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Arforth

Male Elf Wizard 4 - CR 3 Neutral Good Humanoid (Elf); Deity: Nethys ; Age: 124 ; Height: 6' 1" ; Weight: 117lb. ; Eyes: Blue ; Hair: White ; Skin: Fair
Ability Score Modifier Temporary

STR
STRENGTH

10 17 12 19 13 12
Total Base Ability

0 +3 +1 +4 +1 +1
Resist Misc Temp Notes

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

FORTITUDE
(CONSTITUTION)

+2 = +4 = +5 =

+1 +1 +4

+1 +3 +1
Elven Immunities - Sleep
Size Natur Deflec Dodge Misc Skill Name Total Ability Ranks Temp

Elven Immunities : +2 vs. enchantments

REFLEX
(DEXTERITY)

Elven Immunities : +2 vs. enchantments


(WISDOM)

WILL

Elven Immunities : +2 vs. enchantments

Damage Resistance, Fire (5) Elven Immunities


Total Armor Shield Dex

AC

13

Touch AC CM Bonus CM Defense

= 10

+3 13 +2 15 = = 10 Flat-Footed AC
BAB Strength

10
Size Misc

+2
BAB

0
Strength

Dexterity

Size

+2 +2 +3 30 ft

0 HP

+3

21

Base Attack Initiative Speed

Damage / Current HP

Acrobatics Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Linguistics Perception Ride Sense Motive Spellcraft Stealth Survival Swim
Combat Casting

+5 +8 +1 +3 +1 +1 +5 +3 +1 +1 +9 +6 +3 +1 +11 +7 +1 +3

DEX (3) INT (4) CHA (1) STR (0) CHA (1) CHA (1) DEX (3) DEX (3) WIS (1) CHA (1) INT (4) WIS (1) DEX (3) WIS (1) INT (4) DEX (3) WIS (1) STR (0)

2 1 3 2 2 3 4 4 3

Elven Magic : +2 to determine the properties of a magic item

Dagger

Mainhand: +2, 1d4 Ranged: +5, 1d4


Light crossbow

Crit: 19-20/x2 Rng: 10' Light, P/S Crit: 19-20/x2 Rng: 80' 2-Hand, P

Feats, Traits & Flaws


+4 to Concentration checks to cast while on the defensive.

Ranged: +3, 1d8 Ranged, Both Hands: +5, 1d8

Elven Weapon Proficiencies


You are proficient with the Longsword, Rapier, Longbow (including Composite Longbow) and Shortbow (including Composite Shortbow).

Scribe Scroll
You can create magic scrolls.

Spell Focus (Evocation)


Spells from one school of magic have +1 to their save DC.

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Feats, Traits & Flaws


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

Experience & Wealth


Current Cash: 700 GP of Valuables

Gear
Total Weight Carried: 54/100lbs, Medium Load (Light: 33lbs, Medium: 66lbs, Heavy: 100lbs)
Assorted coins in pouch (worth 400 gp) Assorted Gems (worth 300 gp) Backpack (empty) 2 lbs Bedroll 5 lbs Crossbow bolts x30 0.1 lbs Dagger 1 lb Flint and steel Light crossbow 4 lbs Oil x3 1 lb Potion of cure moderate wounds Spell component pouch 2 lbs Spellbook 3 lbs Staff 5 lbs Staff of frost 5 lbs Weather Book. +2 Survival. (Gust Wind,Obscuring Mist, Sleet Storm) Wizard's kit 21 lbs

Languages
Celestial Common Draconic Elven Gnoll Gnome Orc Sylvan

Spells & Powers


Wizard Spell DC: 14 + spell level CL: 4 (vs. SR: +6, Concentration: +8) Melee Touch +2 Ranged Touch +5 Maximum Wizard spells per day: 4/* x0; 4 x1; 3 x2 Wizard 0: Detect Poison, Read Magic, Flare (DC 15), Detect Magic Wizard 1: Magic Missile, Ray of Enfeeblement (DC 15), Burning Hands (DC 16), Burning Hands (DC 16), Burning Hands (DC 16) Wizard 2: Burning Gaze, Burning Gaze, Burning Gaze, Burning Gaze

Special Abilities
Arcane Bond (Staff) (1/day) (Sp)
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the Elven object Magic is an amulet or ring, it must be worn to have effect, while staves, wands, +2 racial bonus on caster checks towizard overcome spell to resistance. +2 without to spellcraft and weapons must be wielded. If a attempts cast a spell his checks determine the of a magic bonded to object worn or inproperties hand, he must make item. a concentration check or lose the spell. The DC for this (8/day) check is equal to 16) 20 + the spell's level. If the object is a Fire Jet (1d6+2) (DC (Su) ring amulet, action, it occupies the ring or neck accordingly. As aor standard you can send forth a slot 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A bonded object can be used once per day to cast one spell that the wizard A successful Reflex save halves this damage. The any DC of this save is equal to 10 has inyour his spellbook and capable of casting, even Creatures if the spellthat is not prepared. + 1/2 wizard level + is your Intelligence modifier. fail their saving Fire Supremacy (Fire damage 2) This spell is treated like any other spell cast by the wizard, including casting throw catch fire and take 1d6 points of fire damage on the following round. time, You gain and resistance 5 to can fire. At 10th level, this resistance increases to 10. At 20th duration, other effects dependent on the wizard's level. This spell cannot be Creatures that catch fire avoid this damage by taking a full-round action to level, youby gain immunity to fire In addition, whenever you are within 5 modified metamagic ordamage. other The bonded object cannot be used extinguish the flames byfeats making a DCabilities. 15 Reflex save. Rolling on the ground gives feet of a source of flame at least as large as a campfire, you with can draw to cast spells from the wizard's opposition schools arcane school). a +2 circumstance bonus on the save. Dousing the(see creature waterthe fire around you for 1 round as a swift action. Anyone striking you with a melee automatically extinguishes the flame. You can use this ability a number of times Low-Light Vision weapon or unarmed strikeIntelligence takes anabilities amount ofhis fire damage equal toif1/2 A wizard can add additional magic to bonded object as he your has the per day equal to 3 + your modifier. See twice as(minimum far as a human in low light, distinguishing color and detail. wizard level 1). Weapons with reach this damage. required item creation feats and if he meets the avoid level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic Water abilities toopposition the dagger (see the Classical school for:Craft FireMagic Arms and Armor feat in Chapter 5). If the bonded object is a wand, it loses its wand abilities when its last charge is Five-Element opposition school for: Fire consumed, but it is not destroyed and it retains all of its bonded object properties and be used 2 toslots craftto a cast new spells wand. from The magic properties of a bonded object, You can must spend the Water school. 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.

Background
On Retainer to Isabella. - 8gp per day, 6 days a week, with one day off rest UNLESS on adventure then all 7 days must be paid. This amount must be paid at the end of each week. - 50% of EQUAL share of treasure found. - Half XP earned. Current XP: 5466 Next Level: 9000 GP: 85 SP: 20

Tracked Resources

Arcane Bond (Staff) (1/day) (Sp)

Cone of Cold wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it Crossbow bolts plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items
can be replaced after 1 week in a special ritual that costs 200 gp per wizard level replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Dagger Note :Jet If your bonded object does(DC not have any other powers or properties yet, Fire (1d6+2) (8/day) 16) (Su) there are power-less versions of the wand, staff, ring, and amulet available on the magic tab. Ice Storm

If a bonded object is damaged, it is restored to full hit points the next time the

Potion of cure moderate wounds Staff of frost Wall of Ice

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

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