Full Name |
Cornelius Darksmith |
Race |
Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft |
Classes/Levels |
Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft |
Gender |
Male |
Size |
Medium |
Age |
117 |
Alignment |
Chaotic Good |
Languages |
Dwarven, Common |
Strength |
8 |
Dexterity |
15 |
Constitution |
14 |
Intelligence |
18 |
Wisdom |
10 |
Charisma |
6 |
About Cornelius Darksmith
Cornelius Darksmith
Male Wizard 1
CG Medium Humanoid
Init +8; Senses Darkvision 60 ft.; Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness)
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Defense
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AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
HP 8 (1d6+2)
Fort +2, Ref +2, Will +2
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Offense
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Speed 20 ft.
Melee Pick, Heavy -1 (1d6-1/x4)
Ranged Sling +2 (1d4/x2)
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Statistics
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Str 8, Dex 15, Con 14, Int 18, Wis 10, Cha 6
Base Atk +0; CMB -1; CMD 11
Feats improved Initiative, Spell Focus (Conjuration)
Traits Reactionary, Gifted Adept (Magic Missile)
Skills Appraise +4, Craft (Alchemy) +8, Diplomacy -2, Knowledge (Arcana, Nature, Planes, Religion) +8, Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness), Sense Motive +0 (add +2 w/ familiar), Spellcraft +8;
Languages Dwarven, Common, Draconic, Goblin, Orc, Undercommon
Combat Gear; Other Gear Spell Component Pouch, Tindertwig (10), Backpack, Sling, Heavy Pick, Silk Rope (50ft), Tankard, 622gp 5sp
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Special Abilities
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Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Summoner's Charm (Su) 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) 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.
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Familiar
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Owl - Achimedes
CG Tiny Animal
Init +3; Senses low-light vision; Perception +10
DEFENSE
AC 16, touch 15, flat-footed 16 (+3 Dex, +2 size, +1 nat)
HP 4
Fort +2, Ref +5, Will +4
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth
SPECIAL ABILITIES
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
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Boons/Chronicles
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N/A
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Background
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Raised in the Darksmith clan of dwarves allowed for Cornelius to pursue the arcane arts. They use specialized materials that can only exist in complete darkness until fully forged. This means that the process is very temperamental, and there is a necessity for the use of magic during every step of the way, namely through the use of the darkness spell.