========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Name: Jackel Blackgut Gender: Male Race: Grimspawn Tiefling Age: 60 Height: 6'6" Weight: 260 Pounds XP: 0 Alingment: True Neutral Class: Wizard Favored Class: Wizard(Hand of the Aprentice) Wizard Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power. Deity: Init +0; Senses Normal Perception +0 ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= STATISTICS STR 10(+0), DEX 10(+0), CON 10(+0), INT 24(+0), WIS 8(-1), CHR 8(-1)   Base Attack 0 CMB 0; CMD 0 ========================================================================================================= DEFENSES AC 10, Touch 10, flat footed 14              [Armor, Shield,Natural] (+0 Dex, +0 armour, +0 feats) hp 6 (1d6) Fort +2, Ref +0, Will +0 ========================================================================================================= OFFENSE Speed 30 Melee Single Attack [Greatsword, +3 (2d6+3)] Full Attack [Weapon +0/0 (damage)] Ranged Single Attack [Weapon, +0 (damage)] Full Attack [Weapon +0/0 (damage)] Special Attacks ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Class/racial traits   Ability Score Racial Traits(Grimspawn): Daemon-blooded tieflings are bringers of devastation are shrewd and swift, but their plans frequently exhibit exploitable flaws, +2 Dexterity +2 Intelligence, and –2 Wisdom.   Type: Tieflings are outsiders with the native subtype.   Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.   Speed: Tieflings have a base speed of 30 feet.   Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages. Defense Racial Traits   Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. A tiefling with this trait gains resistance 5 fire energy type and also gains a +1 natural armor bonus to AC.   Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.   Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. Other Racial Traits   Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.   Weapon and Armor Proficiency   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.   Spells   A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.   To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.   A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).   A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.   Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).   Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.   Bonus Languages   A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.   Arcane Bond (Ex or Sp) 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. 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 object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.   A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).   A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, 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.   If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items 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.   Arcane School(Universalist) Hand of the Apprentice (Su)   You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.   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 (see below).   Scribe Scroll   At 1st level, a wizard gains Scribe Scroll as a bonus feat.   Spellbooks   A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.   A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.   ========================================================================================================= Class Features/Extraordinary Abilities (Ex)   ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Feats Fiendish Heritage(Grimspawn) You possess a strong tie to your fiendish ancestors, granting you favorable abilities. Prerequisites: Tiefling, must be taken at 1st level. Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race of fiends. Rather than taking a tiefling’s usual racial ability modifiers, choose one of the tiefling heritages presented on Table: Variant Tiefling Heritages. In addition, you may roll on Table: Variant Tiefling Abilities three times and choose the most favorable ability. Your skin is unnaturally tough, granting you a +1 natural bonus to your AC. You gain an additional +2 racial bonus on your Intelligence. You have oversized limbs, allowing you to use Large weapons without penalty. ==================================================================================== +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Skills   Acrobatics------------------------------------------------------Dex|+00| Appraise---------------------(1 rank+1)(Class Skill+3)(Abimod+7)Int|+11| Bluff-----------------------------------------------------------Cha|+00| Climb-----------------------------------------------------------Str|+00| Craft------------------------(1 rank+1)(Class Skill+3)(Abimod+7)Int|+11| Diplomacy-------------------------------------------------------Cha|+00| Disable Device--------------------------------------------------Dex|+00| Disguise--------------------------------------------------------Cha|+00| Escape Artist---------------------------------------------------Dex|+00| Fly-------------------------------------------------------------Dex|+00| Handle Animal---------------------------------------------------Cha|+00| Heal------------------------------------------------------------Wis|+00| Intimidate------------------------------------------------------Cha|+00| Knowledge (arcana)-----------(1 rank+1)(Class Skill+3)(Abimod+7)Int|+11| Knowledge (dungeoneering)---------------------------------------Int|+00| Knowledge (engineering)-----------------------------------------Int|+00| Knowledge (geography)--------(1 rank+1)(Class Skill+3)(Abimod+7)Int|+11| Knowledge (history)----------(1 rank+1)(Class Skill+3)(Abimod+7)Int|+11| Knowledge (local)-----------------------------------------------Int|+00| Knowledge (nature)----------------------------------------------Int|+00| Knowledge (nobility)---------(1 rank+1)(Class Skill+3)(Abimod+7)Int|+11| Knowledge (planes)-----------(1 rank+1)(Class Skill+3)(Abimod+7)Int|+11| Knowledge (religion)---------(1 rank+1)(Class Skill+3)(Abimod+7)Int|+11| Linguistics-----------------------------------------------------Int|+00| Perception------------------------------------------------------Wis|+00| Perform---------------------------------------------------------Cha|+00| Profession------------------------------------------------------Wis|+00| Ride------------------------------------------------------------Dex|+00| Sense Motive----------------------------------------------------Wis|+00| Sleight of Hand-------------------------------------------------Dex|+00| Spellcraft-------------------(1 rank+1)(Class Skill+3)(Abimod+7)Int|+11| Stealth---------------------------------------------------------Dex|+00| Survival--------------------------------------------------------Wis|+00| Swim------------------------------------------------------------Str|+00| Use Magic Device------------------------------------------------Cha|+00| ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Spells ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Inventory Cold Weather outfit Masterwork Earth Breaker (3d6 damage, x3 crit, 28 lbs, Blunt, Large) Trail Rations (10, 10lbs) Torch (10, 10lbs) Spellbook Quill (5) Inkwell (5 pints) ========================================================================================================= Money: 100 gp ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================================================= Description: -Long Black Hair, Bright emerald eyes, Dark Green Scaled -Brown robes cover his entire body obscourring him. - -Steel toe boots, cloth pants, Leather belt -A tome dangles back a leather strap running over his shoulder to its spine -Skin: scaled -Horns: draconic -Tail: fiendish -Teeth: fanged -Arms: over-sized limb -Feet: Reptilian -Other: Long tongue ===================== Backstory:   ========================================================================================================= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =========================================================================================================