Spell Sovereign

Raimdol Adjor's page

41 posts. Organized Play character for Kalderaan.


Full Name

Raimdol Adjor

Race

Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5

Classes/Levels

Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Gender

Male CG Half-elf Wizard 9

Strength 8
Dexterity 16
Constitution 14
Intelligence 22
Wisdom 8
Charisma 7

About Raimdol Adjor

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GENERAL
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Init +3; Low-Light Vision; Perception +15
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DEFENSE
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AC 18, touch 14, flat-footed 15 (+3 Armor, +3 Dex, +1 NA, +1 Deflection) [Shield spell +4]
hp 32
Saves: Fort +4, Ref +5, Will +4
Elf Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
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OFFENSE
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Spd 30 ft.

Wizard Spells (CL 5, +5 ranged touch)
3rd (3/day) Gaseous form, Stinking Cloud* (DC20), Fly, Summon Monster III*, Haste, Windwall
2nd (5/day) Glitterdust* (DC 19), Arrow Eruption, Levitate, Mirror Image, Summon Monster II*, Summon Swarm*, Invisibility
1st (6/day) Color Spray (DC17), Comprehend Languages, Enlarge, Expeditious Retreat, Floating Disc, Grease* (DC18), Mage Armor, Magic Missile, Mount*, Protection from Evil, Shield, Sleep, Summon Monster I*

Currently Memorized:
3rd - Haste(x), Fly, Summon III(x)
2nd - Glitterdust x 2 (1x), Invisibility, Summon II, Summon Swarm
1st - Enlarge, Grease, Magic Missile(x), Sleep(x), Prot Evil, Summon I
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STATISTICS
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Feats Spell Focus (Conjuration) [Wizard1], Alertness [Familiar], Skill Focus (Perception) [Racial], Acadamae Graduate [1st], Augment Summoning [3rd], Extend Spell [5th]

Traits: Heart of the Fields, Seeker

Skills: Appraise +10, Escape Artist +10, Knowledge: Arcana +14, Knowledge: Dungeoneering +10, Knowledge: Engineering +10, Knowledge: Geography +10, Knowledge: History +10, Knowledge: Local +10, Knowledge: Nature +14, Knowledge: Planes +10, Knowledge: Religion +10, Linguistics +10, Perception +15, Profession: Sailor +8, Sense Motive +5, Spellcraft +13

Languages: Elf, Common, Varisian, Celestial, Draconic, Ancient Azlanti, Abyssal, Tien, Dwarven

Magic Gear: +1 Cloak of Resistance, +2 Headband of Vast Intellect, Ring of Protection +1, Amulet of Natural Armor +1, +1 Darkleaf cloth leather armor

Consumables:
Wand of Cure Light Wounds (50 charges), Wand of Shield (50 ch)

Mundane Gear:
Chalk, Spell component pouch (2#), flask of oil (1#), Traveling spellbook (1#), 50’ silk rope (5#), sack, Flint & steel, Acid flask (1#), scroll case (0.5 #), cloak of resistance (1#)
Leather Armor (7.5#)
Total: 19#

Strength Score Light Load Medium Load Heavy Load
7 <= 23 lbs. 24–46 lbs. 47–70 lbs.

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SPECIAL ABILITIES
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PIPEFOX FAMILIAR

SUMMONER'S CHARM (Su) [Conjuration Specialist]
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

ACID DART (Sp) [Conjuration Specialist]
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

DIMENSIONAL STEPS (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

HEART OF THE FIELDS
Gain a racial bonus equal to half your character level to any one Craft or Profession skill, and once per day you may ignore an effect that would cause you to become fatigued or exhausted.

ACADAMAE GRADUATE (Feat)
Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued.

DARKLEAF CLOTH ARMOR
A special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0). An item made from darkleaf cloth weighs half as much as the same item made from normal cured leather, furs, or hides. Leather (+2 Armor, +8 Dex, 0 ACP, Arcane Failure 5%)

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BACKGROUND
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Raimdol was left at an orphanage at a very early age. He was too young to remember his parents and it eats at his soul and heart not knowing. He was taken aboard a pirate hunting ship at an early age and taught to be a sailor. He worked his way up until he exhibited magical talent. The ship’s wizard instructed him until he was old enough to attend the Acadamae.
Raimdol is very smart but can be caustic and reckless.