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Werz Hummel's page
35 posts. Organized Play character for Dakcenturi.
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Full Name |
Werz Hummel |
Race |
Tiefling 58507-8 | |
Classes/Levels |
Wizard 1 | AC 14 T 13 FF 11 | HP 9/9 | Fort +2, Ref +3, Will +2 | Init +5 | Perc +5 |
Gender |
Male |
Size |
Medium |
Age |
64 |
Alignment |
LN |
Deity |
Nethys |
Languages |
Common, Draconic, Elven, Goblin, Infernal, Osiriani |
Occupation |
Jeweler |
Strength |
8 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
19 |
Wisdom |
10 |
Charisma |
7 |
About Werz Hummel
Werz Hummel
Male Tiefling Wizard 1
LN Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 9 (1d6+3)
Fort +2, Ref +3, Will +2
Resist fire 5
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Offense
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Speed 30 ft.
Ranged Light crossbow +3 (1d8/19-20/x2)
Spell-Like Abilities Darkness (1/day)
Wizard Spells Prepared (CL 1):
1 (2/day) Mage Armor, Color Spray (DC 15), Summon Monster I
0 (at will) Read Magic, Detect Magic, Prestidigitation (DC 14)
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Statistics
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Str 8, Dex 16, Con 14, Int 19, Wis 10, Cha 7
Base Atk +0; CMB -1; CMD 12
Feats Augment Summoning, Spell Focus (Conjuration)
Traits Reactionary, Tomb Raider (Perception)
Skills Craft (jewelry) +6, Fly +7, Knowledge (arcana) +8, Knowledge (planes) +8, Linguistics +8, Perception +5, Spellcraft +8; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal, Osiriani
SQ acid dart (7/day), arcane bonds (object [ring] [1/day]), opposition schools (enchantment, necromancy), prehensile tail, specialized schools (conjuration), summoner's charm (+1 rds)
Other Gear Crossbow bolts (50), Light crossbow, Ring, Backpack (empty), Belt pouch (empty), Flint and steel, Ink, black, Inkpen, Mess kit, Soap, Spell component pouch, Trail rations (5), Waterskin, 639 GP, 10 SP
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Special Abilities
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Acid Dart (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
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