Adventure Date: May 31, 2008
Last Updated: April 30, 2009
class: Wizard-Evoker race: human level: 1 alignment: lawful evil xp: 0 deity: Bane size: medium age: 25 gender: male height: 5'7" eyes: brown hair: brown skin: white weight: 160 lbs Campaign: Darkness Rising Home Region: The Moonsea Languages: Damaran, Chondathan, Draconic ==================================================================================== STR: 10 0 HP: 8 Speed: 30 ft DEX: 13 +1 AC: 11 CON: 12 +1 = 10 + 0 + 0 + 1 + 0 + 0 + 0 + 0 INT: 15 +2 base + armor + shield + dex + size + nat + deflect + misc WIS: 12 +1 AC touch: 11 CHA: 8 -1 AC flat-footed: 10 Initiative: +5 Base Attack: +0 ==================================================================================== Total = base +Mod +magic +misc Fortitude: +1 = 0 +1 Reflex: +1 = 0 +1 Will: +3 = 2 +1 ==================================================================================== Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- quarterstaff +0 1d6 x2 - B single weapon -4/-8 1d6/1d6 double weapon light crossbow, +2 1d8 19-20/x2 80 ft P normal bolts darkwood 1d8-1 silver bolts tanglefoot bag +1 entangle x2 10 ft goo see PHB p 129 ranged touch attack Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ none ==================================================================================== SKILLS: Total = 20 max = 4/2 Ability Mod Ranks Misc +2 appraise INT +2 +1 balance DEX +1 (armor) -1 bluff CHA -1 +0 climb STR +0 (armor) +5 concentration CON +1 4 +2 craft INT +2 no decipher script INT +2 -1 diplomacy CHA -1 no disable device INT +2 -1 disguise CHA -1 +1 escape artist DEX +1 (armor) +2 forgery INT +2 -1 gather information CHA -1 no handle animal CHA -1 +1 heal WIS +1 +3 hide DEX +1 2cc (armor) -1 intimidate CHA -1 +0 jump STR +0 (armor) +6 knowledge, arcana INT +2 4 no knowledge, architect/engineer INT +2 no knowledge, dungeoneering INT +2 no knowledge, geography INT +2 no knowledge, history INT +2 no knowledge, local INT +2 no knowledge, nature INT +2 no knowledge, nobility/royalty INT +2 +6 knowledge, religion INT +2 4 no knowledge, the planes INT +2 +1 listen WIS +1 +1 move silently DEX +1 (armor) no open lock DEX +1 -1 perform CHA -1 no profession WIS +1 +1 ride DEX +1 +2 search INT +2 +1 sense motive WIS +1 no sleight of hand DEX +1 (armor) +6 spellcraft INT +2 4 +8 spellcraft, learn evocation INT +2 " (evoker) +1 spot WIS +1 +1 survival WIS +1 +0 swim STR +0 (armor x2) no tumble DEX +1 (armor) no use magic device CHA -1 +1 use rope DEX +1 no speak languages n/a 0 cc ============================================================================= SPECIAL ABILITIES / FEATS Armor: none Shields: none Weapons: all simple Wizard Specialist: Evoker - prohibited schools are conjuration and transmutation - gains bonus evocation spells - spellcraft = +2 when learning evocation spells Summon Familiar: None Scribe Sroll Improved Initiative (human bonus feat) - initiative = +4 Toughness (1rst level bonus feat) - hp = +3 ============================================================================= SPELLS 0: 3+ev 1: 2+ev 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 12 detect magic, flare, flare, resistance 1: 13 color spray, sleep, magic missile NEHUM'S SPELLBOOK: Level 0 and Level 1 Spells (19/100 pages) - prohibited schools are conjuration and transmutation Level 0 = 14 pages (1/1) Abjur: resistance (3/3) Div: detect poison, detect magic, read magic (1/1) Ench: daze (4/4) Evoc: dancing lights, flare, light, ray of frost (1/1) Illus: ghost sound (2/2) Necro: disrupt undead, touch of fatigue (2/2) Univ: arcane mark, prestidigitation Level 1 = 5 pages (0/5) Abjur: (1/5) Div: true strike (1/3) Ench: sleep (2/4) Evoc: burning hands, magic missile (1/5) Illus: color spray (0/3) Necro: ============================================================================== GEAR Total WT= 16 + 0 = 16 load: light = 33 medium = 66 heavy = 100 WT Item --- --------------------- 0 traveler's outfit 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: OPEN SLOT 0 SHOULDER: OPEN SLOT 0 BODY: OPEN SLOT 0 TORSO: OPEN SLOT 0 WAIST: OPEN SLOT 0 FEET: OPEN SLOT 0 ARMS: OPEN SLOT 0 HANDS: OPEN SLOT 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 0 SHIELD: OPEN SLOT 4 quarterstaff 2 darkwood light crossbow (375 gp) 1 quiver & 10 bolts 1 quiver & 10 silver bolts 8 tanglefoot bag x2 0 potion of cure light wounds (50 gp) 0 potion of cat's grace (300 gp) 0 Nehum's room key ============================================================================== TREASURE cp = 15 sp = 20 gp = 12 pp = ============================================================================= In Storage: Nehum's Spellbook cp = sp = gp = pp = ============================================================================= "True Strike" Light Warhorse: large animal, AL = neutral HD = 3, hp = 22, Init = +1, Spd = 60 ft, AC = 14, touch AC = 10, flat-foot AC = 13, space/reach = 10'/5 ft, base attack/grapple = +2/+9 Atk = hoof: +4 melee (1d4+3) full attack = 2 hooves: +4 melee (1d4+1/1d4+1) & bite: -1 melee (1d3+1) STR = 16, DEX = 13, CON = 17 , INT = 2 , WIS = 13, CHA = 6 Fort = +6, Ref = +4, Will = +2 Feats = endurance, run Skills = listen +4, spot +4 SQ: low-light vision, scent Tricks (6/6): Purpose = combat riding (attack, come, defend, down, guard, heel) Carrying Capacity: drag = 3,450 lbs - light load = 230 lbs (60 ft; run x4) - medium load = 460 lbs (40 ft; run x4) - heavy load = 690 lbs (40 ft; run x3) Equipment wt (lb) equipment ------- --------- 160 rider 16 rider's gear 25 riding saddle 1 bit and bridle 8 saddlebags 4 waterskin 6 trail rations, 6 days ----- 220 = light load (60 ft; run x4) ============================================================================== SPECIAL NOTES: