Radi Hamdi

Prof. Benedictus Dickens's page

876 posts. Alias of Giuseppe Capriati.


Full Name

Benedictus West Dickens

Race

| HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3)

Classes/Levels

| Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

Gender

NG male human (Garundi) diviner 10

Size

Medium

Age

27

Alignment

NG

Location

Wati

Languages

Ancient Osiriani, Common (Taldan), Draconic, Elven, Infernal, Necril, Osiriani, Sphinx

Occupation

Former professor at Egorian University; now rising adventurer

About Prof. Benedictus Dickens

Background

Picture (perhaps with boots instead of sandals...)

BENEDICTUS DICKENS

Male human (Garundi) wizard (diviner) 10
NG Medium humanoid (human)
Init +16 (+3 Dex, +2 trait, +4 Improved Initiative, +5 arcane school, +1 Cracked Dusty Rose Prism Ioun Stone); Senses Perception +14 (+16)
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DEFENSE
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 62 (10d6 + 10 [Con] + 10 [FCB])
Fort +5, Ref +8, Will +10 (+1 cloak of resistance)
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OFFENSE
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Speed 30 ft.
Melee dagger +5 (1d4/19-20)
Ranged light crossbow +8 (1d8/19-20)

Wizard spells prepared (CL 10th, concentration +16)
5th (2+1+1/day)― summon monster V (3), telepathic bond
4th (3+1+1/day)― arcane eye, summon monster IV (3)
3rd (3+1+1/day)― fireball (2), fly , haste, summon monster III (2)
2nd (4+2+1/day)― glitterdust (DC 19), invisibility, locate object, scorching ray (x2), stone call, web (DC 19)
1st (4+2+1/day)― burning hands (x2; DC 17), grease (DC 18), ear-piercing scream (DC 17), mage armor, magic missile, true strike
Cantrips (at will)― dancing lights, detect magic, mage hand, prestidigitation
Arcane school: divination; Subschool: foresight; Opposition schools: enchantment, necromancy
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STATISTICS
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Str 10, Dex 16, Con 12, Int 23 Wis 12, Cha 8
Base Atk +5; CMB +5; CMD 18
Feats Augment Summoning (7th level), Cosmopolitan (1st level), Dazing Spell (5th level, bonus), Improved Familiar (3rd level), Improved Initiative (class bonus feat), Osirionology (free feat), Quicken Spell,Scribe Scroll (class bonus feat), Spell Focus (Conjuration) (5th level), Superior Summoning (9th level)

Drawback dependent
Traits reactionary (combat trait), sphinx riddler (campaign trait), student of philosophy (social trait)
Skills Artistry (literature) +14 (+6 Int, +5 rank, +3 class; +14 regarding Osirion or its people)*, Bluff +6 (+6 Int) , Craft (alchemy) +13 (+6 Int, +4 ranks, +3 class)*, Diplomacy +17 (+6 Int, +8 ranks, +3 class) , Fly +14 (+3 Dex, +8 rank, +3 class, Knowledge (arcana) +18 [smaller](+6 Int, +8 ranks, +3 class; +19 regarding Osirion or its people) , Knowledge (dungeoneering) +11 (+6 Int, +2 ranks, +3 class; +12 regarding Osirion or its people) , Knowledge (history) +19 (+6 Int, +9 ranks, +3 class; +22 regarding Osirion or its people) *, Knowledge (local) +15 (+6 Int, +6 ranks, +3 class; +16 regarding Osirion or its people) , Knowledge (nature) +13 (+6 Int, +7 ranks, +3 class; +14 regarding Osirion or its people) , Knowledge (planes) +19 (+6 Int, +10 ranks, +3 class; +20 regarding Osirion or its people) , Knowledge (religion) +16 (+6 Int, +7 ranks, +3 class; +17 regarding Osirion or its people) , Linguistics +13 (+6 Int, +4 rank, +3 class); Perception +14 (+1 Wis, +10 ranks, +3 class; +16 when the familiar is within arm’s reach) , Spellcraft +19 (+6 Int, +10 ranks, +3 class; +19 regarding Osirion or its people), Use Magic Device +9 (-1 Cha, +10 ranks)
Skills marked with a blue asterisk (*) are background skills.
Languages Abyssal, Aklo, Ancient Osiriani, Celestial, Common (Taldan), Dwarven, Elven, Giant, Infernal, Necril, Osiriani, Sphinx
SQ arcane bond (familiar)
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EQUIPMENT
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Staves staff of minor arcana
Rods lesser ectoplasmic rod, lesser selective metamagic
Wands wand of grease (8 charges), wand of vanish (7 charges), wand of scorching ray (1 charge), wand of shield (9 charges), wand of magic missile (7th; 50 charges)
Scrolls scroll of dimension door, scroll of fireball (CL 5th), scroll of fireball (CL 7th), scroll of mirror immage, scroll of burning hands, scroll of identify, scroll of levitate, scroll of magic missile (2), scroll of shocking grasp (2nd), [i]scroll of enlarge person, scroll of grease, scroll of stumble gap, scroll of animate dead, scroll of contagion, scroll of ray of exhaustion, scroll of symbol of pain, scroll of teleport
Magic Items cloak of resistance +1, cracked dusty rose prism ioun stone
Weapons dagger (2 gp; 1 lbs.), light crossbow with 10 bolts (36 gp; 5 lbs.); Adventuring gear animal glue* (5 sp; 1/2 lb.), backpack (2 gp; 2 lbs.), bandolier (5 sp), belt pouch (1 gp; 1/2 lb.), 3 candles* (3 cp), canteen (2 gp; 1 lb.), 5 pieces of chalk (5 cp), earplugs (3 cp), familiar's satchel * (25 gp; 1 lb.), haramaki (3 gp), hourglass (1 minute)* (20 gp; 6 lb.), journal (blank)* (10 gp; 1 lb.), marbles (1 sp; 2 lbs.), mess kit* (2 sp; 1 lb.), 5 parchment sheets (1 gp), sack* (1 sp; 1/2 lb.), scrivener’s kit * (2 gp; 1 lb.), scroll box * (5 gp; 1 lb.), scroll case (1 gp; 1/2 lb.), 5 days worth of trail rations* (2 gp, 5 sp; 5 lbs.), silk rope* (10 gp; 5 lbs.), waterproof bag (5 sp; ½ lb.); Tools and Skill Kits silver holy symbol of Nethys (25 gp; 0,5 lbs.), spell component pouch (5 gp; 2 lbs.), spellbook (- gp; 3 lbs.); Clothing cold-weather outfit (- gp; 7 lbs.), belt of incredible dexterity +2 (1 lb.); Alchemical Remedies vermin repellent (5 gp); Alchemical Weapons alchemist's fire (20 gp; 1 lb.), flask of acid (10 gp; 1 lb.), 2 flasks of holy water (50 gp; 2 lbs.); Wealth 1070 pp, 6 gp, 2 sp, 7 cp.

Items marked with an asterisk (*) are in the backpack.

What holds what:

Backpack: Items marked with an asterisk (see above).
Bandolier: vermin repellent.
Belt pouch: coins.
Canteen: water.
Sack: empty.
Scroll box: 5 parchment sheets.
Scroll case: scroll of enlarge person, scroll of grease, scroll of stumble gap.
Waterproof bag: Spellbook, journal.

Carrying Capacity 33 lbs. or less (light), 34-66 lbs. (medium), 67-100 lbs (heavy)

Current Load 31 lbs. (with backpack)
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SPECIAL ABILITIES
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Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Arcane Bond (Sp) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

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). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

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.

Foretell (Su) At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Other class features:
[smaller]Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own.

Ben's Spellbook:

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BEN'S SPELLBOOK
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This leather-bound tome has illustrations of hourglasses and compasses on its cover. A thread of black silk with a miniature hourglass attached to it act as a bookmark. The first page reads “Propriety of Prof. Benedictus West Dickens. Return to Zilchus Lyghtlode in case its owner goes missing.” The name of the person to whom return the book is currently left blank.

The spellbook contains the following spells.

5thlesser planar binding, summon monster V, telepathic bond, [url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/wallOfStone.html#wall-of-stone]wall of stone

4tharcane eye, black tentacles, dimension door, scrying, summon monster IV

3rdacqueous orb, dispel magic, fireball, fly, haste, phantom steed, shifting sand, slow, summon monster III

2ndacid arrow, glitterdust, invisibility, locate objects, mirror image, ray of enfeeblement, scorching ray, stone call, warding weapon, web

1stburning hands, charm person, color spray, ear-piercing scream, enlarge person, floating disk, grease, identify, mage armor, magic missile, silent image, shocking grasp, stumble gap, true strike

Cantrips[i]dancing lights, detect magic, prestidigitation

Total pages 100
Pages currently used 26/100
Pages remaining 74/100

Nebta-Khufra's Spellbook:

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NEBTA-KHUFRA'S SPELLBOOK
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This is a ‘Tephu’ spellbook, made with special strengthened papyrus from Tephu (hardness 2, DC 24 to tear). It once belonged to the necromancer Nebta-Khufre.

The spellbook contains the following spells.

4thanimate dead, ball lighting, enervation, fear, obsidian flow, stoneskin

3rdcommunal resist energy, fly, gentle repose, haste, ray of exhaustion, stinking cloud, vampiric touch

2ndbear’s endurance, command undead, false life, ghoul touch, glitter dust, invisibility, knock, scorching ray

1stalarm, arcane lock, chill touch, magic missile, ray of enfeeblement, shield

Cantrips ― all cantrips from the wizard's spell list except ?

Total pages 100
Pages currently used 67/100
Pages remaining 23/100

Status Template:

hp – 8/8
Conditions – none
Wizard spells prepared (CL 1st, concentration +5)
1st level (2+1/day)― color spray (DC 15), grease (DC 15), identify
Cantrips (3/day)― dancing lights, detect magic, prestidigitation

Familiar: