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User:Wizardoest/PCs/Agofon Warbullion

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Name

Diviner 10
LG Medium Dwarf
Init +11, Always act in surprise round
Senses Darkvision 60'; Perception +10 (+2 w/familiar)

Defense

AC 12 (+2 Dex); Touch 12
+4 AC vs Giants
HP 10d3 + 54
Fort +5; Ref +5; Will +8
+2 vs poison, spells, and spell-like abilities

Offense

Speed 20' (never modified by armor or encumbrance)
Ignore difficult terrain created by rubble, broken ground, or steep stairs when taking a 5-foot step.
Melee Warhammer +4 (1d8 / 20×3)
Melee Dagger +4 (1d4 / 19×2 / 10 ft.)
Ranged Dagger +5 (1d4 / 19×2 / 10 ft.)
+1 vs Orcs/Goblins
Space 5'; Reach 5'; BAB +5

Spells

Opposition schools Enchantment, Abjuration (Casting a spell costs two slots; –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.)

Concentration Check +16
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Base Save DC 14 + level (+1 to Necromancy spells)

5th—2 + D
Save DC 19 (20)
Concentration check: DC 25
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4th—3 + D
Save DC 18 (19)
Concentration check: DC 23
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[Div] empty
3rd—3 + D
Save DC 17 (18)
Concentration check: DC 21
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[Div] empty
2nd—4 + D
Save DC 16 (17)
Concentration check: DC 19
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[Div] empty
1st—4 + D
Save DC 15 (16)
Concentration check: DC 17
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[Div] empty
0th—4
Necromancy (+1 DC)
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Spells
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Opposition Schools
Resistance: Subject gains +1 on saving throws.
Daze: A single humanoid creature with 4 HD or less loses its next action.

Spellbook

5th
Prying Eyes (Div) , Magic Jar (Nec) , Cloudkill (Conj), EMPTY
4th
Arcane Eye (Div), Bestow Curse (Nec), Wandering Star Motes (Illu, APG), Dim Door (Conj)
3rd
Arcane sight (Div), Haste (trans), Fly (trans), Vampiric Touch (Nec)
2nd
Locate Object (Div), Mirror Image (illu), Spectral hand (nec), Glitterdust (conj)
1st
Identify (Div), True Strike (Div), Grease (Conj) Mage Armor (Conj), Obs Mist (conj), Shocking Grasp (Evoc), Chill Touch (Nec), Silent Image (illus), Magic Missile (evoc)

Special Abilities

Active

Diviner's Fortune (Sp, Diviner) [7/day; +5 insight bonus]: When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Passive

Weapon and Armor proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Focused Mind (Trait): Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Forewarned (Su, Diviner): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Scrying Adept (Su, Diviner): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Statistics

Str 10 (+0); Dex 12 (+1); Con 14 (+2); Int 18 (+4); Wis 12 (+1); Cha 9 (-1)

Feats

Alertness (when familiar is in arm's reach)
You get a +2 bonus on Perception and Sense Motive skill checks.
Scribe Scroll
Improved Initiative
Combat Casting
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Toughness
Quicken Spell
+4 levels; Casting a quickened spell doesn't provoke an attack of opportunity.
Improved Familiar
Spell Focus (Necromancy)
Wiz10 empty

Skills

Languages Common, Dwarven, Giant, Goblin, Orc, Terran.
Armor Check Penalty 0

Class Skills

  • Appraise +13
    +2 nonmagical goods that contain precious metals or gemstones
  • Craft +4
  • Fly (ACP) +7
  • Knowledge (arcana) + 9
  • Knowledge (dungeoneering) + 9
  • Knowledge (engineering) + 9
  • Knowledge (geography) + 9
  • Knowledge (history) + 9
  • Knowledge (local) + 9
  • Knowledge (nature) + 9
  • Knowledge (nobility) + 9
  • Knowledge (planes) + 9
  • Knowledge (religion) + 9
  • Linguistics
  • Profession (Merchant) + 9
  • Spellcraft +17

Other Skills

  • Acrobatics (ACP) +3
  • Bluff
  • Climb (ACP) +3
  • Diplomacy
  • Disable Device
  • Disguise
  • Escape Artist
  • Handle Animal
  • Heal
  • Intimidate
  • Perception +11
  • Perform
  • Ride (ACP)
  • Sense Motive +3
  • Sleight of Hand
  • Stealth (ACP)
  • Survival
  • Swim (ACP)
  • Use Magic Device

Equipment

Encumbrance 34lbs (–3 check penalty; Run x4) / 67lbs (-6 check penalty; Run x3)

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