Gadka Burtannon

Karid Thunderune's page

40 posts. Alias of ManPig.


About Karid Thunderune

Male Dwarf Wizard (Diviner) 1
NG Medium humanoid
Init +2; Dark vision (60’) Spot -2, Listen -2
Language Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc

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AC 11, touch 11, flat-footed 9
hp 8 (1 HD)
Fort +4 Ref +2 Will +4
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Spd 20 ft.
Melee club +1 (1d6+1 )
Ranged club (thrown) +2 (1d6+1 )
Melee dagger +1 (1d4+1 /19-20 )
Ranged dagger (thrown) +2 (1d4+1 /19-20 )
Face 5 ft. Reach 5 ft.
Base Atk +0; Grp +1
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Abilities: Str 13, Dex 14, Con 19, Int 18, Wis 15, Cha 10

Special Abilities: +1 racial bonus on attack rolls against orcs and goblinoids, +2 bonus to Spellcraft when
learning Divination, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +2
racial bonus on saving throws against poison., +2 racial bonus on saving throws against spells and spell-like
effects., +4 Dodge bonus to Armor Class against monsters of the giant type, Stability, Stonecunning,
Enhanced Awareness (replaces Summon Familiar. Allows: a) Identify only takes 10 minutes to cast instead
of 1 hour, b) Arcane Eye moves at 20' per round when studying its surroundings instead of 10', c) Divination
spells have +1 DC that stacks with Feat: Spell Focus, and d) Sense Motive becomes a class skill).

Feats: Collegiate Wizard (Complete Arcane p. 181), Eschew Materials, Precocious Apprentice
(Complete Arcane p. 181), Scribe Scroll.
Flaws:
Inattentive (You take a -4 penalty on Listen checks and Spot checks)
Vulnerable (You take a -1 penalty to Armor Class)

Skills:
Appraise: 4
Balance: 2
Bluff: 0
Climb: 1
Concentration: 8
Craft (Stonemasonry): 7
Craft (Untrained): 4
Decipher Script: 5
Diplomacy: 0
Disguise: 0
Escape Artist: 2
Forgery: 4
Gather Information: 1
Heal: 2
Hide: 2
Intimidate: 0
Jump: -5
Knowledge (Arcana): 7
Knowledge (Architecture and Engineering): 7
Knowledge (History): 6
Knowledge (Local): 5
Knowledge (Religion): 5
Listen: -2
Move Silently: 2
Ride: 2
Search: 4
Sense Motive: 2
Speak Language (Elven): 1
Spellcraft: 8
Spot: -2
Survival: 2
Swim: 1

Known Spells:
0th- Acid Splash, Arcane Mark, Dancing Lights, Daze, * Detect Magic, * Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, * Read Magic, Resistance, Touch of Fatigue
1st- * Comprehend Languages, * Detect Secret Doors, * Identify, Mage Armor, Ray of Enfeeblement, Shield, Sleep
2nd- * Locate Object
Memorized: (3+1/2+1/1/0/0/0/0/0/0/; base DC = 14 + spell level (+1 for divination spells))
0th- * Detect Magic, * Read Magic, Mending, Dancing Lights
1st- * Comprehend Languages, Mage Armor, Sleep
2nd- * Locate Object
Spells marked with an asterisk (*) is a divination spell

Physical Description and Personality:

BACKROUND

EQUIPMENT and ENCUMBRANCE

(49.72 lbs. - Light 50/Medium 100/Heavy 150)
Explorer's outfit
Club
Dagger
Rope (silk/50 ft.)
Backpack : Artisan's Tools (Stonemasonry); Bedroll; Torch (x2); Waterskin (Filled); Flour (1 Lb.); Grappling Hook; Rations (Trail/Per Day) (x4); Spellbook (Wizard's/Blank); Vial (x2); Sack (x2); Spade or Shovel; Candle (x3)
Case (Map or Scroll) : Parchment (Sheet) (x5)
Case (Map or Scroll) : Scroll (Burning Hands); Scroll (Enlarge Person)
Pouch (Belt) : Chalk (1 piece) (x5); Flint and Steel; Inkpen; Sewing Needle (x2); Signal Whistle; Spell Component Pouch

MONEY/TREASURE
pp: --
gp: 6
sp: 2
cp: 8

EXPERIENCE: 0

Wizardly Training

Mages who have trained in a dedicated college or academy or at the side of an experienced wizard often begin their careers with a significant edge over other spellcasters.

Collegiate Wizard

    You have undergone extensive training in a formal school for wizards.

    Prerequisites: Int 13, wizard level 1

    Benefit: You begin play with knowledge of six 1st-level spells, plus 1 per point of Intelligence bonus. Each time you gain a wizard level, you may add four spells to your spellbook. You gain a +2 bonus on all Knowledge (arcana) checks.

    Normal: 1st-level wizards begin play with knowledge of three 1st-level spells, and add two spells per level to their spellbook.

    Special: You can take this feat only as a 1st-level character.

Precocious Apprentice

    Your master has shown you the basics of a spell beyond the normal limits of your experience and training.

    Prerequisites: Int 15 or Cha 15, arcane spellcaster level 1

    Benefit: Choose one 2nd-level spell from a school that is not barred to you. You can cast that spell once per day. In effect, you have an extra 2nd-level spell slot that must be used to cast the chosen spell, and cannot be used for any other purpose. If you cannot cast 2nd-level spells yet, you must succeed on a caster level check (DC 8) to successfully cast the spell; if you fail, you miscast the spell to no effect. Your caster level with the chosen spell is your normal caster level, even if this is insufficient to cast the spell under normal circumstances.

    When you become able to cast 2nd-level spells, you lose the previous benefit described above. Instead, you simply have an extra 2nd-level spell slot, which you may use to prepare (or spontaneously cast, if you are a spontaneous caster) 2nd-level or lower spells as you normally would.

    You also gain a +2 bonus on all Spellcraft checks.

    Special: You can only take this feat as a 1st-level character.