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Nefrai (perrinmiller)

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Nefrai

Basic InformationEdit

      Race: Elf
     Class: Wizard (Conjurer)
     Level: 3
Experience: 3,450 XP (TNL 6K)
 Alignment: Neutral
 Languages: Common
     Deity: Various
First Seen: [link The Dunn Wright Inn]
 Currently: In progress


AbilitiesEdit

  • Please indicate Racial and Level Adjustments
STR: 08 -1 (-2 pts) 
DEX: 16 +3 (05 pts); +2 Racial
CON: 12 +1 (05 pts); -2 Racial
INT: 18 +4 (10 pts); +2 Racial
WIS: 10 +0 (00 pts)
CHA: 12 +1 (02 pts) 

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
(Max-2)  HP:  20 = [3d6(14) + CON(3) + FC(3)] (Wizard-3)  
         AC:  13 = [10 + DEX(3) + ARM(0) + NAT(0) + Dodge(0) + Other(0)]
   AC Touch:  13 = [10 + DEX(3) + Dodge(0) + Other(0)]
      AC FF:  10 = [10 + ARM(0) + NAT(0) + Other(0)]
 Mage Armor:  AC 17, Flat-footed AC 14
       INIT: +13 = [DEX (3) + Trait (2) + Feat (4) + Familiar (4)]
        BAB:  +1 = [Wizard(1)]
        CMB:  +0 = [BAB(1) + STR(-1) + Misc (0)]
        CMD:  29 = [10 + BAB(8) + STR(6) + DEX(2) + Dodge(1) + Other(0)]
  Fortitude: +11 = [Wiz(3) + CON(3) + Misc(0)$]
     Reflex: +10 = [Wiz(1) + DEX(2) + Misc(0)$]
       Will:  +9 = [Wiz(1) + WIS(0) + Misc(0)$]
      Speed:  30'  
         DR:  00/Any
         SR:  00
 Spell Fail:  00

$ = +2 Saves vs. Enchantments, Immune to Magic Sleep

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
Situational Bonuses:

Melee:
  Dagger:          Attack: +0 = [BAB(1) + STR(-1) + Misc(0) + Magic(00)]
                   Damage: 1d4-1, Crit: 19-20/x2, Range: 10', Special: Pierce
Ranged:
  Acid Dart(7/day) Attack: +4 = [BAB(1) + DEX(3) + Misc(0) + Magic(00)]
                   Damage: 1d6+1, Crit: x2, Range: 30', Special: Acid,
                   Ignores SR, Ranged Touch, 30ft Max Range
  Lt Crossbow      Attack: +4 = [BAB(1) + DEX(3) + Misc(0) + Magic(00)]
                   Damage: 1d8, Crit: 19-20/x2, Range: 80', Special: Pierce
  Dagger:          Attack: +4 = [BAB(1) + DEX(3) + Misc(0) + Magic(00)]
                   Damage: 1d4-1, Crit: 19-20/x2, Range: 10', Special: Pierce

Concentration: +11 = [CL(3) + INT(4) + Trait(2) + Race(2)] 

Racial FeaturesEdit

 Ability Adjustments: +2 (Dex), +2 (Int), -2 (Con)
                Size: Medium
               Speed: 30'
       Favored Class: Wizard (+1 hp, taken three times)
    Low light vision: see 2x as far in low light
         Elven Magic: +2 vs SR, +2 on Spellcraft to ID items
    Elven Immunities: immune to magic sleep, +2 on save vs enchantment spells
         Keen Senses: +2 on Perception
        Arcane Focus: +2 Concentration Checks

Class FeaturesEdit

Wizard (Conjurer) (Favored Class)

 Armor/Weapons: No Armor
                Proficient with the club, dagger, heavy crossbow, light
                crossbow, and quarterstaff
   Bonus Feats: Spell Focus Conjuration
   Arcane Bond: Familiar (Green Scorpion) +4 Initiative
 Arcane School: Conjuration (1 Conjuration spell/day for each spell level)
         Summoner's Charm (Su): Whenever you cast a conjuration (summoning)
                spell, increase the duration by a number of rounds equal to
                1/2 your wizard level (minimum 1). This increase is not
                doubled by Extend Spell. At 20th level, you can change the
                duration of all summon monster spells to permanent. You can
                have no more than one summon monster spell made permanent in
                this way at one time. If you designate another summon monster
                spell as permanent, the previous spell immediately ends.
                Current +1 Round Duration
         Acid Dart (Sp): As a standard action you can unleash an acid dart
                targeting any foe within 30 feet as a ranged touch attack.
                The acid dart deals 1d6 points of acid damage + 1 for every
                two wizard levels you possess. You can use this ability a
                number of times per day equal to 3 + your Intelligence
                modifier. This attack ignores spell resistance.
                Current: 7 Uses/Day & Damage 1d6+1
         Dimensional Steps (Sp): At 8th level, you can use this ability to
                teleport up to 30 feet per wizard level per day as a standard
                action. This teleportation must be used in 5-foot increments
                and such movement does not provoke an attack of opportunity.
                You can bring other willing creatures with you, but you must
                expend an equal amount of distance for each additional
                creature brought with you.
Opposition schools: Necromancy/Enchantment: require 2 spell slots per spell

FeatsEdit

Spell Focus (Wizard Bonus 1st Level): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Augment Summoning (General 1st Level): Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Improved Initiative (General 3rd level): +4 Initiative

TraitsEdit

Reactionary: +2 Initiative
Focused Mind +2 Concentration

SkillsEdit

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 18 = [(Class(2) + INT(4))*Level + FC(0)] (Wizard 3)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              +3     0       0       3     -0   +0
Appraise                +8     1       3       4          +0
Bluff                   +1     0       0       1          +0
Climb                   -1     0       0      -1     -0   +0
Craft (       )         +4     0       0       4          +0
Diplomacy               +1     0       0       1          +0
Disable Device                 0       0       3     -0   +0
Disguise                +1     0       0       1          +0
Escape Artist           +3     0       0       3     -0   +0
Fly                     +7     1       3       3     -0   +0
Handle Animal                  0       0       1          +0
Heal                    +0     0       0       0          +0
Intimidate              +1     0       0       1          +0
Knowledge (Arcana)    +10/12   3       3       4          +0
Knowledge (Dngnrng)            0       *       4          +0
Knowledge (Engnrng)            0       *       4          +0
Knowledge (Geography)          0       *       4          +0
Knowledge (History)   +8/10    1       3       4          +2 with book
Knowledge (Local)     +8/10    1       3       4          +2 with book
Knowledge (Nature)             0       *       4          +0
Knowledge (Nobility)           0       *       4          +0
Knowledge (Planes)    +8/10    1       3       4          +2 with book
Knowledge (Religion)  +8/10    1       3       4          +2 with book
Linguistics            +10     3       3       4          +0
Perception              +5     3       0       0          +2 racial
Perform    (       )    +1     0       0       1          +0
Profession (       )           0       *       0          +0
Ride                    +3     0       0       3     -0   +0
Sense Motive            +1     0       0       0          +0
Sleight of Hand                0       0       3     -0   +0
Spellcraft            +10/12   3       3       4          +2* racial
Stealth                 +3     0       0       3     -0   +0
Survival                +0     0       0       0          +0
Swim                    -1     0       0      -1     -0   +0
Use Magic Device               0       0       1          +0

* = Elves get bonus to ID magic item

Spells PreparedEdit

Caster Level: 3
Cantrips (at will)                
 * Prestidigitation
 * Jolt
 * Read Magic
 * Detect Magic
Level 01  4+B/Day
 * Mage Armor (Conj) 
 * Silent Image (Illus DC15)
 * Grease (Conj DC16)
 * Color Spray (Illus DC15)
 * Summon Monster I (Conj-Bonus)
Level 02  2+B/Day
 * Glitterdust (Conj DC17)
 * Major Image (Illus DC16)
 * Summon Monster II (Conj-Bonus)

SpellbookEdit

Cantrips
  * Read Magic                   (Divination - 1 pg)
  * Detect Magic                 (Divination - 1 pg)
  * Prestidigitation             (Universal - 1 pg)
  * Light                        (Evocation - 1 pg)
  * Jolt                         (Evocation - 1 pg) 
  * Ghost Sound                  (Illusion - 1 pg)
  * Mage Hand                    (Transmutation - 1 pg)
  * Open/Close                   (Transmutation - 1 pg)
  * Resistance                   (Abjuration - 1 pg)

1st Level (9 Free)
  * Endure Elements              (Abjuration - 1 pg)
  * Protection from Chaos/Evil   (Abjuration - 1 pg)
  * Shield                       (Abjuration - 1 pg)
  * Grease                       (Conjuration - 1 pg)
  * Mage Armor                   (Conjuration - 1 pg)
  * Summon Monster I             (Conjuration - 1 pg)
  * Unseen Servant               (Conjuration - 1 pg)
  * Identify                     (Divination - 1 pg)
  * Comprehend Languages         (Divination - 1 pg)
  * Magic Missile                (Evocation - 1 pg)         (Added -35gp)
  * Color Spray                  (Illusion - 1 pg)          (Added -35gp)
  * Silent Image                 (Illusion - 1 pg)          (Added -35gp)
  * Vanish                       (Illusion - 1 pg)          (Added -35gp)
  * Ant Haul                     (Transmutation - 1 pg)     (Added -35gp)
  * Enlarge Person               (Transmutation - 1 pg)     (Added -35gp)
  * Feather Fall                 (Transmutation - 1 pg)     (Added -35gp)
  * Reduce Person                (Transmutation - 1 pg)     (Added -35gp)

2nd Level (2 Free)
  * Glitterdust                  (Conjuration - 2 pg)
  * Summon Monster II            (Conjuration - 2 pg)
  * Minor Image                  (Illusion - 2 pg)         (Added -190gp)

 

EquipmentEdit

Equipment                        Cost     Weight
Explorer's Outfit                         00  lb
Dagger (2)                         2 gp    1  lb
Light Crossbow                    35 gp    4  lb
 Bolts (20)                        NT      2  lb
Handy Haversack                 2000 gp    5  lb
*Center compartment (8 cubic feet & 80 lbs)
  Large water proof bag (2)        4 gp  ( 4  lb)
  -Bedroll                       0.1 gp  ( 5  lb)
  -Blanket                       0.2 gp  ( 1  lb)
  -Winter blanket                0.5 gp  ( 3  lb)  
  Water proof bags (2) empty       1 gp  ( 1  lb)
  Sacks, empty (2)               0.2 gp  ( 1  lb)
  Crowbar                          2 gp  ( 5  lb)
  Bolt cutters                     6 gp  ( 5  lb)
  Torches (2)                   0.02 gp  ( 2  lb)
  +1 Mithral Breast plate       5200 gp  (15  lb)
  Grappling hook                   1 gp  ( 4  lb)
  Climber's Kit                   80 gp  ( 8  lb)   
  Courtier's Outfit               30 gp  ( 6  lb)
  Traveler's Outfit                1 gp  ( 5  lb)
  Hot Weather Outfit               8 gp  ( 4  lb)
  Cold Weather Outfit              8 gp  ( 7  lb)
                              Sub-total  (76  lb)
*Left Side compartment (2 cubic feet & 20 lbs) 
  Water proof bags (2) Books       1 gp  ( 1  lb)
  -Book of Geography (+2)         50 gp  ( 2  lb)
  -Book of Local Lore (+2)        50 gp  ( 2  lb)
  -Book of Nobility (+2)          50 gp  ( 2  lb)
  -Book of Arcana (+2)            50 gp  ( 2  lb)
  -Book of Dungeoneering (+2)     50 gp  ( 2  lb)
  -Trail rations (3 days)         NT gp  ( 3  lb)
  Anti-toxin (2 vials)           100 gp  ( 0  lb)
  Anti-plague (2 vials)          100 gp  ( 0  lb)
  Potion of CMW                  300 gp  ( 0  lb)
  Wand of CLW (18 charges)       270 gp  ( 0  lb)
  Periscope                       20 gp  ( 4  lb)
  Thunderstones (1)               30 gp  ( 1  lb)
  Whetstone                     0.02 gp  ( 1  lb)
                              Sub-total  (20  lb)
*Right Side compartment (2 cubic feet & 20 lbs)
  Liquid Ice (2 flasks)           80 gp  ( 4  lb)
  Rope, Silken (100ft)            20 gp  (10  lb)
  Merchant's Scale                 2 gp  ( 1  lb)
  Waterskin                        1 gp  ( 4  lb)
  Compass                         10 gp  ( ½  lb)
  String/twine (50ft)           0.01 gp  ( ½  lb)  
                              Sub-total  (20  lb)
Scroll Case                        NT      ½  lb



Spell Component Pouch              5 gp    2  lb
Belt Pouch                         NT      ½  lb
  Ink pen                          NT      0  lb
  Ink Vial                         8 gp    0  lb

                           Total Weight: 104½ lb  Light Encumbrance

            Light   Medium    Heavy    
Max Weight:  0-26    27-53    54-80

6 days Trail Rations              NT
Waterskin                         NT 

FinancesEdit

PP: 0                     Gems/Jewelry/Other:
GP: 3900 
SP: 0                                                       ===============
CP: 0                                       Career Earnings:       GP
          

                                         Start-up Character:      150    GP
                                             14 DMC             3,750    GP
                                          Carried Inventory:   -x,xxx    GP   
                                          Living Conditions:     -100    GP
                                      Consumed or Destroyed:     -470    GP
                                                            ============ 
                                                    Coinage:      xxx

Average (100 gp): Small apartment in Venza. Does not track nonmagical
                  expenditures of 1 gp or less.

Consumables used or destroyed
 adding Magic Missile to spell book            25+10 gp
 adding Color Spray to spell book              25+10 gp
 adding Silent Image to spell book             25+10 gp
 adding Vanish to spell book                   25+10 gp
 adding Ant Haul to spell book                 25+10 gp
 adding Enlarge Person to spell book           25+10 gp
 adding Feather Fall to spell book             25+10 gp
 adding Reduce Person to spell book            25+10 gp
 adding Minor Image to spell book             150+40 gp
                                             ===========
                                                 470 gp

DetailsEdit

      Size: Medium
    Gender: Male
       Age: 22
    Height: 5' 10"
    Weight: 135 lbs
Hair Color: Black
 Eye Color: Brown
Skin Color: White
Appearance: Attractive elven male with light skin and with a very slender
            athletic build. Brown eyes and curly dark brown hair. Good
            physical conditioning and agile, but not very strong looking.

  Demeanor: Nefrai likes to seek knowledge. But he is pragmatic and
            intelligent enough to realize that is not always possible when
            he must study his arcane arts. He can be friendly and sociable,
            but has learned to be less revealing about himself and protecting
            his secrets. While he is willing to help people in need and tends
            to believe the best of them, all too often he has missed the
            seeing obvious and has been taken advantage of in his younger
            years. Being an elf, he learned to be pragmatic and practical as
            he thinks things through, intolerant of those that try to rush 
            ahead. While not very pious, he respects the teachings of several
            deities not really worshipping any one of them more than the
            others.

BackgroundEdit

TBD

Familiar: MixelEdit

Greensting Scorpion, Tiny vermin
Init: +3; Senses: darkvision 60 ft.; Perception +4
STATISTICS
  Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
  Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
DEFENSE
  AC: 20, touch 15, flat-footed 17 (+3 Dex, +4 natural, +2 size)
  HP: 10 (1/2 Nefrai)
  Fort +2, Ref +3, Will +2 (Nefrai's Base)
  Special: Immune mind-affecting effects
OFFENSE
  Speed 30 ft.
  Melee: Sting +6 (1d2–4 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Poison (Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds;
          effect sickened for 1 round; cure 1 save.)
Feats: Weapon Finesse, Improved Evasion
Skills: Climb +7, Perception +10 (Nefrai's Ranks & CS), Stealth +15; 
        Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
   * The master of a greensting scorpion familiar gains a +4 bonus on
     Initiative checks.
   * Alertness (Ex): While a familiar is within arm's reach, the master
     gains the Alertness feat.
   * Improved Evasion (Ex): When subjected to an attack that normally allows
     a Reflex saving throw for half damage, a familiar takes no damage if it
     makes a successful saving throw and half damage even if the saving throw
     fails.
   * Share Spells: 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).
   * Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
   * Deliver Touch Spells (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 would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Typical SummonsEdit

Summon Monster I Stat-Blocks

List of Summon Monster II Choices

Adventure LogEdit

   Spending 7 DMC: 1,470 XP (7 XP*210 days)
                   1,260 GP (6 gp*210 days)
   Spending 6 DMC: 1,890 XP (11 XP*210 days)
                   1,890 GP (11 gp*210 days)
   Spending 1 DMC:   450 XP (15 XP*30 days)
                     510 GP (17 gp*30 days)    
 Running Total XP: 3,900 XP

Level UpsEdit

  Level 2: On creation
    Class: Wizard - 2
      BAB: +0 to +1
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +2 to +3
     Feat: None
 Features: None
   Spells: +2 Spells to Spellbook; +1 Cantrip & 1st level spells/day
           Added: 
       HP: Max-2 = 1d6(4) + 1(Con) +1FC = +6HP -> 14
Skill Pts: +6 = +2(Wizard) +4(Int) +6(Old Total) = 12
 Spent on: Know Arcane, Know Local, Know History, Linguistics, Perception,
           Spellcraft
 Mixel HP: +3 (1/2 Nefrai's) -> 7
 Mixel's Perception: +1 Rank for Perception -> +9

  Level 3: On creation
    Class: Wizard - 3
      BAB: +1 to +1
     Fort: +0 to +1
      Ref: +0 to +1
     Will: +3 to +3
     Feat: Improved Initiative (Gen 3rd)
 Features: Deliver Touch Spells Through Familiar
   Spells: +2 Spells to Spellbook; +2 2nd level spells/day
           Added: 
       HP: Max-2 = 1d6(4) + 1(Con) +1FC = +6HP -> 20
Skill Pts: +6 = +2(Wizard) +4(Int) +12(Old Total) = 18
 Spent on: Know Arcane, Know The Planes, Know Religion, Linguistics, Perception,
           Spellcraft 
 Mixel HP: +3 (1/2 Nefrai's) -> 10
 Mixel Increases: +1 INT -> 7; +1 Nat AC
 Mixel's Perception: +1 Rank for Perception -> +10


ApprovalsEdit

  • Approval (date) (Judge) level 3
  • Approval (date) (Non-Judge) level 3

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