Lord Villastir

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Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


Full Name

Flinn Hopwil

Race

Saves:
Fort+/Ref+/Will+
skills:
K-arc,K-dun,K-loc,K-pla,Perc,Splcrft

Classes/Levels

Spells:
0:DetectMagic,Light,Mend,Magehand 1: 2nd 3rd,

Gender

Human Wizard-5 AC:/FF/T HP: Init: Melee: + Ranged: +

Size

5'11'' 160lbs

Age

65

Strength 10
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 12
Charisma 10

About Flinn Hopwil

Traits/Feats:

Traits:
Seeker: +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Outlander: +2 initiative

Feats: (Future: dodge, improve init, great fortitude)
1: Toughness
1: Improved initiative
3:
5.

Human/Wizard special abilities:

Ability Scores: Dexterity, +2 Intelligence

WIZARD:

Scribe Scroll

Arcane Bond: Bonded object, Bracelet, cast any spell in spell book

ARCANE SCHOOL: Divination (Prophecy)
Opposition: Necromancy. Enchantment

Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

Inspiring Prediction (Su)
A number of times per day equal to 3 + your Intelligence modifier, you can predict an ally’s success, bolstering others’ resolve. As a swift action, you can shout an inspiring prediction, granting each ally within 50 feet who can hear you a +4 luck bonus on her next attack roll, saving throw, or skill check.

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 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

In Accordance with Prophecy (Su)

At 8th level, a number of tiimes per day equal to your Intelligence modifier, you can publicly declare that your next spell is guided by prophecy. When you do, the next spell you cast has a 20% chance of fizzling (1–20 on a d%). If the spell does not fail, treat the spell as if it had been modified by the Empower Spell feat, even if you do not have that feat. At 12th level, the chance that the spell fizzles is reduced to 15% (1–15 on a d%). At 16th level, the chance is reduced to 10% (1–10 on a d%).

SPELL BOOK/SPELLS KNOWN:

0: All, except opposed school
1st(7): Mage Armor, Grease, Summon Monster 1, Comprehend Languages, Burning Hands, Color Spray, Enlarge Person


Magic Items/Equipment/Wealth:

Head:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor:
Belt:
Wrists:
Hands:
Ring:
Ring: Bonded Item
Feet:

Rapier
Dagger
Clothing
Backpack
50' Rope
Bedroll
Flint & Steel
Whetstone
Flask oil x2
Rations x5
Waterskin
Gold:

Attacks/AC/Saves/Skills calculations:

Weapons:
Melee to hit: +0
damage: +0
Ranged to hit: +3
damage: +0

ARMOR CLASS:
AC 17: Armor+4/Armor Magic+/dex+3/dodge+0/ring+0/nat armor+0
FF 14: Armor+4/Armor Magic+/ring+/nat armor+0/
T 13: dex+3/dodge+0/ring+0/

SAVES:
Fort 1: C+0/con+1
Ref 3: C+0/dex+3
Will 2: C+2/wis+0

SKILLS: 2/level
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). PERCEPTION, SWIM.

*Appraise: +4 (+4 Int)
Climb:
Diplo:
*Fly:
Heal:
*K-Arc: +8 (+1, +4 int, +3 trained)
*K-Dun: +8 (+1, +4 int, +3 trained)
*K-Eng:
*K-Geo
*K-His:
*K-Loc: +8 (+1, +4 int, +3 trained)
*K-Nob:
*K-Pla: +8 (+1, +4 int, +3 trained)
*K-Rel:
*Lin:
*Perc: +7 (+1, +0 wis, +2 race, +1 trait, +3 trained)
SM:
*Splcrft: +8 (+1, +4 int, +3 trained)
*Swm: 30' swim

background:

Aquatic elf with a fascination of fire and life in the lands of his non-aquatic kin.