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User:Askewnotion/PCs/Pimp

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Evoker 3 (Focused Specialist), Master Specialist 6 (ECL 10)
Race: Fire Hobgoblin (UA)
Alignment: LN | Size: M
Patron Deity: None
Abilities Str 10 | Dex 14 +1d4 +2 | Con 14 +1d4 +2 | Int 14 +1d4 +2 | Wis 10 | Cha 10 -2 |

Defense

AC: 12 / Touch: 12, Flatfooted: 10
(+2 Dex)

HP: 00 / HD: 9d4+______

Initiative: +2 / Speed: 30'

Fort: ___ / Reflex: ___ / Will: ___

Attacks

  • Unarmed +4 / 1d3 / 20x2
  • Touch +4
  • Ranged Touch +___

Space/Reach: 5 ft./5 ft. Base Attack: +4

Feats

  • 1st: Spellcasting Prodigy (PGF, p44)
    For the purpose of determining bonus spells, treat the ability score that controls your spellcasting as 2 points higher than the actual value.
  • W1: Scribe Scroll (PHB, p100)
    You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

  • 3rd: Spell Focus: Evocation (PHB, p100)
    Add +1 to the Difficulty Class for all saving throws against spells from the school of evocation.
  • MS1: Skill Focus: Spellcraft
  • 6th: Spell Penetration
  • MS3: Greater Spell Focus: Evocation
  • 9th: Empower Spell


Skills (No Int modifier to SP added)

ACP =

Strength
  • Athletics (5 ranks)
Climb
Jump
Swim
Intelligence
  • Inspect (0 ranks)
Appraise
Search
  • Linguistics (0 ranks)
Decipher Script
Forgery
  • Mechanics (0 ranks)
Disable Device
Open Locks
Psicraft
Spellcraft
Other
Languages: Low Coryani, Ss’ressen, and Cancerese
Dexterity
  • Acrobatics (0 ranks)
Balance
Tumble
  • Legerdemain (0 ranks)
Escape Artist
Sleight of Hand
  • Stealth (0 ranks)
Hide
Move Silently
Wisdom
  • Heal (0 ranks)
  • Notice (0 ranks)
Listen
Spot
Gather Information
Sense Motive
  • Survival (0 ranks)
Survival
Use Rope
Constitution
  • Concentration (7 ranks)
Autohypnosis
Concentration
Charisma
  • Animals (0 ranks)
Handle Animal
Ride
  • Deception (0 ranks)
Bluff
Disguise
  • Influence (0 ranks)
Diplomacy
Intimidate
  • Perform (0 ranks)
  • Use Magic (0 ranks)
Use Magic Device
Use Psionic Device
Knowledges
Arcania (12 auto ranks)

Special Abilities

Wizard

  • Familiar - A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master’s Guide for rules for losing levels). A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Wizard Spells and Abilities

NO ABJURATION, ILLUSION, or NECROMANCY.
Wizard Spells: 4(2)/4(2)/4(2)/3(2)/2(2)/1(2)
Caster level: 9(10)
DC = 10 + int mod + spell level + (2)

Ranges:
Close 45(50), medium 190(200), long 760(800)

Master Specialist

  • Expanded Spellbook: When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. You can add another spell of your chosen school to your spellbook at 5th and at 8th level.
  • Minor School Esoterica (Ex): When casting an evocation spell, you gain a bonus on Concentration checks equal to 1/2 your master specialist level.
  • Caster Level Increase (Ex): Upon reaching 6th level, add 1 to your caster level whenever you cast a spell of your chosen school. At 9th level, you instead add 2 to your caster level.