Helmyn

Zeth Bower's page

42 posts. Alias of GiantCracker.


Classes/Levels

Wizard 4

Gender

| HP 17/17 | AC14 (T14 , FF11 ) | +12CMD | F +3 | R +4 | W +5 (+2 vs Fear) | Init + 8| Per + 7|

Size

3'1"

Languages

Halfling, Common, Dwarven, Elven, Goblin, Draconic, Gnome, Orc, Giant, Sylvan

Strength 9
Dexterity 15
Constitution 12
Intelligence 18
Wisdom 11
Charisma 12

About Zeth Bower

Zeth Bower
Male Halfling Wizard (Divination) 4
NG Medium Humanoid (Halfling)
Init +8; Perception +7 (Low-Light Vision)
-------------------- --------------------
Defense
-------------------- --------------------
AC 14, touch 14, flat-footed 11 (+2 Dex, +0 Natural Armour, +0 Armour +1 Dodge, +0 Deflection, +1 Size) (+4 against Giants)
HP 17 (4d6+3)
Fort +3, Ref +4, Will +5
Casting Concentration Checks +8
-------------------- --------------------
Offense
-------------------- --------------------
Speed 20 ft.
Melee +4 (with finesse weapons)
Ranged +4
Halfling Sling Staff +4 80 ft 1d6-1 (20/x3)

Special Attacks: Spell Penetration Checks +8
Diviner's Fortune +2 Attack/Skill Check/Saving Throws 1 round (touch) 7/7
-------------------- --------------------
Statistics
-------------------- --------------------
Str 9, Dex 15, Con 12, Int 18, Wis 11, Cha 12
Base Atk +2; CMB +0; CMD 12
Feats Improved Initiative, Dodge
Traits Hedge Magician, Seeker
Skills Acrobatics 5, Appraise 8, Bluff 1, Climb 1, Craft Magic Item 11, Diplomacy 1, Disable Device 2, Disguise 1, Escape Artist 4, Fly 6, Handle Animal 1, Heal 0, Intimidate 1, Knowledge (Arcana) 8, Knowledge (Dungeoneering) 8, Knowledge (Engineering) 4, Knowledge (Geography) 8, Knowledge (History) 9, Knowledge (Local) 4, Knowledge (Nature) 8, Knowledge (Nobility) 8, Knowledge (Planes) 4, Knowledge (Religion) 8, Linguistics 9, Perception 7, Ride 2, Sense Motive 0, Sleight of Hand 2, Spellcraft 11, Stealth 7, Survival 0, Swim -1, Use Magic Device 1
Languages Halfling, Common, Dwarven, Elven, Goblin, Draconic, Gnome, Orc, Giant, Sylvan
Combat Gear Halfling Sling Staff
Other Gear Ring of Sustenance, 2 Pearls of Power (Lvl 1)

pp
gp 4
sp 8
cp
-------------------- --------------------
Special Abilities
-------------------- --------------------
Class Abilities
Wizard:
Specialization: Divination
Opposing Schools: Enchantment, Necromancy
• Cantrips
• Craft Magic Objects (reduced cost 5%,trait)
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune (Sp): 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.
Arcane Bond: Hat. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a hat, it occupies the hat slot accordingly. 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 (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

Racial Traits
• Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
• Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
• Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
• Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
• Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
-------------------- --------------------
Spell Casting
-------------------- --------------------
Wizard:
0 ∞ Spells: DC 14
1 4+1 spells: DC 15
1 3+1 spells: DC 16

Spellbook:

0-Level 4/4 Per Day
ABJURATION
Resistance: Subject gains +1 on saving throws.
CONJURATION
Acid Splash: Orb deals 1d3 acid damage.
DIVINATION
1-Detect Magic: Detects all spells and magic items within 60ft.
Detect Poison: Detects poison in one creature or small object.
1-Read Magic: Read scrolls and spellbooks.
ENCHANTMENT
Opposing school
EVOCATION
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
1-Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
ILLUSION
Ghost Sound: Figment sounds.
NECROMANCY
Opposing school
TRANSMUTATION
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
1-Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
UNIVERSAL
Acrane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1-Level 4/4 Per Day +1 Divination
ABJURATION
1-Alarm:
Hold Portal:
1-Shield:
CONJURATION
1-Mage Armor:
DIVINATION
Identify:
1-Detect Secret Doors:
ENCHANTMENT
Opposing school
EVOCATION
ILLUSION
Disguise Self:
Silent Image:
NECROMANCY
Opposing school
TRANSMUTATION
1-Enlarge Person:
Expeditious Retreat:
UNIVERSAL

2-Level 3/3 Per Day +1 Divination
ABJURATION
CONJURATION
1-Summon Monster II:
DIVINATION
ENCHANTMENT
Opposing school
EVOCATION
1-Flaming Sphere:
ILLUSION
Invisibility:
Mirror Image:
NECROMANCY
Opposing school
TRANSMUTATION
1-Bull's Strength:
Fox's Cunning:
Owl's Wisdom:
Rope Trick:
UNIVERSAL

Typical Prepared Spells: See Spellbook
Level 0:
Level 1:
Level 2:

-------------------- --------------------

Appearance
Height: 3'1"
Weight: 70lbs.
Hair: Dark Brown
Eyes: Green
Unusual Features:
Handedness:
Clothing: Robes, Traditional Pointy Hat (bonded)

Background Story:
Zeth is a resident of Lepidstadt and graduate of the University that the late Professor was resently employed. Nothing usual is to be said of this Halfling's past aside from his Class and interest in the Adventurer's accomplishments in the quest. As his family normally do not concern themselves with outsider affairs. He would be leaving his unapproving parents to venture with the victorious group.