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Ak'Thul

BRINEY

Nivi
Rhombodazzle

None

Chaotic Neutral

Character Name

Player Name

Deity

Region

Alignment

Conjurer 3

Gnome / Humanoid

Small / 5 ft.

3' 3" / 38 lbs.

Low-Light Vision

CLASS

RACE

SIZE / FACE

HEIGHT / WEIGHT

VISION

20

3 (2)

5000 / 9000

23

Male

Brown

Grey, Light blue

Character Level (CR)

EXP/NEXT LEVEL

AGE

GENDER

EYES

HAIR

ABILITY NAME

BASE
SCORE

BASE
MOD

ABILITY
SCORE

ABILITY
MOD

STR

-1

-1

Strength

DEX 16 +3

16 +3

-1

AC

CHA 11 +0

11

INITIATIVE

10

TOTAL

+3
DEX
MODIFIER

BASE

TOUCH

+9

modifier

14

FLAT

BASE
SAVE

ABILITY

MAGIC

MISC

EPIC

TEMP

FORTITUDE

+3

+1

+2

+0

+0

+0

+4

+1

+3

+0

+0

+0

(dexterity)






WILL

+2

(wisdom)

+3

-1

+0

+0

+0




Conditional Save Modifiers:


+2 vs. illusion spells or effects
Conditional Combat Modifiers:
+4 dodge bonus to AC against monsters of the giant type.
+1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid
subtypes due to special training against these hated foes.
TOTAL

MELEE

BASE ATTACK BONUS

+1

STAT

+1

+5

-1

SIZE

-1

+1

+1

MISC

+1

+3

+1

-1

-1

+0






TEMP

EPIC

+0

attack bonus

RANGED

attack bonus

CMB

attack bonus
BULL
RUSH

OVERRUN

-1

-1

-1

12

12

12

GRAPPLE

TRIP

DISARM

SUNDER

CMB

-1

-1

-1

CMD

12

12

12

UNARMED

TOTAL ATTACK BONUS

DAMAGE

CRITICAL

REACH

+1

1d2-1

20/x2

5 ft.

(nonlethal only)

HAND

*Crossbow, Light (Small)


Range: 30 ft.
TH
Dam
TH
Dam

Both

CRITICAL

REACH

S
19-20/x2
Damage: 1d6

To Hit: +5

5 ft.

160 ft.

240 ft.

320 ft.

400 ft.

+3
1d6

+1
1d6

-1
1d6

-3
1d6

480 ft.

560 ft.

640 ft.

720 ft.

800 ft.

-5
1d6

-7
1d6

-9
1d6

-11
1d6

-13
1d6

1H-P

2H

+0

Arcane
Spell
Failure

ARMOR
CHECK
PENALTY

SPELL
RESIST

HAND

Carried

To Hit

Dam

+1
-3
+1

1d3-1
1d3-1
1d3-1

2W-P-(OH)
2W-P-(OL)
2W-OH

TYPE SIZE

PS

CRITICAL






NATURAL
ARMOR

DEFLECTION

ACID
RESIST

Acrobatics
Acrobatics (Jump)
Appraise
Artistry
Bluff
Climb
Craft (Untrained)
Diplomacy
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (History)
Knowledge (Local)
Linguistics(Draconic)
Perception
Perform (Untrained)
Ride
Sense Motive
Spellcraft
Stealth
Survival
Swim
Use Magic Device

DODGE

COLD
RESIST

Morale

ELECT.
RESIST

Insight

Sacred

SKILL
MODIFIER

ABILITY
MODIFIER

REACH

19-20/x2

5 ft.

To Hit

Dam

-5
-3
-7

1d3-1
1d3-1
1d3-1

10 ft.

20 ft.

30 ft.

40 ft.

50 ft.

+5
1d3-1

+3
1d3-1

+1
1d3-1

-1
1d3-1

-3
1d3-1

*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

Profane

0
MISC

FIRE
RESIST

MAX RANKS: 3/3

SKILLS
KEY ABILITY

DEX
DEX
INT
INT
CHA
STR
INT
CHA
CHA
DEX
DEX
WIS
CHA
INT
INT
INT
INT
INT
WIS
CHA
DEX
WIS
INT
DEX
WIS
STR
CHA

3
-1
3
3
0
-1
3
0
0
3
5
-1
0
9
7
7
7
7
4
0
3
4
9
7
-1
-1
1

=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=

3
3
3
3
0
-1
3
0
0
3
3
-1
0
3
3
3
3
3
-1
0
3
-1
3
3
-1
-1
0

RANKS

+
+
+
+
+
+

+
+

MISC
MODIFIER

-4

3
1
1
1
1
3

3
3
3
3
3
2

1
3

+
+
+
+
+

+
+

: can be used untrained. : exclusive skills. *: Skill Mastery.

+5
1d6

Dagger (Small)

TH
Dam

TYPE SIZE

80 ft.

1H-O

1
SIZE

TOTAL SKILLPOINTS: 15

TOTAL

(constitution)

MISS
CHANCE

STAT

SKILL NAME

SAVING THROWS

REFLEX

SHIELD
BONUS

+6
MISC
MODIFIER

Light

Encumbrance

ARMOR
BONUS

11 +0

Charisma

SPEED

DAMAGE REDUCTION

Walk 20 ft.

14

armor class

-1

Points

SUBDUAL DAMAGE

21

hit points

16 +3

Wisdom

HP

14 +2

Constitution

WIS

WOUNDS/CURRENT HP

TOTAL

CON 14 +2
Intelligence

TEMP
MOD

16 +3

Dexterity

INT

TEMP
SCORE

4
3
4

EQUIPMENT
ITEM

Crossbow, Light (Small)


Cloak of the Hedge Wizard
(Enchantment)
Backpack (Small)
Bolts, Crossbow (10) (Small)

LOCATION
Equipped

QTY
1

WT / COST
2 / 35

Equipped

1 / 2,500

Equipped

0.5 / 2

Equipped

0.5 (1) / 1 (2)

Equipped

0/8

Equipped

0 / 0.1

Equipped

0 (0) / 25 (50)

Equipped

0 (0) / 25 (50)

Equipped

0 / 25

Equipped

2/5

Equipped

3 / 15

Equipped

0/1

Equipped

0.2 (1.2) /
0.5 (2.5)

0.5 / 2

   

Ink (1 oz. Vial)


Inkpen
Scroll (Grease)


Scroll (Mage Armor)




Scroll (Obscuring Mist)


Spell Component Pouch
Spellbook (Wizard's/Blank)
Waterskin
Rations (Trail/Per Day/Small)


Carried

Dagger (Small)
TOTAL WEIGHT CARRIED/VALUE

11.3 lbs.

2,697.6gp

WEIGHT ALLOWANCE
Light 20
Lift over head 60

Medium 40
Lift off ground 120

Heavy 60
Push / Drag 300

MONEY
Total= 0 gp [Unspent Funds = 313.95 gp]

MAGIC
Languages
Common, Draconic, Gnome, Sylvan

Other Companions
Traits
[Paizo Inc. - Advanced
Player's Guide, p.328]
You were bullied often as a child, but never quite developed an offensive response.
Instead, you became adept at anticipating sudden attacks and reacting to danger
quickly. You gain a +2 trait bonus on Initiative checks.
Suspicious
[Paizo Inc. - Advanced
Player's Guide, p.330]
You discovered at an early age that someone you trusted, perhaps an older sibling
or a parent, had lied to you, and often, about something you had taken for granted,
leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense
Motive checks, and Sense Motive is always a class skill for you.
Reactionary

Special Qualities
Abjuration Opposition School

[Paizo Inc. - Core


Rulebook, p.78]
You have chosen abjuration spells as an opposition school. Preparing an abjuration
spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks
made when crafting a magic item that has an abjuration spell as a prerequisite.
Arcane Bond (Su)
[Paizo Inc. - Core
Rulebook, p.78]
You have selected to establish a powerful arcane bond with an object.
Arcane School
[Paizo Inc. - Core
Rulebook]
Bonded Object

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.
Bonus Arcane School Power Use (3x)
[Paizo Inc. - Advanced
Player's Guide]
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.
Cantrips
[Paizo Inc. - Core
Rulebook, p.79]
You can prepare a number of cantrips, or 0-level spells, each day. These spells are
cast like any other spell, but they are not expended when cast and may be used again.
You can prepare a cantrip from a prohibited school, but it uses up two of your available
slots.
Conjuration School
[Paizo Inc. - Core
Rulebook, p.80]
You have chosen to specialize in conjuration spells.
Defensive Training (Ex)
[Paizo Inc. - Core
Rulebook, p.23]
Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic (Sp)
[Paizo Inc. - Core
Rulebook, p.23]
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast.
Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Hatred (Ex)
[Paizo Inc. - Core
Rulebook, p.23]
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian
and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance (Ex)
[Paizo Inc. - Core
Rulebook, p.23]
Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (Ex)
[Paizo Inc. - Core
Rulebook, p.23]
Gnomes receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex)
[Paizo Inc. - Bestiary]
You can see x2 as far as humans in low illumination. Characters with low-light vision
have eyes that are so sensitive to light that they can see twice as far as normal in
dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read
a scroll as long as even the tiniest candle flame is next to her as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they
can during the day.
Necromancy Opposition School
[Paizo Inc. - Core
Rulebook, p.78]
You have chosen necromancy spells as an opposition school. Preparing an
necromancy spell takes up two spell slots of the same level. You take a -4 penalty on
any skill checks made when crafting a magic item that has an necromancy spell as
a prerequisite.
Obsessive (Ex)
[Paizo Inc. - Core
Rulebook, p.23]
Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Shift (Su)
[Paizo Inc. - Advanced
Player's Guide, p.147]
At 1st level, you can teleport to a nearby space as a swift action as if using dimension
door. This movement does not provoke an attack of opportunity. You must be able to
see the space that you are moving into. You cannot take other creatures with you when
you use this ability (except for familiars). You can move 5 feet. You can use this ability
6 times per day.
Summoner's Charm (Su)
[Paizo Inc. - Core
Rulebook, p.80]
When casting Conjuration (summoning) spells the duration is increased by 1 rounds.
Weapon Familiarity (Ex)
[Paizo Inc. - Core
Rulebook, p.23]
Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

[Paizo Inc. - Core


Rulebook, p.78]
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 held in one hand. When attempting to cast a spell without your
bonded object worn or in hand, you must make a concentration check or lose the spell
Feats
(DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. A Improved Initiative
[Paizo Inc. - Core
bonded object can be used once per day to cast any one spell that the wizard has in his
Rulebook, p.127]
spellbook and is capable of casting, even if the spell is not prepared. This spell is treated
Your quick reflexes allow you to react quickly to danger.
like any other spell cast by the wizard, including casting time, duration, and other effects
You get a +4 bonus on initiative checks.
dependent on the wizard's level. This spell cannot be modified by metamagic feats
[Paizo Inc. - Core
or other abilities. The bonded object cannot be used to cast spells from the wizard's Toughness
Rulebook, p.135]
opposition schools (see arcane school). A wizard can add additional magic abilities
You have enhanced physical stamina.
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
You gain +3 hit points.
at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Scribe Scroll
[Paizo Inc. - Core
Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its
Rulebook, p.132]
last charge is consumed, but it is not destroyed and it retains all of its bonded object
You can create magic scrolls.
properties and can be used to craft a new wand. The magic properties of a bonded
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if
object, including any magic abilities added to the object, only function for the wizard
its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000
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

gp in its base price. To scribe a scroll, you must use up raw materials costing half of
this base price. See the magic item creation rules in Chapter 15 for more information.

Proficiencies
Club, Crossbow (Heavy), Crossbow (Light), Dagger, Grapple, Quarterstaff,
Spells (Ray), Spells (Touch), Splash Weapon, Unarmed Strike

Innate Racial Spells


Name

Time
1 standard action

Duration
1 minute [D]

Range
Medium (130 ft.)

Source
CR:p.263

[V, S] TARGET: Up to four lights, all within a 10-ft.-radius area; EFFECT: You create up to four lights that resemble lanterns or torches. [SR:No]
Illusion (Figment)
1 standard action

Ghost Sound

3 rounds [D]

School
Evocation [Light]

Dancing Lights

Close (30 ft.)

CR:p.289

[V, S, M] TARGET: Illusory sounds; EFFECT: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. [SR:No; DC:10, Will disbelief]
Universal
1 standard action
1 hour

Prestidigitation

10 ft.

CR:p.325

[V, S] TARGET: See text; EFFECT: Prestidigitations are minor tricks that novice spellcasters use for practice. [SR:No; DC:10, See text]
Divination
1 standard action

Speak with Animals

Personal

CR:p.346

Range
Close (25 ft.)

Source
CR:p.254

Close (25 ft.)

CR:p.264

3 minutes

[V, S] TARGET: You; EFFECT: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
* =Domain/Speciality Spell

Magic Item Spell-like Abilities


Name

School
Time
Enchantment (Charm) [Mind-Affecting, WoodSchool]
1 standard action

Charm Person

Duration
1 hours

[V, S] TARGET: One humanoid creature; EFFECT: This charm makes a humanoid creature regard you as its trusted friend and ally. [SR:Yes; DC:10, Will negates]
Enchantment (Compulsion) [Mind-Affecting] 1 standard action
1 round
At Will
Daze

[V, S, M] TARGET: One humanoid creature of 4 HD or less; EFFECT: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. [SR:Yes; DC:10, Will negates]
Enchantment (Compulsion) [Mind-Affecting] 1 round
1 minutes
Medium (110 ft.)

Sleep

CR:p.344

[V, S, M] TARGET: One or more living creatures within a 10-ft.-radius burst; EFFECT: A sleep spell causes a magical slumber to come upon 4 HD of creatures. [SR:Yes; DC:10, Will negates]
* =Domain/Speciality Spell

Wizard Spells
LEVEL
PER DAY
Concentration

0
4+0
+6

1
3+1

2
2+1

LEVEL 0 / Per Day:4+0 / Caster Level:3


Name

School
Conjuration, EarthSchool (Creation) [Acid]

Time
1 standard action

Duration
Instantaneous

Range
Close (30 ft.)

Source
CR:p.239

[V, S] TARGET: One missile of acid; EFFECT: You fire a small orb of acid at the target dealing 1d3 points of acid damage. [SR:No]
Universal

Arcane Mark

1 standard action

Permanent


*Acid Splash

Touch

CR:p.244

[V, S] TARGET: One personal rune or mark, all of which must fit within 1 sq. ft.; EFFECT: This spell allows you to inscribe your personal rune or mark. [SR:No]
Evocation [Light]
1 standard action
1 minute [D]

Dancing Lights

Medium (130 ft.)

CR:p.263

[V, S] TARGET: Up to four lights, all within a 10-ft.-radius area; EFFECT: You create up to four lights that resemble lanterns or torches. [SR:No]
Enchantment (Compulsion) [Mind-Affecting] 1 standard action

Daze

Close (30 ft.)

CR:p.264

1 round

[V, S, M] TARGET: One humanoid creature of 4 HD or less; EFFECT: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. [SR:Yes; DC:13, Will negates]
Divination
1 standard action
Concentration, up to 3 minutes [D]
60 ft.

Detect Magic

CR:p.267

[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
Divination

Detect Poison

Instantaneous

Close (30 ft.)

CR:p.268

[V, S] TARGET: Or Area one creature, one object, or a 5-ft. cube; EFFECT: You determine whether a creature, object, or area has been poisoned or is poisonous. [SR:No]
Evocation [Light]
1 standard action
Instantaneous

Flare

1 standard action

Close (30 ft.)

CR:p.284

[V] TARGET: Burst of light; EFFECT: This cantrip creates a burst of light. [SR:Yes; DC:13, Fortitude negates]
Illusion (Figment)

Ghost Sound

Close (30 ft.)

CR:p.289

Personal

UC:p.230

1 standard action

3 rounds [D]

[V, S, M] TARGET: Illusory sounds; EFFECT: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. [SR:No; DC:14, Will disbelief]
Illusion (Glamer)
1 standard action
3 rounds [D]

Haunted Fey Aspect
[S] TARGET: You; EFFECT: You surround yourself with disturbing illusions.


Light

Evocation [Light, WoodSchool]

[V, M/DF] TARGET: Object touched; EFFECT: This spell causes a touched object to glow like a torch. [SR:No]
Transmutation

Mage Hand

1 standard action

30 minutes

Touch

CR:p.304

1 standard action

Concentration

Close (30 ft.)

CR:p.306

[V, S] TARGET: One nonmagical, unattended object weighing up to 5 lbs.; EFFECT: You point your finger at an object and can lift it and move it at will from a distance. [SR:No]
Transmutation [MetalSchool]
10 minutes
Instantaneous

Mending

10 ft.

CR:p.312

[V, S] TARGET: One object of up to 3 lb.; EFFECT: This spell repairs damaged objects, restoring 1d4 hit points to the object. [SR:Yes (harmless, object); DC:13, Will negates (harmless, object)]
Transmutation, AirSchool [Language-Dependent]
1 standard action
30 minutes

Message

Medium (130 ft.)

CR:p.313

[V, S, F] TARGET: 3 creatures; EFFECT: You can whisper messages and receive whispered replies. [SR:No]
Transmutation

Open/Close

Close (30 ft.)

CR:p.317

1 standard action

Instantaneous

[V, S, F] TARGET: Object weighing up to 30 lbs. or portal that can be opened or closed; EFFECT: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. [SR:Yes (object); DC:13, Will negates
(object)]
Universal
1 standard action
1 hour
10 ft.
CR:p.325

Prestidigitation
[V, S] TARGET: See text; EFFECT: Prestidigitations are minor tricks that novice spellcasters use for practice. [SR:No; DC:13, See text]
Evocation, WaterSchool [Cold]
1 standard action

Ray of Frost

Instantaneous

Close (30 ft.)

CR:p.330

[V, S] TARGET: Ray; EFFECT: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. [SR:Yes]
Divination
1 standard action

Read Magic

30 minutes

Personal

CR:p.330

[V, S, F] TARGET: You; EFFECT: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Evocation, FireSchool [Fire]
1 standard action
Instantaneous

Spark

Close (30 ft.)

APG:p.246

[V or S] TARGET: one Fine object; EFFECT: Ignites flammable objects. [SR:Yes (object); DC:13, Fortitude negates (object)]

LEVEL 1 / Per Day:3+1 / Caster Level:3


Name


Color Spray

School
Illusion (Pattern) [Mind-Affecting]

Time
1 standard action

Duration
Instantaneous; see text

Range
15 ft.

Source
CR:p.256

[V, S, M] TARGET: Cone-shaped burst; EFFECT: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. [SR:Yes; DC:15, Will negates]
Conjuration, EarthSchool (Creation)
1 standard action
3 minutes [D]
Close (30 ft.)
CR:p.291

*Grease
[V, S, M] TARGET: One object or 10-ft. square; EFFECT: A grease spell covers a solid surface with a layer of slippery grease. [SR:No; DC:14, See text]
Conjuration (Creation) [Force]
1 standard action

*Mage Armor

Touch

CR:p.306

[V, S, F] TARGET: Creature touched; EFFECT: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. [SR:No; DC:14, Will negates (harmless)]
Conjuration, WaterSchool (Creation)
1 standard action
3 minutes [D]
20 ft.

*Obscuring Mist

3 hours [D]

CR:p.317

[V, S] TARGET: Cloud spreads in 20-ft. radius from you, 20 ft. high; EFFECT: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet. [SR:No]
Conjuration (Summoning)
1 round
4 rounds [D]

*Summon Monster I

CR:p.350

Close (30 ft.)

[V, S, F/DF] TARGET: One summoned creature; EFFECT: This spell summons an extraplanar creature. [SR:No]

LEVEL 2 / Per Day:2+1 / Caster Level:3


Name


*Create Pit

School
Conjuration, EarthSchool (Creation)

[V, S, F] TARGET: 10-ft.-by-10-ft. hole, 15 ft. deep; EFFECT: Creates an extradimensional pit [SR:No; DC:15, Reflex negates]
Transmutation, AirSchool

Levitate

Time
1 standard action

Duration
4 rounds

Range
Medium (130 ft.)

1 standard action

3 minutes [D]

Personal or Close

[V, S, F] TARGET: You or one willing creature or one object [total weight up to 300 lbs.]; EFFECT: Levitate allows you to move yourself, another creature, or an object up and down as you wish. [SR:No]
* =Domain/Speciality Spell

Source
APG:p.213
CR:p.304

Innate
Dancing Lights
Ghost Sound (DC:10)
Prestidigitation (DC:10)
Speak with Animals

Magic Item Spell-like Abilities


Charm Person (DC:10)
At Will Daze (DC:10)
Sleep (DC:10)

Spellbook: Prepared Spells


Wizard
Level 0
Mage Hand
Detect Magic
Open/Close (DC:13)
Message

Level 1
Color Spray (DC:15)
*Grease (DC:14)
*Mage Armor (DC:14)
*Summon Monster I

Level 2
*Create Pit (DC:15)
Levitate

Ak'Thul
Gnome
RACE

23
AGE

Male
GENDER

Low-Light Vision
VISION

Chaotic Neutral
ALIGNMENT

Right
DOMINANT HAND

3' 3"
HEIGHT

38 lbs.
WEIGHT

Brown
EYE COLOUR

Tan and leathery


SKIN COLOUR

Grey, Light blue


HAIR / HAIR STYLE
PHOBIAS

,
PERSONALITY TRAITS
INTERESTS

,
SPOKEN STYLE / CATCH PHRASE
RESIDENCE
LOCATION

None
REGION

Nivi Rhombodazzle
DEITY

Humanoid
Race Type
Race Sub Type

Description:
Biography:

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