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Ranged Attack: Dagger +1, damage 1d4/19-20
Ranged Attack: Dagger +1, damage 1d4/19-20
Saving Throws
Category Total Class Ability Misc
Fortitude +2 +0 +2 -
Reflex         +1 +0      +1 -
Will            +2 +2 +0 -
Languages
    Common
    High Talk
    Ancient
    Dead Talk
    Scribe Code
Proficiencies
    Club, dagger and quarterstaff
Skill       Total Ranks Class Ability Misc
Intimidate +7 1 +3 +1 +2
Knowledg(arc) +8 1 +3 +4
Knowledge(dung) +8 1 +3 +4
Knowledge(his) +8 1 +3 +4
Knowledge(loc) +8 1 +3 +4
Knowledge(planes)+8 1 +3 +4 Always take 10
Spellcraft +8 1 +3 +4
Use Magic Dev  +6 1 +3 +1 +1
Traits
    Arcane Temper (+1 Initiative, +1 Concentration)
    Avid Reader (can always take 10 with Knowledge [the planes])
    Dangerously Curious (+1 to UMD, it’s always a class skill)
    Influence (+1 to Intimidate, it’s always a class skill)
Feats
    Elemental Focus (fire) [+1 save DCs of fire spells]
    Improved Initiative [+4 initiative]
    Scribe Scroll
Features
    Fire Supremacy (Su): Fire resistance 5
    Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.
Magic
Concentration: +6
Typical Spells Prepared
0-level (DC 14/15): Daze, detect magic, spark
1st (DC 15/16): Color spray, mage armor, burning hands
Spells in Spellbook
0-level: All 0th except ray of frost
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish
*Fire spell
Familiar: Small gray bat, "Ashes."
Stats TBD
Gear:
    Quarterstaff
    Dagger (2 tr)
    Fancy hat (10 tr)
    208 tin rods
    TBD

Revision as of 02:27, 14 August 2020

BAAL INFERNUS, MASTER OF FIRE CN male human wizard (fire) 1

Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line) Important: Wealth (restore the family fortune) Maybe: Curiosity (especially about magic and extraplanar stuff)

Strength 11 (-)

Dexterity 13 (+1)

Constitution 14 (+2)

Intelligence 18 (+4)

Wisdom 11 (-)

Charisma 12 (+1)


AC: 11 (+1 Dex)

HP: 8

Speed: 30’

Initiative: +6 (+1 Dex, +1 trait, +4 feat)

Melee Attack: Quarterstaff +0, damage 1d6

Ranged Attack: Dagger +1, damage 1d4/19-20


Saving Throws Category Total Class Ability Misc Fortitude +2 +0 +2 - Reflex +1 +0 +1 - Will +2 +2 +0 -

Languages

   Common
   High Talk
   Ancient
   Dead Talk
   Scribe Code


Proficiencies

   Club, dagger and quarterstaff


Skill Total Ranks Class Ability Misc Intimidate +7 1 +3 +1 +2 Knowledg(arc) +8 1 +3 +4 Knowledge(dung) +8 1 +3 +4 Knowledge(his) +8 1 +3 +4 Knowledge(loc) +8 1 +3 +4 Knowledge(planes)+8 1 +3 +4 Always take 10 Spellcraft +8 1 +3 +4 Use Magic Dev +6 1 +3 +1 +1

Traits

   Arcane Temper (+1 Initiative, +1 Concentration)
   Avid Reader (can always take 10 with Knowledge [the planes])
   Dangerously Curious (+1 to UMD, it’s always a class skill)
   Influence (+1 to Intimidate, it’s always a class skill)


Feats

   Elemental Focus (fire) [+1 save DCs of fire spells]
   Improved Initiative [+4 initiative]
   Scribe Scroll

Features

   Fire Supremacy (Su): Fire resistance 5
   Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.

Magic Concentration: +6

Typical Spells Prepared

0-level (DC 14/15): Daze, detect magic, spark

1st (DC 15/16): Color spray, mage armor, burning hands

Spells in Spellbook

0-level: All 0th except ray of frost

1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish

  • Fire spell

Familiar: Small gray bat, "Ashes." Stats TBD

Gear:

   Quarterstaff
   Dagger (2 tr)
   Fancy hat (10 tr)
   208 tin rods
   TBD