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Basic InformationEdit

      Race: Halfling
     Class: Wizard (Necromancer)
     Level: 1
Experience: 0
 Alignment: True Neutral
 Languages: Halfling, Common, Draconic, Dwarven
     Deity: Hinotheus
First Seen: URL to introduction appearance at DWI
  Location: URL-new-post.html to current game


AbilitiesEdit

  • Please indicate Racial and Level Adjustments
STR: 08 -1 (-2 pts) (Racial -2)
DEX: 16 +3 (05 pts) (Racial +2)
CON: 14 +2 (05 pts)
INT: 16 +3 (10 pts)
WIS: 10 +0 (00 pts)
CHA: 12 +1 (02 pts) (Racial +2)

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
  • Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
(Max-2)       HP:  08 = [1d06 + CON (02) + FC (00)] (Wizard)
                        [0d00 + CON (00) + FC (00)] (Class 02)
              AC:  14 = [10 + DEX (03) + Armor (00) + Shield (00) + Natural (00) + Size (01) + Misc (00)]
        AC Touch:  14 = [10 + DEX (03) + Size (01) + Misc (00)]
   AC Flatfooted:  11 = [10 + Armor (00) + Shield (00) + Natural (00) + Size (01) + Misc (00)]
            INIT: +03 = [DEX (03) + Misc (00)]
             BAB: +00 = [Wizard (00) + Class 02 (00)]
             CMB: -01 = [BAB (00) + STR (00) + Misc (-1)]
             CMD:  12 = [10 + BAB (00) + STR (00) + DEX (03) + Misc (-1)]
       Fortitude: +03 = [Wizard (00) + Class 02 (00) + CON (02) + Misc (01)*]
          Reflex: +04 = [Wizard (00) + Class 02 (00) + DEX (03) + Misc (01)*]
            Will: +03 = [Wizard (02) + Class 02 (00) + WIS (00) + Misc (01)*]
           Speed:  20'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

* - Halfling Luck

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
MELEE
     Club: Attack: -01 = [BAB (00) + Str (-01) + Misc (00) + Magic (00)]
           Damage: 1d04-1, Crit: x2, Special: Bludgeon
   Dagger: Attack: -01 = [BAB (00) + Str (-01) + Misc (00) + Magic (00)]
           Damage: 1d03-1, Crit: 19-20/x2, Special: Pierce or Slash
 
RANGED
 Crossbow: Attack: +03 = [BAB (00) + Dex (03) + Misc (00) + Magic (00)]
   (Lt)    Damage: 1d06-1, Crit: 19-20/x2, Range: 80 ft. Special: Piercing
     Club: Attack: +03 = [BAB (00) + Dex (03) + Misc (00) + Magic (00)]
           Damage: 1d04-1, Crit: x2, Special: Bludgeon
   Dagger: Attack: +03 = [BAB (00) + Dex (03) + Misc (00) + Magic (00)]
           Damage: 1d03-1, Crit: 19-20/x2, Special: Pierce or Slash

Racial FeaturesEdit

Ability Adjustments: +2 (Dexterity), +2 (Charisma), -2 (Strength)
               Size: Small
              Speed: 20'
      Favored Class: Wizard (FC HP: 0 FC SP: 1)
           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.
          Languages: Halflings begin play speaking Common and Halfling. Halflings
                     with high Intelligence scores can choose from the following:
                     Dwarven, Elven, Gnome, and Goblin.

Class FeaturesEdit

Wizard

Armor/Weapons: Wizards are proficient with the club, dagger, heavy crossbow, 
               light crossbow, and quarterstaff, but not with any type of armor 
               or shield. Armor interferes with a wizard's movements, which can
               cause his spells with somatic components to fail.
  Arcane Bond: At 1st level, wizards form a powerful bond with an object or a
               creature. This bond can take one of two forms: a familiar or a
               bonded object. A familiar is a magical pet that enhances the 
               wizard's skills and senses and can aid him in magic, while a 
               bonded object is an item a wizard can use to cast additional 
               spells or to serve as a magical item. Once a wizard makes this
               choice, it is permanent and cannot be changed. Familiar - Thrush
               (name TBD)
Arcane School: A wizard can choose to specialize in one school of magic, 
               gaining additional spells and powers based on that school.
               This choice must be made at 1st level, and once made, it 
               cannot be changed. A wizard that does not select a school
               receives the universalist school instead. (Necromancy)
               (Opposition: Divination and Abjuration)
     Cantrips: Wizards can prepare a number of cantrips, or 0-level spells,
               each day, as noted on Table: Wizard under “Spells per Day.” 
               These spells are cast like any other spell, but they are not
               expended when cast and may be used again. A wizard can prepare
               a cantrip from an opposition school, but it uses up two of his
               available slots 

Class 02

Armor/Weapons: Proficiencies
 Feature Name: Mechanics
 Feature Name: Mechanics

FeatsEdit

Spell Focus - Necromancy (Bonus): Choose a school of magic. 
                    Any spells you cast of that school are more difficult 
                    to resist.

                    Benefit: Add +1 to the Difficulty Class for all saving 
                             throws against spells from the school of magic
                             you select.

                    Special: You can gain this feat multiple times. Its 
                             effects do not stack. Each time you take the 
                             feat, it applies to a new school of magic.

Magical Aptitude:   You get a +2 bonus on all Spellcraft checks and Use 
                    Magic Device checks. If you have 10 or more ranks in 
                    one of these skills, the bonus increases to +4 for that
                    skill.



TraitsEdit

Trait 1 (Magical): Focused Mind: +2 on Concentration Checks
Trait 2 (Magical): Gifted Adept: Pick one spell when you choose this trait.
                   Whenever you cast that spell, its effects manifest at +1
                   caster level. (Ray of Enfeeblement)

SkillsEdit

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
  • class skill bonus has not been included
Skill Points: 06 = [Base (02) + INT (03)/Level; FC (01), Misc (00)] (Wizard)
              00 = [Base (00) + INT (00)/Level; FC (00), Misc (00)] (Class 02)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              05     0       0       3     -0   +2
Appraise                02     0       0       2          +0
Bluff                   02     0       0       2          +0
Climb                   02     0       0       0     -0   +2
Craft (       )         02     0       0       2          +0
Diplomacy               04     0       0       1          +3^
Disable Device                 0       0       3     -0   +0
Disguise                01     0       0       1          +0
Escape Artist           03     0       0       3     -0   +0
Fly                     04     1       0       3     -0   +0
Handle Animal                  0       0       1          +0
Heal                    00     0       0       0          +0
Intimidate              01     0       0       1          +0
Knowledge (Arcana)      03     1       0       2          +0
Knowledge (Dngnrng)            0       0       2          +0
Knowledge (Engnrng)            0       0       2          +0
Knowledge (Geography)          0       0       2          +0
Knowledge (History)     03     1       0       2          +0
Knowledge (Local)              0       0       2          +0
Knowledge (Nature)             0       0       2          +0
Knowledge (Nobility)           0       0       2          +0
Knowledge (Planes)      03     1       0       2          +0
Knowledge (Religion)    03     1       0       2          +0
Linguistics                    0       0       2          +0
Perception              02     0       0       0          +2
Perform    (       )    01     0       0       1          +0
Profession (       )           0       0       0          +0
Ride                    03     0       0       3     -0   +0
Sense Motive            00     0       0       0          +0
Sleight of Hand         03     0       0       3     -0   +0
Spellcraft              05     1       0       2          +2*
Stealth                 03     0       0       3     -0   +0
Survival                00     0       0       0          +0
Swim                    00     0       0       0     -0   +0
Use Magic Device               0       0       1          +2*

^ - Familiar (Thrush)

Spell Lists (Known)Edit

0 Level
* Acid Splash
* Daze
* Dancing Lights
* Flare
* Light
* Ray of Frost
* Spark
* Ghost Sound
* Bleed ^
* Disrupt Undead ^
* Touch of Fatigue ^
* Mage Hand
* Mending
* Message
* Open/Close
* Arcane Mark
* Prestidigitation

Level 1
* Cause Fear ^
* Chill Touch ^
* Interrogation ^
* Mage Armor
* Ray of Enfeeblement#

^ - Specialty School (Necromancy)
# - +1 caster level (Gifted Adept)             

Spell Lists (Prepared)Edit

0 Level                                                                    
* Acid Splash                                             
* Touch of Fatigue ^                           
* Prestidigitation

Level 01
* Mage Armor
* Ray of Enfeeblement#
* Chill Touch ^ 

^ - Specialty School (Necromancy)
# - +1 caster level (Gifted Adept)

Spell Save DC
           0 Level = 10 + 0 + 3     = 13
0 Level Necromancy = 10 + 0 + 3 + 1 = 14

           Level 1 = 10 + 1 + 3     = 14
Level 1 Necromancy = 10 + 1 + 3 + 1 = 15           

EquipmentEdit

Equipment                        Cost     Weight
Explorer's Outfit                         00  lb
Weapon (Melee)
     Club                         00 gp   03  lb
     Dagger                       02 gp   01  lb
Weapon (Ranged)
     Crossbow, Light              03 gp   04  lb
  Ammo (20)                       02 gp   02  lb
Backpack  (e.g. Backpack)         02 gp   02  lb
  Rations (3 days)               1.5 gp   03  lb
  Spellbook (Wizard)              15 gp   03  lb
  Inkpen (3)                      .3 gp   00  lb
  Ink                             08 gp   00  lb
  Waterskin                       01 gp   04  lb
  Blanket                         .2 gp   01  lb


                           Total Weight:  23  lb

            Light  Medium   Heavy    
Max Weight: 0-28   28-57    57-86

FinancesEdit

PP: 00
GP: 121
SP: 00
CP: 00

2/7/12 - Spent 29g on initial equipment

Gems/Jewelry/Other:
0000

DetailsEdit

      Size: Small
    Gender: Male
       Age: 28
    Height: 3' 1"
    Weight: 32 lbs
Hair Color:Black
 Eye Color:Black
Skin Color:Light Brown
Appearance: Like most Halflings, Ricaul does not stand out in a crowd. Perhaps
            even more so than his brothers and sisters. He wears a loose fitting
            black outfit. The hair on top of his head and his feet is black.
Demeanor:   Ricaul is an unassuming sort. He is perfectly content to remain
            unseen among the crane legged races that inhabit Venza. He is not
            afraid to speak up if he feels the situation warrants or something
            draws his interest. He often can be found on the fringe of
            conversation, listening casually or perhaps appearing to not
            be paying attention at all, though the movement of his eyes would
            quickly say otherwise.

BackgroundEdit

Ricaul (ree-kah-OOL) was born, like many of his kind in Venza, to a couple who were once slaves, but are now free. From an early age, he was exposed, as were many, to the horrors of what had befallen the Halfling people in their Ancestral home before being driven from their sanctuary by the forces of the Evil Gods. As he few older, he began to brood darkly, his mind becoming all but obsessed with the wrong that had been perpetrated upon his people. For some reason, this darkness seemed to encase his heart, freezing his soul and emotions to some degree. One day he came to a conclusion that put him on a dangerous path. The new Gods they had found here, especially the Guardian Wolf, had given his people hope and a new home. This did not, however, address the problem of confronting the Evil Gods and righting the wrongs of the slaughter and terrorizing of his people.

It took a long time, but Ricaul found an old woman near the edge of a swamp just outside of Venza who told him she could see the darkness choking the light of his supposed to be good natured heart. He told her that a horrible wrong had been committed against his family long ago, the truth, and that he felt that he was the one to take up the cause of avenging it. He was prepared to answer her next query, which logically was against whom he would seek his revenge. Instead, she offered to help him find the starting point of his path. He didn't question her offer, and took it. So it was that he began to learn about some of the powers that had been brought to bear on the Halflings of the Ancestral Land. Commonly referred to as Necromancy.

He showed a natural aptitude toward magic, particularly the magic he was being taught primarily. Enderia, his teacher, taught him at night after his chores for the day were completed. She had given him a rag eared, old, musty tome to write his spells in. When she felt he had reached the end of the first step of his journey, she bade him farewell and warned him not to seek her in the swamps again, as the guardians she had laid out would not allow his passage again. Nodding with understanding, he took his old book and returned to Venza. Now that he was armed with the beginnings of the power he felt he would need to carry out his plan of revenge against the Evil Gods, their very own power, he was ready to set about his next task...that of getting stronger and learning more powerful spells and, as he licked his lips at the thought, the ability to raise and control the dead. How delicious to his pallet was the taste of sweet revenge, served in such a familiar style as the Evil Gods' own?

Adventure LogEdit

[link=Twist Tree adventure here]

      XP Received: 0000
Treasure Received: 0000 GP
                   0000 Gems/Jewelry
                        Items

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .

ApprovalsEdit

  • Approval (Date) (Judge 01) level 1
  • Approval (Date) (Judge 02) level 1

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