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Basic InformationEdit

Race: Human
Class: Wizard
Level: 4
Experience: 9000
Alignment: Neutral Good
Languages: Common,
Deity: Atheist


AbilitiesEdit

Strength: 11 (Base) 11 (Modified) Bonus: +0.
Dexterity: 9 (Base) 9 (Modified) Bonus: -1.
Constitution: 12 (Base) 12 (Modified) Bonus: +1.
Intelligence: 19 (Base) 19 (Modified) Bonus: +4.
Wisdom: 15 (Base) 15 (Modified) Bonus: +2.
Charisma: 9 (Base) 9 (Modified) Bonus: -1.

Combat StatisticsEdit

HP: 20= [4d6+4 + CON(+1)

AC: 11 = [10 + DEX(-1) + Armor (+2) + Shield () + Natural () + Size () + Misc ()]

AC Touch: = [10 + DEX (-1) + Size () + Misc ()]

AC Flatfooted: 11 = [10 + Armor (+2) + Shield () + Natural () + Size () + Misc ()]

INIT: +3 = [DEX (-1) + Misc (+0)]

BAB: +2 = [Class 01 (00) + Class 02 (00)] +2


CMB: +2 = [BAB (+2) + STR (+0) + Misc (00)]

CMD: +11 = [10 + BAB (+2) + STR (+0) + DEX (-1) + Misc (00)]

Fortitude: +4 = [Base: (+1) + CON (+1) + Resist: () + MISC (+2)]

Reflex: +2 = [Base: (+1) + DEX (-1) + Resist: () + MISC (+2)]

Will: +6 = [Base: (+4) + WIS (+2) + Resist: () + MISC ()]


Damage Reduction: Source:

Spell Resistance:

Spell Failure: 00

Weapon StatisticsEdit

Club: +2 [BAB(+2) + Ability () + Misc (00) + Magic (: )]

Damage: 1d6 Crit: 20/x2, Special:()


Dagger: +2 [BAB(+2) + Ability () + Misc (00) + Magic (: )]

Damage: 1d4 Crit: 19-20/x2, Special:()


Unarmed Strike: +2 [BAB(+2) + Ability () + Misc (00) + Magic (: )]

Damage: 1d3 Crit: 20/x2, Special:()


Crossbow, Light: +1 [BAB() + Ability () + Misc (00) + Magic (: )]

Damage: 1d8 Crit: 19-20/x2, Special:()

Racial FeaturesEdit

Ability Adjustments:
Medium
30'
Favored class: Wizard
Other racial features:


Class FeaturesEdit

+2 to Reflex saves:

    If you are within arm's reach of your familiar, you gain the benefits of the Alertness feat.

If you are within 1 mile of your familiar, you may gain other benefits. Source: Wizard. Deliver Touch Spells Through Familiar (Su):

    If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the 'toucher'. The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Source: Wizard.

Empathic Link with Familiar (Su):

    The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does. Source: Wizard. Hand of the Apprentice (7/day) (Su):

    You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Source: Wizard.

Share Spells with Familiar:

    The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Source: Wizard.

Class 01 Armor/Weapons: Proficiencies

Feature Name: Mechanics
Feature Name: Mechanics

Class 02 Armor/Weapons: Proficiencies

Feature Name: Mechanics
Feature Name: Mechanics


FeatsEdit

Combat Casting: You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Category:.


Great Fortitude: You are resistant to poisons, diseases, and other maladies.

Benefit: You get a +2 bonus on all Fortitude saving throws. Category:.


Improved Initiative: Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks. Category:Combat.


Scribe Scroll: You can create magic scrolls.

Prerequisite: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information. Category:Item Creation.


Wizard Weapon Proficiencies: Benefit: You are proficient with the Dagger, Crossbow (Light and Heavy) and Quarterstaff.

Normal: When using a weapon with which you are not proficient, you are at -4 to attack rolls. Category:.



TraitsEdit

SkillsEdit

Skill Points: 24 = [Base (2) + INT (+4)/ 4; FC( ) MISC ( ) (Wizard)

Skills Total Rank CS Ability ACP Misc
Acrobatics -1 0 0 -1 yes
Appraise 9 2 0 4
Bluff -1 0 0 -1
Climb 0 0 0 0 yes
Diplomacy 1 2 0 -1
Disable Device -3 0 0 -1 yes
Disguise -1 0 0 -1
Escape Artist -1 0 0 -1 yes
Fly -1 0 0 -1 yes
Handle Animal -1 0 0 -1
Heal 2 0 0 2
Intimidate -1 0 0 -1
Knowledge (Arcana) 11 4 0 4
Knowledge (Geography) 11 4 0 4
Knowledge (History) 11 4 0 4
Knowledge (Local) 11 4 0 4
Linguistics 11 4 0 4
Perception 5 1 0 2
Ride -1 0 0 -1 yes
Sense Motive 4 0 0 2
Sleight of Hand -1 0 0 -1 yes
Spellcraft 11 4 0 4
Stealth -1 0 0 -1 yes
Survival 2 0 0 2
Swim 1 1 0 0 yes
Use Magic Device -1 0 0 -1

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