Ander

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Biographical Info

   * Name Ander
   * Sex Male
   * Age 145
   * Height 5' 2"
   * Weight 92 lbs
   * Hair Blonde
   * Eyes Grey
   * Skin Fair
   * Religion TBD
   * History and Personality 
     Ander is the son of a mid level elven military commander. His father was disgraced with an
inept defense of an elven settlement that was heavily damaged by a raid of mixed humanoids.
His prospects of any sort of military position having been quashed, he took up the study of
magic to try and redeem the family name. He is ambitious, but cautious.
     Being slight of stature, Ander nonetheless sometimes acts like he is much larger and more
imposing than he actually is. He is highly curious, particularly with regards to magic of all
sorts. He is slow to anger and quick to forgive, generally holding an optimistic outlook
regarding the nature of people in general. He cares less about freedoms and laws, but always
tries to do the right thing whenever possible.
   * Description 
     Ander speaks Elven, Common, Orc and Draconic.

Characteristics

   * Race Elf
   * Class Wizard
   * Level 1
   * EXP 270
   * XP required for next level 1000
   * Alignment NG

The Goods

   * STR 9
   * DEX 16
   * CON 11
   * INT 14
   * WIS 12
   * CHA 8

Combat Stats

   * AC 12 Flat Footed / 15 Otherwise
         o Spell Resistance Immune to Sleep, +2 vs Enchantments
         o Damage Resistances None
   * HP 4
   * Movement Rate 30 ft
   * To-Hit -1 Melee, +3 Ranged
   * Grapple Modifiers -1
   * Saving Throws
         o Fortitude +0
         o Reflex +3
         o Will +3 

Race and Class Abilities

• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. • Favored Class: Wizard. A multiclass elf 's wizard class does not count when determining whether she takes an experience point penalty for multi-classing.

Class:

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race. Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details. Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats. Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her 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 her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.

Skills

   * Concentration (1 rank + 0 modifier)= +1
   * Knowledge Arcana (1 rank + 2 modifier)= +3
   * Search (1 rank + 2 modifier +2 racial)= +5
   * Spot (1 rank + 1 modifier +2 racial)= +4
   * Spellcraft (1 rank + 2 modifier)= +3
   * Decipher Script (1 rank + 2 modifier)= +3
   * Survival (1 rank + 1 modifier)= +2
   * Hide (1 rank + 3 modifier)= +4
   * Move Silently (1 rank + 3 modifier)= +4
   * Listen (1 rank + 1 modifier + 2 racial)= +4 

Feats

   * 1st Level Feat: Armor Proficiency (Light Armor)
   * Class Bonus Feat: Scribe Scroll 

Spells Known

   * 0th level (Save DC) 12 (all)
   * 1st level (Save DC) 13 (Color Spray, Magic Weapon, Sleep, Identify, Charm Person)
Gear and Treasure
   * Encumbrance 44.1 lbs (medium load, 20ft move)
   * Armor
         o Leather (+2 AC bonus, 10% Arcane Spell Failure) 
   * Weapons
         o Longsword (1d8 , 19-20/x2)
         o Shortbow (1d6, x3)
   * Gear
   o Backpack
   o Bedroll
   o Waterskin
   o Spell Component Pouch
   o Belt Pouch (coin purse with 7 sp)
   o 2 Quivers of 20 arrows (now 38 total)
   o Spellbook
   o Vial of Black Ink
   o Inkpen
   o Folded empty sack (now given to Sentinel).
   o Leather Armor
   o Longsword
   o Shortbow
   o Bread and cheese
   * Coins 0 GP 0 EP 0 SP 0 CP
   * Treasure: Odd Book