Liberating Command, Ear Piercing Scream 2-Create Pit, Glitterdust, Burning Arc, See Invisibility 3- Slow, Ice Spears, Tongues Spell Book:
1--Detect Undead, Comprehend Languages, Grease, Burning Hands, Liberating Command, Snapdragon Fireworks, Snow Ball, Ear Piercing Scream, Magic Missile.
2--Create Pit, Glitterdust, See Invisibility, Burning Arc. 3--Fireball, Haste, Slow, Ice Spears, Tongues. Languages: Polygot, Kelish, Halfling, Celestial, Azlanti, Thassolian, Acient Osirian, Dwarven, Abyssal [Bonus +4 INT] [5 From Linguistics] Reepicheep, Rat Familiar:
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3 DEFENSE
Alertness, improved evasion, share spells, empathic link OFFENSE
STATISTICS
Equipment:
Gold: 1537gp; Spent:1273.51; Remaining: 263gp 4sp 9cp Carrying Capacity: [Treat as 13 Str due to Masterworked Backpack] Current Load: 47 Light Load: 50lbs.
Held/Worn Equipment: Quarter Staff 4 lbs 1d6/x2
Shining WayfinderA shining wayfinder is a polished silver compass favored by members of the Shining Crusade.In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north). (2000gp) 1 lbs [Payed with 2 Prestige Points] Belt and Pouch (1gp) 0.5 lbs
Masterwork Backpack (50gp) 4 lbs Wizard's (Standard) Spellbook (15gp) 3 lbs,
Chronicles Played
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