Full Name |
Rayhan Xobhadi |
Race |
Human |
Classes/Levels |
Wizard 11 - HP: 70|AC 12(16)/12/11|Init: +10 | F: +6, R: +5, W: +10| Perc: +17 |
Gender |
Male |
Age |
Old |
Alignment |
N |
Strength |
7 |
Dexterity |
12 |
Constitution |
11 |
Intelligence |
22 |
Wisdom |
15 |
Charisma |
12 |
About Rayhan Xobhadi __
Rayhan Xobhadi
Male Human diviner 11
TN Medium humanoid (human)
Init +10, Senses scrying adept, Perception +17
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DEFENSE
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AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex, )
hp 70 ((11d6)+22)
Fort +6, Ref +5, Will +10, +2 trait bonus on all saving throws against charm and compulsion effects
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OFFENSE
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Speed 30 ft.
Melee masterwork dagger +4 (1d4-2/19-20)
Ranged masterwork dagger (thrown) +7 (1d4-2/19-20)
Prepared Spells
Wizard (CL 11th; concentration +19)
6th-true seeing(DC 22), wall of iron(DC 22)
5th-telepathic bond, teleport, wall of force
4th-arcane eye, black tentacles, dimension door, summon monster iv
3rd-arcane sight(DC ), dispel magic(2), displacement(DC 19), fireball(DC 19), fly(DC 19)
2nd-bull's strength(DC 18), arcane lockcat's grace(DC 18), detect thoughts(DC 18), invisibility(2)(DC 18), minor image(DC 18)
1st-comprehend languages(DC ), identify(2), mage armor(2)(DC 17), magic missile, summon monster i
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TACTICS
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STATISTICS
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Str 7, Dex 12, Con 11, Int 22, Wis 15, Cha 12,
Base Atk +5; CMB +3; CMD 15
Feats Alertness, Combat Casting, Cosmopolitan (Appraise, Diplomacy), Craft Wand, Craft Wondrous Item, Great Fortitude, Improved Initiative, Scribe Scroll, Skill Focus (Knowledge (Arcana)), Toughness
Skills Appraise +20, Diplomacy +15, Knowledge (Arcana) +26, Knowledge (History) +20, Knowledge (Planes) +20, Perception +17, Sense Motive +17, Spellcraft +20,
Traits Birthmark, Focused Mind,
Languages Common
SQ arcane bond, arcane school, bonus feat, cantrips, divination school, diviner's fortune, enchantment opposition school, arcane bond (familiar), familiar's alertness ability active, forwarned, necromancy opposition school, scrying adept, skilled, spells,
Combat Gear
Other Gear headband of vast intelligence +2, ring of protection +1, masterwork dagger, cloak of resistance +1, 0.0 gp
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SPECIAL ABILITIES
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No Racial Subtype You have chosen no racial subtype.
Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with a creature.)
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. 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.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.
Divination School You have chosen to specialize in divination spells.
Diviner's Fortune (Sp) When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 5 for one round. You can use this ability 9 times per day.
Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Forwarned (Su) You can always act in the surprise round, but you are still considered flat-footed until you take an action. In addition, you receive a +5 bonus on initiative rolls.
Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Scrying Adept (Su) You are always aware when you are being observed via magic, as if you had a permanent Detect Scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 penalty on their save to avoid your scrying attempts.
Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.