Halfling

Ollymer's page

14 posts. Organized Play character for spectrevk.


Full Name

Ollymer Sweetleaf

Race

Halfling

Classes/Levels

Wizard (Evocation) 1, Riding Dog - Barry, Lizard familiar - Teena

Gender

Male

Size

Small

Age

34

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, Halfling, Dwarven, Elven, Gnome, Goblin

Strength 8
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 10
Charisma 12

About Ollymer

Ollymer Sweetleaf, Halfling Wizard 1 (Evocation, opposes Necromancy and Enchantment)
Arcane Bond: Familiar - Teena (Lizard - gecko)
Favored class: Wizard (skill)
STR 08
DEX 16
CON 13
INT 18
WIS 10
CHA 12

HP: 10 AC: 14 (18 w/Mage Armor), Touch: 14 Flat: 11 (15 w/Mage Armor)
Fort +2 Ref +4 Will +3 (+5 vs fear)
Languages: Common, Halfling, Dwarven, Elven, Gnome, Goblin

SKILLS
Knowledge (arcana) (Int) +8
Knowledge (dungeoneering) (Int) +8
Knowledge (local) (Int) +8
Knowledge (planes) (Int)+8
Linguistics (Int) +8
Ride (Dex) +4
Spellcraft (Int) +8

FEATS
Toughness, Scribe Scroll (Wizard), Alertness (familiar)

SPELLS PREPARED
0: Detect Magic, Light, Prestidigitation
1: Mage Armor, Color Spray, Burning Hands (School spell)

SPELLS KNOWN:
1: Endure Elements, Grease, Mage Armor, Comprehend Languages, Color Spray, Burning Hands, Silent Image

GEAR
Cold-Iron Dannger 4gp
Riding Dog (Barry) 150gp
Riding Saddle 10gp
Saddlebags 4gp
Backpack 2gp
2 Alchemist's fire flasks 40gp
Acid flask 10gp
Bedroll 1sp
Blanket 5sp
Rope, hemp (50ft) 1gp
Waterskin 1gp
Trail Rations, 5 days 25sp
Inkpen 1sp
Ink 8gp
Flint and Steel 1gp
Grappling Hook 1gp

RACIAL NOTES
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty
to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

WIZARD SCHOOL NOTES
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.
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 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

Ollymer is a proud recent graduate of a nearby Wizard's college who doesn't have the temperment for academia and after a less than fruitful attempt at joining an adventuring party ended with the partnership being dissolved and him stranded in his present location, he is eager to find work so that he can afford the trip home.