Chained Spirit

Unbolath's page

271 posts. Alias of CaveToad.


Full Name

Unbolath Vorace

Race

Aasimar

Classes/Levels

Wizard 1/Ranger 1 HP 19/19 AC 12 T:12 FF:10 For:3 Ref:4 Wil:3 | Init: +2 Per: +9 Int: +1 CMD: 17

Gender

Status:
HP: 9/19 Active Spells: None
Male

Size

M ( 6'6" 190lbs)

Age

90

Alignment

N

Location

Fort Horizon

Languages

Common, Celestial, Draconic, Elven, Dwarven

Strength 18
Dexterity 14
Constitution 13
Intelligence 16
Wisdom 12
Charisma 11

About Unbolath

Unboleth was recovered from the wilderness as a baby. His celestial heritage is obvious, but his mortal heritage is a mystery. Likely some humanoid of some sort. He was raised by a group of adventurers and his knack for magic was disovered and trained in magic. He was also a skilled outdoorsman, and was taught some of those skills as well. He is training to become an Eldritch Knight.

He is quite tall and extremely strong and wiry. His skin is the tone of granite, although it appears like marbled rock where his veins show. He keeps his head and face shorn. His eyes are completely black, pupils, irises, etc. He wields a greatsword and composite longbow, and wears no armor although he does wear a large set of chains wrapped across his chest and back, and around his upper and lower arms and legs.

Class: Wizard 1 (Elemental Specialist - Metal)/Ranger 1
Alignment: N
Race: Aasimar
Size : Medium
Init +2; Senses Perception +9 (+3 INT, +2 racial, +4 skill)

Stats:

Str 18 (+4), Dex 14(+2), Con 13(+1), Int 16(+3), Wis 12(+1), Cha 11(0)

Defense:

AC 12, touch 12, flat-footed 10 (+2 dex)
*Typically before any combat or danger situation Unboleth uses the Iron Skin ability.
hp 19 (1d10+1d6 +2 CON +1 FCB )
Fort +3 ( base 2, stat 1)
Ref +4 (base 2, stat 2)
Will +3 (base 2, stat 1)
Resistance: Acid 7, Cold 7, Electricity 7

Offense:

BAB +1, CMB +5 (+1 BAB, +4 str), CMD 17 (+1 BAB, +4 str, +2 dex)
Move Speed 30'

Attacks:
Masterwork Greatsword +6 2d6+6 (19-20/x2)
*Masterwork Greatsword Power attack +5 2d6+9 (19-20/x2)
Masterwork Composite Longbow (+4 str) +4 1d8+4 (x3) 110ft

Feats:

Scribe Scroll (bonus)
Power Attack

Skills:

Ranked:
Knowledge (Nature) +7 ( rank 1, int 3, class skill 3)
Knowledge (Arcana) +7 ( rank 1, int 3, class skill 3)
Knowledge (Dungeoneering) +7 ( rank 1, int 3, class skill 3)
Knowledge (Geography) +7 ( rank 1, int 3, class skill 3)
Spellcraft +7 ( rank 1, int 3, class skill 3)
Craft (Weapons) +9 ( rank 1, int 3, class skill 3, MW artisan tools +2)
Craft (Bows) +9 ( rank 1, int 3, class skill 3, , MW artisan tools +2)
Survival +5 ( rank 1, wis 1, class skill 3)
*Track +6
Perception +9 ( rank 1, int 3, class skill 3, racial +2)
Handle Animal +4 ( rank 1, cha 0, class skill 3)
Ride +6 ( rank 1, dex 2, class skill 3)
Stealth +6 ( rank 1, dex 2, class skill 3)
Climb +8 (rank 1, str 4, class skill 3)
Nonranked:
Diplomacy +2 ( cha 0, racial 2)
Heal +1 ( wis 1 )
Swim +4 ( str +4 )

Special Abilities:

Racial
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception.
Alternate Racial Trait: daylight as a spell like ability.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Class
Arcane Bond: A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools. Chosen: Amulet
Arcane School: Metal ( opposed: Wood )
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again
Metal Rending (Su): Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your Wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.
At 20th level, whenever you cast a spell on a creature made of metal or wearing medium or heavy armor, you can roll twice to penetrate the creature’s spell resistance and take the better result.
Iron Skin (Su):You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Favored Enemy(Ex): Human. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures
Track(Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks
Wild Empathy(Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Traits:

Unscathed : Benefit: Each type of energy resistance you have (if any) increases by 2 points.

Languages:
Common, Elven, Dwarven, Celestial, Draconic

Equipment:
(cost/weight)
master work backpack 4
bedroll & blanket 8
tent small 20
travellers outfit 5
spell component pouch 2
waterskin 4
Masterwork Greatsword 8
Masterwork Composite Longbow (+4 str) 3
40 arrows 6
40 large arrows 12
scroll case .5
scrolls (mage armor,magic weapon, true strike)
trail rations 1 day 1
candles (10)
whetstone 1
chalk (10)
inkpen
ink
rope, silk 50' 10
paper 10 sheets
75gp worth of scroll scribing materials
Masterwork artisan tools for weapon making and bowyer/fletching 10
flint and steel
wand of technomancy
gas filter mask
cloak of the hedge wizard(abjuration) - at will: prestidigitation, resistance. 1/day: endure elements, shield
potion of bears endurance (CL6)

total weight: 94.5
116 lbs or less is a light load

2gp

(20 dollars = 1 GP for purchase power. A dollar is a silver coin)

Typical Prepared Spells:

DC = 13 + spell level
Normal:
Level 0 (3/day): detect magic, resistance,prestidigitation
Level 1 (2/day): enlarge person, shield
Level 1: Bonus metal spell gravity bow
Note: 1/day Arcane Bond free cast any spell in book (except Wood Spells)

Spellbook:

Spells Known:
Level 0: All
Level 1: mage armor, shield, enlarge person, true strike, magic weapon, identify

Opposed Spells (Wood):
0: light
1: alter winds, animate rope, charm person

EXP: 1910
NEEDED: 3300