Ezren

Walter the Vagabond's page

248 posts. Alias of Douglas Muir 406.


Full Name

Walter the Vagabond, aka Walter Teyero

Race

Human

Classes/Levels

Wizard | HP 22/22 |AC 17 (Tch 13, FF 14) | Fort 0, Ref +3, Will +7|Init +1 Perception +1

Gender

Male

Size

M

Age

34

Alignment

NG

Strength 10
Dexterity 14
Constitution 8
Intelligence 22
Wisdom 12
Charisma 12

About Walter the Vagabond

Male Human Wizard 5

Neutral Good

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 8 (-1)
Intelligence 20 (+5)
Wisdom 12 (+1)
Charisma 12 (+1)

Height: 5' 7"
Weight: 160 lb

Total Hit Points: 22

Speed: 30 feet
Armor Class: Usually 17 = 10 + 4 [mage armor] + 2 [dexterity] + 1 [dodge]
Touch AC: 17
Flat-footed: 14

Initiative modifier: + 2 = + 2 [dexterity]

Fortitude save: + 0 = 1 [base] -1 [constitution]
Reflex save: + 3 = 1 [base] + 2 [dexterity]
Will save: + 7 = 4 [base] + 1 [wisdom] + 2 [Iron Will]

Offense:
Attack (handheld): Dagger +2 [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] or lantern staff [1d6 + 1, 4 lb., light, bludgeoning]
Attack (missile): Ray of Frost + 4 [d3+1]
Combat Maneuver Bonus: + 2 = 2 [base]
Combat Maneuver Defense: + 14 = 10 + 2 [base] + 2 [dexterity]

Feats, Traits and Drawback:

Feats
Dodge +1 dodge bonus on AC
Iron Will
Spell Focus (Evocation)
Spell Specialization (Burning Hands)
Varisian Tattoo (Evocation)
Scribe Scroll [free to wizard]

Traits

Highlander -- +1 to Stealth and it's a class skill.
Magical Lineage -- Fireball.
then Gifted Adept, which is +1 ECL on Fireball.

Drawback

Spooked -- Whenever you perceive a fey, outsider, or undead from within 60 feet, you become shaken for 1d4 rounds unless you succeed at a Will save with a DC equal to 15 + the creature’s Charisma modifier.

Skills and languages:

Basic skills

Acrobatics Dex 2 = +2
Bluff Cha 1 = +1
Climb Str 0 = +0
Diplomacy Cha 1 = +1
Disable Device Dex 3 = +2 +1

Disguise Cha 1 = +1
Escape Artist Dex* 3 = +2 + 1
Fly Dex* 2 = +2
Heal Wis 1 = +1
Intimidate Cha 1 = +1

Knowledge (arcana) Int 14 = +6 + 5 + 3 [class skill]
Knowledge (dungeoneering) Int 13 = +6 + 5 + 3 [class skill]
Knowledge (local) Int 14 = +6 + 5 + 3 [class skill]
Knowledge (nature) Int 14 = +6 + 5 + 3 [class skill]
Knowledge (planes) Int 14 = +6 + 5 + 3 [class skill]
Knowledge (religion) Int 14 = +6 + 5 + 3 [class skill]

Perception Wis 2 = +1 + 1
Ride Dex 2 = +2
Sense Motive Wis 2 = +1 + 1
Stealth Dex +11 = +2 + 5 +3 [class skill] +1 trait
Survival Wis 3 = +1 + 2
Swim Str 1 = +1
Use Magic Device Cha 3 = +2 + 1

Background skills

Appraise Int 10 = +6 + 1 + 3*
Craft (alchemy) Int 10 = +6 + 1 + 3*
Handle Animal Cha +1
Knowledge (engineering) Int 11 = +6 + 2 + 3*
Knowledge (geography) Int 10 = +6 + 1 + 3*
Knowledge (history) Int 10 = +6 + 1 + 3*
Knowledge (nobility) Int 10 = +6 + 1 + 3*
Linguistics Int 10 = +6 + 1 + 3 [class skill]
Profession (herbalist)Int 9 = +5 + 2 + 3*
Profession (librarian) Int 10 = +5 + 1 + 3*
Sleight of Hand Dex +2

*class skill

Languages: Aklo Celestial Common Draconic Elven Infernal Necril Sylvan

Equipment:

Case (for map or scroll)
Flasks x1
Flint and steel
Grappling hook
Ink vial
Ink pen
Oil flasks x2
Rations (1 day) x1
Rope (50', silk) x1
Holy symbol (silver)
2 x blank notebooks
Spellbook x1

Spellbook:

0 level -- Detect Magic, Message, Prestidigitation, Ray of Frost

L1 -- Alarm, Burning Hands**, Charm Person*, Create Pit, Grease*, Identify, Protection from Evil, Silent Image*
L2 -- Detect Thoughts, Euphoric Cloud*, Fox's Cunning, Glitterdust*, Invisibility*, Rope Trick
L3 -- Fireball*, Haste*

*Default prepared spells

Magic items:

4,000 gp = Headband of Intellect. Language is Aklo, ranks are in Stealth.
3,000 gp = rod of Intensify Spell
1,000 gp = 1st level pearl of power
555 gp = Wand of Protection from Evil 37/50
660 gp = Wand of Mage Armor 42/50

70 gp = 2 extra first level spells in spellbook @35 each
210 gp = 2 extra second level spells in spellbook @105 each

125 gp 2/2 scrolls Magic Missile (5th level)

Total 9620 gp

Alchemical reagents:

100 5/5 Oil, Alchemists fire (d6 fire damage on a 10' ranged touch attack, or one target of Burning Hands or Fireball catches fire)
5/5 Black power (+1 damage on evocation spells that deal energy damage)
20 5/5 Moondew (+1 ECL on divination spells)
60 20/20 Saltpeter (+1 damage on fire spells)
3 6/6 Spirits of wine (+1 ECL on duration of summoning spells)
30 6/6 Alchemical grease (+2 on CMD against grappling, or +1 on Grease spell DC)
80 2/2 Incendiary catalyst (throw as a ranged touch attack, gives vulnerability to fire for 1 round)
25 1/1 Liquid ice (power component, +1 damage on Ray of Frost)
30 1/1 Peptus salix (get another save against the nauseated or sickened conditions)
60 1/1 Itching powder (DC 12 fort save or -2 on attack rolls and saves)
100 4/4 Tanglefoot bags (DC 15 Reflex save or be glued)
90 3/3 Meditation tea (+2 vs mind-affecting effects for 10 minutes, or give another save at +2 if already affected)
100 2/2 Twilight Dagger herb (+1 ECL to overcome SR)
10 2/2 Dreamer's Star (makes a tea that allows the effects of 8 hours of sleep in just 6)

total 698 gp