Ezren

Samuel Jafar's page

456 posts. Alias of Seldlon the Swift.


Full Name

Samuel Jafar

Classes/Levels

Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

About Samuel Jafar

Sam
Male Human (Keleshite) conjurer 10
TN Medium humanoid (human)
Init +12, Senses Perception +15
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge, )
hp 48/54 ((10d6)+20)
Fort +6, Ref +7, Will +10

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OFFENSE
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Speed 30 ft., Dimensional Steps
Melee cold iron dagger +5 (1d4/19-20)
Ranged cold iron dagger (thrown) +7 (1d4/19-20)
Melee masterwork quarterstaff +6 (1d6)
Special Attacks Acid Dart,

Prepared Spells
Wizard (CL 10th; concentration +15)
5th [3+1] DC20 -*summon monster v, *summon monster v,, summon monster v, *summon monster v,
4th [4+1] DC 19 -*black tentacles, *summon monster iv, invisibility-greater, *summon monster iv
3rd [4+1] DC 18 -dispel magic, fireball, fly, haste, *monkey swarm
2nd [5+1] DC 17 -*glitterdust, cat's grace, *create pit, *glitterdust, slow, slow
1st [6+1] DC 16 -windy escape, mage armor, *mudball, *mudball, magic weapon, vanish, vanish
0th [4+0] DC 15 -mage hand, light, read magic, detect magic
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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 13, Int 20, Wis 12, Cha 10,
Base Atk +5; CMB +5; CMD 18
Feats Alertness, Augment Summoning, Craft Wand, Dodge, Extend Spell, Improved Initiative, Piercing Spell, Reach Spell, Scribe Scroll, Spell Focus (Conjuration)
Skills Acrobatics +12, Appraise +11, Craft (Calligraphy) +9, Fly +14, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (Nobility) +9, Knowledge (Planes) +14, Knowledge (Religion) +9, Perception +15, Ride +4, Sense Motive +5, Spellcraft +18, Stealth +12,
Traits Reactionary,
Languages Celestial, Common, Draconic, Infernal, Kelish, Osiriani, Xenophobic
SQ arcane bond, arcane school, bonus feat, cantrips, conjuration school, dimensional steps, enchantment opposition school, arcane bond (familiar), familiar's alertness ability active, humanoid traits, necromancy opposition school, skilled, spells, summoner's charm,
Combat Gear coffee (cup), oldlaw whiskey (bottle),
Other Gear ring of sustenance, cloak of resistance +2, spring -loaded wrist sheath (2), manacles, parchment (13), magnifying glass, cold iron dagger (3), masterwork silver dagger, masterwork quarterstaff, coffee pot, wizard's kit, coffee beans (1 lb.), pipe, tobacco, small tent, scrivener's kit, scrolls of airbubble, alarm, comprehend languages, detect secret door, gust of wind, aboleth's lung, fly (3) darkvision communal (3), wands: mage armor (46), identify (48), dancing darkness, shocking grasp (reach)(46), touch of gracelessness (reach)(46), potion of cure light wounds (2), 17,385.59 gp.
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SPECIAL ABILITIES
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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+4 points of acid damage. You can use this ability 8 times per day.

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.

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.

Conjuration School You have chosen to specialize in conjuration spells.

Dimensional Steps (Sp) You can use this ability to teleport up to 270 feet 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 creature brought with you.

Duskwalker Agent You spent a portion of your childhood working for the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh's notorious Nightstalls.

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.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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.

No Racial Subtype You have chosen no racial subtype.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first 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.

Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 4 rounds.