Post by remingtonsteelle on Jun 13, 2013 15:54:09 GMT -6
Blue = Link
Green = Spells of the conjuration school
Red = Spells from opposed schools
Orange = Values affected by the wizard's familiar class ability.
Character Name: Athmollian Halothar
Alias:
Race: Elf
Age: 147
Sex: Male
Height: 6' 1”
Weight: 140 lbs
Build: Thin
Complexion: Tan
Hair Color: White
Hair Style: Long
Class Information:
ECL: 4
Experience: 10000/15000
Classes: Wizard
Class Archetypes: [N/A]
Faith: [N/A]
Alignment: True Neutral
Defensive Scores and Skills:
Initiative: 1d20 + 6 [2 Dex + 4 Familiar]
Perception: 1d20 + 11 [7 Skill Training + 0 Wis + 2 Alertness + 2 Racial]
Sense Motives: 1d20 + 2 [0 Wis + 2 Alertness]
Spellcraft: 1d20 + 13 [7 Skill Training + 4 Int + 2 Racial]
Languages: Common, Elven, Draconic, Celestial, Infernal, Abyssal, Orc
HP: 16 / 16 [(6 + 1 + 4 + 5) Base + (-1 Con Bonus * 4 ECL) + (1 Favored * 4 ECL)]
AC: 12 [10 + 2 Dex Bonus]
Touch: 12 [10 + 2 Dex Bonus]
Flat Footed: 10 [10]
Special Modifiers: +4 Armor Bonus to AC with Mage Armor
Fortitude: 0 [1 Class Bonus + -1 Con Bonus]
Reflex: 3 [1 Class Bonus + 2 Dex Bonus]
Will: 3 [3 Class Bonus + 0 Wis Bonus]
Special Modifiers: +2 against mind affecting effects
Damage Reduction: 0
Spell Resistance: [N/A]
Immunities: Sleep Effects
Vulnerabilities: [N/A]
Combat Statistics:
Base Attack Bonus [BAB]: +2
Combat Maneuver Bonus: +2 [2 BAB + 0 Str Bonus + 0 Size Modifier]
Combat Maneuver Defense: 14 [10 + 2 BAB + 0 Str Bonus + 2 Dex Bonus + 0 Size Modifier]
Movement: 30 [30 Racial Speed - 0 Armor Penalties]
Movement Modifiers: [N/A]
Grease
Standard Attack: [N/A]
Full Round Attack: [N/A]
Damage: None
Range: 30ft in 10ft square
Critical: [N/A]
Special Modifiers: Fall - Reflex Save DC 17, Acrobatics DC 10
Ranged Touch - Jolt
Standard Attack: 1d20 + 2 [2 BAB + 2 Dex]
Full Round Attack: 1d20 + 4
Damage: 1d3 Electrical
Range: 30ft
Critical: x2
Special Modifiers:
Ranged Touch - Acid Dart (SP)
Standard Attack: 1d20 + 4 [2 BAB + 2 Dex]
Full Round Attack: Acid Dart +4 (1d6 + 2)
Damage: 1d6 + 2 Acid
Range: 30ft
Critical: x2
Special Modifiers:
[Magic Missile
Standard Attack:
Full Round Attack: [N/A]
Damage: (1d4+1)x2 Force
Range: 100 + 10/HD ft
Critical: [N/A]
Special Modifiers: Daze - Fort Save DC 16
Flame Sphere
Standard Attack:
Full Round Attack: [N/A]
Damage: 3d6 Fire
Range: 100 + 10/HD ft
Critical: [N/A]
Special Modifiers: Reflex save to negate all damage. Lasts 1 round/HD
Summon Monster > Bloody Human Skeleton
Standard Attack: 1d20 + 2 [0BAB + 4Str -2Broken]
Full Round Attack: Broken Scimitar +2 (1d6 + 2), Claw -1 (1d4 + 2)
Damage: 1d6 + 2, 1d4 + 2 Slashing
Range: 5ft
Critical: x2
Special Modifiers:
Summon Monster > Hyena
Standard Attack: 1d20 + 5 [1BAB + 4Str]
Full Round Attack: Bite +5 (1d6 + 5 plus Trip)
Damage: 1d6 + 5 B, P, S
Range: 5ft
Critical: x2
Special Modifiers: Smite Good/Evil
(Full list of summons)
Ability Scores:
Strength [Str]: 10 [+0]
Dexterity [Dex]: 14 [+2]
Constitution [Con]: 9 [-1]
Intelligence [Int]: 18 [+4]
Wisdom [Wis]: 10 [+0]
Charisma [Cha]: 10 [+0]
Racial Qualities:
Subtype: Humanoid
Size: Medium
Speed: 30 ft
Vision: Low-light
Immunities: Sleep Effects
Resistances: [N/A]
Stat Benefits: +2 Int, +2 Dex, -2 Con
Skill Benefits: +2 Racial Bonus to Perception
Other Benefits: Immune to sleep effects and +2 save against Enchantment spells and effects, +2 to Caster Level against spell resistance, [Alt] +2 to concentration checks while casting defensively
Class Qualities:
Weapon Proficiency: Club, Dagger, Light Crossbow, Quarterstaff.
Armor Proficiency: [N/A]
Shield Proficiency: [N/A]
Class Features: Arcane Bond (Familiar:Scorpion, Greensting), Spells, Arcane School (+Conjuration; -Enchantment, -Necromancy), Cantrips, Bonus Feat: Scribe Scroll, Bonus Languages
Feats:
[/center]
Spell Focus (Conjuration): +1To save DC on cast Conjuration spells.
Scribe Scroll: May craft magical scrolls.
Alertness: +2 bonus on Perception and Sense Motive checks. Additional +2 AT 10 skill ranks.
Augment Summoning: 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.
Skills:
[/u][/center]Perception: . . . . . . . . 11 [(Rank: 4) (+0 Wis) (+3 Trained) (+2 Racial) (+2 Alertness)]
Spellcraft: . . . . . . . .13 [(Rank: 4) (+4 Int) (+3 Trained) (+2 Racial)]
Escape Artist:. . . . . . . 6 [(Rank: 4) (+2 Dex)]
Knowledge > Nature: . . . .10 [(Rank: 3) (+4 Int) (+3 Trained)]
Knowledge > Planes: . . . .10 [(Rank: 3) (+4 Int) (+3 Trained)]
Knowledge > Arcane: . . . .10 [(Rank: 3) (+4 Int) (+3 Trained)]
Survival. . . . . . . . . . 4 [(Rank: 4) (+0 Wis) (+0 Trained)]
Sense Motive: . . . . . . . 2 [(Rank: 0) (+0 Wis) (+2 Alertness)]
Carrying Capacity and Movement Modifiers:
[/center]Current Load: ~22.5
Light Load: <33 lbs
Medium Load: 34-66 lbs
Heavy Load: 67-100 lbs
Lift Capacity: 100 lbs
Encumbered Lift: 200 lbs
Drag Capacity: 500 lbs
Inventory:
Platinum Pieces: 0
Gold Pieces: 14
Silver Pieces: 4
Bronze Pieces: 0
Equipment:
0002 g : 01 lbs : Dagger
0015 g : 03 lbs : Spellbook “A”
0015 g : 03 lbs : Spellbook “B”
00.1 g : 00 lbs : Inkpen
0008 g : 00 lbs : Ink
0001 g : .5 lbs : Scroll Case
00.2 g : 00 lbs : Parchment x10
0005 g : 02 lbs : Pouch, Spell Components
00.5 g : 01 lbs : Trail Rations x1
0001 g : 04 lbs : Waterskin
00.1 g : 05 lbs : Bedroll
00.5 g : .5 lbs : Waterproof Bag x2
0050 g : 00 lbs : Potion of Cure Light Wounds x2
00.5 g : 03 lbs : Blanket
Spell Casting:
Spell-Save DC: 14 + Spell Level ( +1 for Conjuration Spells)
Spells per Day:
0:4
1:4+1
2:3+1
3:
4:
5:
6:
7:
8:
9:
Known Spells:
-Spellbook "A"- (Contains ALL spells learned)
33/100 pages
(Full list of summons)
(Spell Quick List)
0:
Acid Splash
Detect Magic
Detect Poison
Read Magic
Flare
Light
Ghost Sound
Jolt
Mage Hand
Mending
Message
Open/Close
1:
Grease
Mage Armor
Summon Monster I
Color Spray
Ear-Piercing Scream
Silent Image
Protection from Evil
Magic Missile
Enlarge Person (15g)
2:
Glitterdust
Summon Monster II
Stone Call
Flame Sphere
Invisibility (60g)
Bulls Strength (60g)
3:
4:
5:
6:
7:
8:
9:
Known Spells:
-Spellbook "B"- (Contains only spells learned from class levels)
28/100 pages
0:
Acid Splash
Detect Magic
Detect Poison
Read Magic
Flare
Light
Ghost Sound
Jolt
Mage Hand
Mending
Message
Open/Close
1:
Grease
Mage Armor
Summon Monster I
Color Spray
Ear-Piercing Scream
Silent Image
Protection from Evil
Magic Missile
2:
Glitterdust
Summon Monster II
Stone Call
Flame Sphere
3:
4:
5:
6:
7:
8:
9:
Familiar
Defensive Scores and Skills:
Initiative: 1d20 + 3
Perception: 1d20 + 8
Stealth: 1d20 + 21
Climb: 1d20 + 7
HP: 8 / 8 [Half of master's total HP]
AC: 20 [10 + 5 Natural Armor Bonus + 3 Dex Bonus + 2 Size Bonus]
Touch: 15 [10 + 3 Dex Bonus + 2 Size Bonus]
Flat Footed: 16 [10 + 5 Natural Armor Bonus + 2 Size Bonus]
Special Modifiers: [N/A]
Fortitude: 3 [3 Class Bonus + 0 Con Bonus]
Reflex: 6 [3 Class Bonus + 3 Dex Bonus]
Will: 3 [3 Master's Class Bonus + 0 Wis Bonus]
Special Modifiers:
Damage Reduction: 0
Spell Resistance: 0
Immunities: [N/A]
Vulnerabilities: [N/A]
Combat Statistics:
Base Attack Bonus [BAB]: +2
Combat Maneuver Bonus: -4 [2 BAB + -4 Str Bonus + -2 Size Modifier]
Combat Maneuver Defense: 9 [10 + 2 BAB + -4 Str Bonus + 3 Dex Bonus + -2 Size Modifier]
Movement: 30 [30 Racial Speed - 0 Armor Penalties]
Movement Modifiers: [N/A]
Sting
Standard Attack: 1d20 + 7
Full Round Attack: 1d20 + 7
Damage: 1d2-4
Range: 0ft
Critical: x2
Special Modifiers: Poison: injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Ability Scores:
[/center]Strength [Str]: 3 [-4]
Dexterity [Dex]: 16 [+3]
Constitution [Con]: 10 [+0]
Intelligence [Int]: 7 [-1]
Wisdom [Wis]: 10 [0]
Charisma [Cha]: 2 [-4]
Racial Qualities:
[/u]
Subtype: Vermin
Size: Tiny
Speed: 30 ft
Vision: Darkvision 60ft
Immunities: [N/A]
Resistances: [N/A]
Stat Benefits:
Skill Benefits: +4 Climb, +4 Perception, +4 Stealth
Other Benefits: Alertness, improved evasion, share spells, empathic link, Deliver touch spells, grants master +4 to initiative.
Feats:
Weapon Finesse: Use Dex mod in place of Str mod for attack rolls with light/natural weapons.
Skills:
Perception: . . . . . . . .10 [(Rank:3) (+0Wis) (+3Trained) (+4Racial)]
Spellcraft: . . . . . . . . 2 [(Rank:3) (-1Int)]
Escape Artist:. . . . . . . 6 [(Rank:3) (+3Dex)]
Knowledge > Nature: . . . . 2 [(Rank:3) (-1Int)]
Knowledge > Planes: . . . . 2 [(Rank:3) (-1Int)]
Knowledge > Arcane: . . . . 2 [(Rank:3) (-1Int)]
Stealth:. . . . . . . . . .21 [(Rank:3) (+3Dex) (+3Trained) (+4Racial) (+8Size)]
Biography
[/b][/u]Athmollian Halothar, the Elven Wizard who harbored dozens of deserters and refugees and is now forced to live the life of an adventurer to avoid those who persue him.
Born in 841 YK, Athmollian (or Moll for short) lived his adolescent years living with his clan in King's Forest. Daeron, named after the first clan leader, was a young and moderately sized clan but hardly large enough to attract much attention. The clan tried remaining isolated for the most part, only sending out a few men to the neighboring villages or cities for various supplies or commodoties when necessary and rarely making any interactions with other races otherwise. As many of the Elves in the clan, Moll showed a particular talent for controling the powers of the arcane, finding hid speciality in the school of conjuration magics. He was taught many of the basics for controling and expanding his powers but not much in the way of specialized magics outside of a few useful summoning and defensive spells. It was a relatively peacful and happy life for Moll in King's Forest. Until the war came.
In 933, the Last War had been raging on for many decades and bodies were in high demand to fill the numerous ranks of each factions army. Some going as far as using slaves or prisoners of war to fill the quota. The peace that the people of Daeron had enjoyed was on the verge of falling from beneath their feet. It was in this year, that the clan of would be dissolved by the war's wake. Refusing to fight for the dogs that so dared to claimed the world as theirs and theirs alone, the people of Daeron fought back. The Elves that chose to stay and fight were outnumbered over a hundred to one and those that chose to flee were just as likely to be killed. Of the nearly two hundred Elves living in Daedron, only a handful of them survived including Moll and his mother. Heading north, the two elves made their way for The Greenhaunt.
As tragic as it was, it was indeed a blessing that they had been able to escape. 4 years the pair lived in hiding within the veil of the Greenhaunt. It was difficult, but they managed to make a living. Moll spent any free time he had practicing his magic with what little guidance his mother could offer, focusing on the conjuration of interplanar creatures. But just as they had seen success in a 'clan' of just two, Moll's mother thought that perhaps there were more refugees that could use their help. Moll did not deny the fact that many other's were suffering from the coloteral damage from this war just as they had but he knew that actively helping those in need was a bad idea. Still, his mother protested and reluctantly, Moll agreed to help. The pair (and some of those found later on) would go out veiled in cloaks seaarching for refugees, slaves, or war prisoner excapees and offering them a haven to try and outlast the war. Much to Moll's disbelief, the band of misfits him and his mother managed to collect lived in the Greenhaunt for 37 years, totaling around two hundred fifty souls of various races and origins. Alas, much like a bloodhound on the hunt for a wounded rabbit, the band of misfits was sniffed out by a group of men searching for deserters from a battle that had taken place nearby. Many of the men were dispatched quickly enough, but not all of them were dealt with. It was only a matter time now before they would be assaulted. Moll suggested that they all attempt to flee while the oppurtunity was still available. Yet, no one else would share his opinion, opting instead to try and fight them off. Even his mother, disagreed with him. He tried to convince them otherwise. Many of the refugees had little to no combat expertise and a very limited supply of weapons and armor. It was suicide, but their opinions would not change. In a fit of anger and despair, Moll gathered his belongings and left in the middle of night. As the camp began to fade into the distance and conceal itself behind the trees, Moll looked back and was met with his mother's gaze. It would be the last time he would lay eyes upon her.
Since then, Moll spent the rest of his life traveling from place to place trying to keep a low profile. Even more so now, with the humans growing hostility to other races since losing a majority of their territory in the last war. Finding his way into Sharn, the bold adventurer Athmollian begins his journy here in the lower ring. Broke, and desperate for work, he has come, to find wealth and escape the ghosts of his pasts in the city of Sharn.
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