Editing Ander

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     * Religion '''TBD'''
 
     * Religion '''TBD'''
 
     * History and Personality  
 
     * History and Personality  
       Ander is the son of a mid level elven military commander. His father was disgraced with an
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       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.
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  
 
     * Description  
      Ander speaks Elven, Common, Orc and Draconic.
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[edit] Characteristics
 
 
Characteristics
 
  
 
     * Race '''Elf'''
 
     * Race '''Elf'''
 
     * Class '''Wizard'''
 
     * Class '''Wizard'''
 
     * Level '''1'''
 
     * Level '''1'''
     * EXP '''270'''
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     * EXP '''0'''
 
     * XP required for next level '''1000'''
 
     * XP required for next level '''1000'''
 
     * Alignment '''NG'''
 
     * Alignment '''NG'''
  
The Goods
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[edit] The Goods
  
 
     * STR '''9'''
 
     * STR '''9'''
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     * CHA '''8'''
 
     * CHA '''8'''
  
Combat Stats
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[edit] Combat Stats
  
 
     * AC '''12 Flat Footed / 15 Otherwise'''
 
     * AC '''12 Flat Footed / 15 Otherwise'''
           o Spell Resistance '''Immune to Sleep, +2 vs Enchantments'''
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           o Spell Resistance "Immune to Sleep, +2 vs Enchantments
 
           o Damage Resistances '''None'''
 
           o Damage Resistances '''None'''
 
     * HP '''4'''
 
     * HP '''4'''
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           o Will '''+3'''  
 
           o Will '''+3'''  
  
Race and Class Abilities
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[edit] Race and Class Abilities
  
 
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
 
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
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• Favored Class: Wizard. A multiclass elf 's wizard class does not count when determining whether she takes an experience point penalty for multi-classing.
 
• 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:
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[edit] Skills
 
 
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
 
     * Concentration (1 rank + 0 modifier)= +1
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     * Listen (1 rank + 1 modifier + 2 racial)= +4  
 
     * Listen (1 rank + 1 modifier + 2 racial)= +4  
  
Feats
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[edit] Feats
  
     * 1st Level Feat: Armor Proficiency (Light Armor)
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     * Feat Armor Proficiency (Light Armor)
     * Class Bonus Feat: Scribe Scroll
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     * Feat 2 (short description)
  
Spells Known
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[edit] Spells Known
  
 
     * 0th level (Save DC) 12 (all)
 
     * 0th level (Save DC) 12 (all)
     * 1st level (Save DC) 13 (Color Spray, Magic Weapon, Sleep, Identify, Charm Person)
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     * 1st level (Save DC) 13 (Color Spray, Magic Weapon, Sleep, Identify, Charm Person, Read Magic)
  
Gear and Treasure
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[edit] Gear and Treasure
  
 
     * Encumbrance 44.1 lbs (medium load, 20ft move)
 
     * Encumbrance 44.1 lbs (medium load, 20ft move)
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     o Spell Component Pouch
 
     o Spell Component Pouch
 
     o Belt Pouch (coin purse with 7 sp)
 
     o Belt Pouch (coin purse with 7 sp)
     o 2 Quivers of 20 arrows (now 38 total)
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     o 2 Quivers of 20 arrows
 
     o Spellbook
 
     o Spellbook
 
     o Vial of Black Ink
 
     o Vial of Black Ink
 
     o Inkpen
 
     o Inkpen
     o Folded empty sack (now given to Sentinel).
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     o Folded empty sack
 
     o Leather Armor
 
     o Leather Armor
 
     o Longsword
 
     o Longsword
     o Shortbow
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     0 Shortbow
    o Bread and cheese
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     * Coins 0 GP 0 EP 7 SP 0 CP
     * Coins 0 GP 0 EP 0 SP 0 CP
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     * Treasure
     * Treasure: Odd Book
 

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