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User:Wizardoest/PCs/Warbullion

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Professor Emeritus Agofon Warbullion

Wizard 4 (Diviner, ForesightAPG)
Lawful Neutral Medium Dwarf
Init +6 (+2 dex; +2 diviner; +2 trait) Always acts in the surprise round
Senses Darkvision 60'

Defense

AC: 12; Touch: 12; Flat-footed: 10 (+2 dex)
Special +4 AC vs Giants
HP: 40 (4d6+12 con+4[favored]+3 toughness+3 toad)
Fort: +3, Ref +2, Will +4
Special +2 vs poison, spells, spell-likes

Attack

Speed: 20'
Melee: Gauntlet -4 (1d4-1 / 20×2)
Melee: Quarterstaff +1 (1d6-1 / 20×2)
Ranged: Crossbow +4 (1d8 / 19×2 / 80') Move reload
Ranged: Dagger +4 (1d4 / 19×2 / 10')
Special +1 attack vs orcs/goblinoids
Space: 5'; Reach: 5'; BAB: +2;
Combat Maneuver Bonus: +1 Combat Maneuver Defense: 12
Special +4 vs bull rush/trip while standing on the ground

Spells

Concentration +6 Caster Level 4
Spells Known (DC 14+spell level, +1 Conj)

2nd (DC16 [17]) 3+div/day
Detect Thoughts: 60' cone, Conc until 1min*CL, R1-presence, R2-Number and Int score, R3-Surface thoughts
See Invisibility
Summon Monster 2
Create Pit
Fog Cloud: Medium, 20' radius, 10min*CL
Flaming Sphere
Invisibility: 1min*CL
Staggering Fall
Bulls Strength
1st (DC15 [16]) 4+div/day
True Strike: +20 to attack roll, cuts through concealment
Detect Undead: 60' cone, Conc until 1min
Grease: Close, 1rnd*CL, Reflex, See spell
Summon Monster 1: 1rnd cast, Close, 1rnd*CL
Magic Missile: Medium, SR
Hydraulic Push: Close, 1 target, SR, Bull Rush +5
Color Spray: 15' burst, SR, Will negates
Ray of Enfeeblement: Ranged touch, 1d6+1 str penalty, Fort half, SR
Burning DisarmC:EoD: Close, metal, Reflex save to drop item, else take 1d4 fire*CL (5d4 max)
Expeditious Retreat 1min*CL, +30 enhancement bonus
Feather Fall: Immediate, Close, 1Med*CL, 1rnd*CL or until landing
0 Infinite (Can only load 4/day)
All
Scrolls
See Invisibility (2)
Fog Cloud
Invisibility (2): 1min*CL
Magic Missile (5): Medium, SR, 1d4+1
Burning DisarmC:EoD (5): Close, metal, Reflex save to drop item, else take 1d4 fire*CL (5d4 max)
Protection from Chaos Touch, 1min, Also provides a 2nd save against spells/effects that exercise mental control.
Protection from Evil Touch, 1min, Also provides a 2nd save against spells/effects that exercise mental control.
Hide from Undead (Not Arcane)
Potions
Lesser Restoration
CMW (2) 2d8+3 heal
Wands
Hold Person (11)

Opposition Schools Abjuration and Enchantment

Lesser Rod of Ectoplasmic 3/day (Warden's badge)

Stats

Abilities STR: 8 DEX: 14 CON: 16 INT: 19 WIS: 9 CHA: 6
Feats 1: Toughness; W1: Scribe Scroll; 3: Spell Focus (Conjuration)
Skills Appraise +11 (+2 metals/gems), Spellcraft +11, Linguistics +8, Knowledge (Arcane, Rel, Planes) +9, Knowledge (History, Local, Nature, Dung, Geo, Nobility) +8, Stealth +4

Special

Active

Prescience (Su) 7/day
At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Passive

Stonecunning
Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Chance Savior (Carrion Crown Trait)
Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Focused Mind (Trait)
Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Indomitable Faith (Trait)
You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Gear

See Logsheet