Shade Character Sheet
Str: 8 (-1)
Dex: 12 (+1)
Con: 14 (+2)
Int: 18 (+4)
Wis: 12 (+1)
Chr: 13 (+1)
Human Conjurer (Wizard) (Chaotic Neutral) Vailien (Shade)
Level: 2
Hit Points: 16 hp
XP: 4051
BAB: +1
Fort: (0 + Con) +2
Reflex: (0 + Dex) +1
Will: (3 + Wis) +4
AC: 11+1 = 12
AC (No Dex): 11
CMD: 13
CMB: +2
GP: 194
SP: 3
CP: 0
Weapons:
Main: Rapier 1d6 (18-20, x2) 2lbs
Secondary: Quarterstaff 1d6 (x2) 4 lbs
Tertiary: Dagger 1d4 (19-20, x2) 1 lb
Ranged: Light Crossbow (with 15 Bolts)
Wand: Wand of Enlarge Person (Max Charges 50, Currently 49/50)
Wand: Wand of Enlarge Person (Max Charges 50, Currently 49/50)
Total Weapon Weight: 8 lbs
Armor:
Head: Black Tattered Robe's Hood
Neck:
Shoulders:
Chest: Black Tattered Robe
Arms:
Hands:
Finger: Dark Priests Ring (+1 Armor)
Finger:
Waist:
Legs:
Feet: Sandals
Shield:
Other:
Total Armor Weight: 1 lb
Skills:
Knowledge: Arcana
Knowledge: Planes
Profession: Jester
Craft: Alchemy
Languages:
1. Common
2. Draconic
3. Abyssal
4. Goblin
5. Giant (Traded knowledge for level one specialization spell slot)
5. Giant (Traded knowledge for level one specialization spell slot)
Class Abilities:
1. Familiar - Raven "Harken" (1 HD, 6 HP) (Alertness, Gain +2 to sense things when familiar is present) (Improved Evasion, Successful reflex save negates damage) (Share Spells, Can buff a familiar with spells normally only range personal) (Empathic Link, Can share emotions when separated)
2. Arcane School Specialization: Conjuration
(a) Summoner's Charm (Su.): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell ends immediately.
(b) Acid Dart (Sp.): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage, +1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your intelligence modifier. This attack ignores spell resistance.
(c) Dimensional Step (Sp.): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5 foot increments and such movement does not provoke attacks of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
(c) Dimensional Step (Sp.): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5 foot increments and such movement does not provoke attacks of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
3. Opposed Schools: Necromancy and Abjuration (Costs 1 spell level higher to cast these spells)
Spells:
0 Level:
Abjuration (Opposed)
1. Resistance
Conjuration
1. Acid Splash
Divination
1. Detect Magic
2. Detect Poison
3. Read Magic
Enchantment
1. Daze
Evocation
1. Dancing Lights
2. Flare
3. Light
4. Ray of Frost
5. Spark
Illusion
1. Ghost Sound
2. Haunted Fey Aspect
Necromancy (Opposed)
1. Bleed
2. Disrupt Undead
3. Touch of Fatigue
Transmutation
1. Mage Hand
2. Mending
3. Message
4. Open/Close
Universal
1. Arcane Mark
2. Prestidigitation
1st Level:
Abjuration (Opposed)
1. Alarm
2. Shield
Conjuration
1. Grease
2. Mount
3. Mage Armor
4. Obscuring Mist
5. Summon Monster I
Divination
1. Identify
2. Comprehend Languages
3. Detect Secret Doors
Enchantment
1. Charm Person
2. Hypnotism
3. Sleep
2. Hypnotism
3. Sleep
Evocation
1. Burning Hands
2. Magic Missile
3. Shocking Grasp
Illusion
1. Silent Image
2. Disguise Self
3. Color Spray
Necromancy (Opposed)
Transmutation
1. Enlarge Person
2. Reduce Person
3. Animate Rope
4. Feather Fall
5. Ant Haul
Special Gear:
- Dark Priests Ring (+1 AC, sacrifice 1d6 hp/spell level to recast a spent spell)
- Wand of Enlarge Person - 48/50 Charges
- Potion of Cure Moderate Wounds (1)
- Tree House Stick
- Time Dilation Device
- Shade's Spellbook
- Shade's Journal
Gear:
- Masterwork Backpack
- Pouch
- Bedroll
- Water Skin
- Tinderbox
- 1 Month Trail Rations * (Only 5 days worth brought in pack, rest in saddlebag)
- 5 Torches * (In saddlebag)
- Hooded Lantern
- 10 Oil Flasks * (5 in saddlebag)
- 100 ft. rope
- Grappling Hook
- 2 Vials of Holy Water
- Various sets of clothing * (In saddlebag)
- Pouch
- Bedroll
- Water Skin
- Tinderbox
- 1 Month Trail Rations * (Only 5 days worth brought in pack, rest in saddlebag)
- 5 Torches * (In saddlebag)
- Hooded Lantern
- 10 Oil Flasks * (5 in saddlebag)
- 100 ft. rope
- Grappling Hook
- 2 Vials of Holy Water
- Various sets of clothing * (In saddlebag)
Scrolls:
(See daily spell list)
(See daily spell list)
Scribe Gear:
- Map of Ashmont
- Shade's Journal
- Scribe Kit (100gp worth of supplies) * (In saddlebag)
Mount:
- Darkness (Kheldru Spiderbane's horse) (Heavy horse) *
Feat List:
1st - Spell Focus - Conjuration (+1 to Conjuration DC's)
Bonus 1st - Augment Summoning (+4 to Str and Con of summoned creatures)
3rd - Superior Summoning (Each time you summon two or more you can add one to that number)
5th - Opposition Research (Removes the penalty for casting from a school, in this case, Necromancy)
7th - Improved Familiar (Imp)
9th - Improved Spell Sharing
11th - True Name
13th - Spell Perfection
15th -
17th -
19th -
3rd - Superior Summoning (Each time you summon two or more you can add one to that number)
5th - Opposition Research (Removes the penalty for casting from a school, in this case, Necromancy)
7th - Improved Familiar (Imp)
9th - Improved Spell Sharing
11th - True Name
13th - Spell Perfection
15th -
17th -
19th -
Class - Scribe Scroll