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Slayer4399

Slayer4399

Statblock

Walter Himmelblauen


Male Neutral Grey Elf|| Wizard 3 // Factotum 3


HP: 24/24 | Init: +7 | AC: 13 Touch: 13 FF: 10| Fort: +4 Reflex: +4 Will: +4  

Str: 10 | Dex: 16 | Con: 14 | Int: 18 | Wis: 10 | Cha: 8

Spells prepared: Level 0 || Level 1 || Level 2

Inspiration points: 3/3

 

Build
Level Class 1 Class 2 Class Features BAB For Ref Will Feats

1

Wizard 1 Factotum 1     Summon familiar, Scribe Scroll, Inspiration, cunning insight, cunning knowledge, trapfinding +0.75 +0.33 +2.5 +2.5

Improved Initiative

Precise Shot - F1

Weapon Finesse - F2

2

Wizard 2

Factotum 2

Arcane dilettante (1 spell)

+1.5

+0.66

+3

+3

 

3

Wizard 3 Factotum 3 Brains over brawn, cunning defense +2.25 +1 +3.5 +3.5 Knowledge Devotion


 

Flaws & Traits

Flaws:

Grudge KeeperYou have an overpowering need for vengeance and have difficulty letting go of grudges.
Effect: if you are damaged in combat, you suffer a -2 penalty on attacks rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.
Source: Dragon Magazine #328 (Nobody’s Perfect – New Flaws for Nonhumans)

Poor ReflexesYou often zig when you should have zagged.
Effect: You take a -3 penalty on reflex saves.

Source: Unearthed Arcana

Traits:

None

 

Alternative Class Features/Levels:

Elven Wizard:

Generalist Wizardry: A 1st-level elf wizard begins play with one extra 1st-level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic.

The elf wizard may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this spell may be of any school.

This substitution feature replaces the standard wizard's ability to specialize in a school of magic.

 

Familiar:

Tiny Owl:

HP: 12/12 | Init: +7 | AC: 16 Touch: 14 FF: 14| Fort: +2 Reflex: +5 Will: +2  

Str: 4 | Dex: 17 | Con: 10 | Int: 7 | Wis: 14 | Cha: 4

Size/Type: Tiny Magical Beast
Hit Dice: 3d6
Initiative: +3
Speed: 10 ft./fly 40 ft. (average)
Base Attack/Grapple: +2/-11
Attack: Claws +4 melee (1d2-5)
Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Deliver touch spells
Special Qualities: Low-Light Vision, Improved Evasion, Empathic Link, Share Spells
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Alertness, Weapon Finesse (B)
Alignment: True Neutral

 

Spellbook
Level Spell Creature
1 Burning Hands Salamander
1 Sleep Satyr
1 Disguise Self Doppelganger
1 Cause fear Quasit
1 Hypnotism Allip
1 Ray of enfeeblement Kaorti
1 Lesser, orb of electricity Arrowhawk
1 Charm person Bacche
1 Chill touch Ghoul
1 Lantern Light Lantern Archon
2 Invisibility Imp
2 Scorching Ray Fire mephit
2 Web Ettercap

 

 

Equipment:

Starting wealth - 3,000 Gp

Vest of resistance - 1000gp

Wand of mage armor (50 charges) - 750gp

Arcanist's GlovesWhen you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn.

Arcanist’s gloves function two times per day.
(MIC) - 500gp

Masterwork Rapier - 320gp

3 x Potion of CLW - 150gp

Adventure gear:

Crowbar - 2gp

Flint and steel - 1gp

Rope, hempen (50 ft.) - 1gp

Backpack (empty) - 2gp

Bedroll - 1sp

4 days rations 2 gp

Waterskin 1 gp

Spell component pouch 5 gp

Remaining wealth - 265gp, 8sp

 

Slayer4399

Slayer4399

Statblock

Walter Himmelblauen


Male Neutral Grey Elf|| Wizard 3 // Factotum 3


HP: 24/24 | Init: +7 | AC: 13 Touch: 13 FF: 10| Fort: +4 Reflex: +4 Will: +4  

Str: 10 | Dex: 16 | Con: 14 | Int: 18 | Wis: 10 | Cha: 8

Spells prepared: Level 0 || Level 1 || Level 2

Inspiration points: 3/3

 

Build
Level Class 1 Class 2 Class Features BAB For Ref Will Feats

1

Wizard 1 Factotum 1     Summon familiar, Scribe Scroll, Inspiration, cunning insight, cunning knowledge, trapfinding +0.75 +0.33 +2.5 +2.5

Improved Initiative

Precise Shot - F1

Weapon Finesse - F2

2

Wizard 2

Factotum 2

Arcane dilettante (1 spell)

+1.5

+0.66

+3

+3

 

3

Wizard 3 Factotum 3 Brains over brawn, cunning defense +2.25 +1 +3.5 +3.5 Knowledge Devotion


 

Flaws & Traits

Flaws:

Grudge KeeperYou have an overpowering need for vengeance and have difficulty letting go of grudges.
Effect: if you are damaged in combat, you suffer a -2 penalty on attacks rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.
Source: Dragon Magazine #328 (Nobody’s Perfect – New Flaws for Nonhumans)

Poor ReflexesYou often zig when you should have zagged.
Effect: You take a -3 penalty on reflex saves.

Source: Unearthed Arcana

Traits:

None

 

Alternative Class Features/Levels:

Elven Wizard:

Generalist Wizardry: A 1st-level elf wizard begins play with one extra 1st-level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic.

The elf wizard may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this spell may be of any school.

This substitution feature replaces the standard wizard's ability to specialize in a school of magic.

 

Familiar:

Tiny Owl:

HP: 12/12 | Init: +7 | AC: 16 Touch: 14 FF: 14| Fort: +2 Reflex: +5 Will: +2  

Str: 4 | Dex: 17 | Con: 10 | Int: 7 | Wis: 14 | Cha: 4

Size/Type: Tiny Magical Beast
Hit Dice: 3d6
Initiative: +3
Speed: 10 ft./fly 40 ft. (average)
Base Attack/Grapple: +2/-11
Attack: Claws +4 melee (1d2-5)
Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Deliver touch spells
Special Qualities: Low-Light Vision, Improved Evasion, Empathic Link, Share Spells
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Alertness, Weapon Finesse (B)
Alignment: True Neutral

 

Spellbook
Level Spell Creature
1 Burning Hands Salamander
1 Sleep Satyr
1 Disguise Self Doppelganger
1 Cause fear Quasit
1 Hypnotism Allip
1 Ray of enfeeblement Kaorti
1 Lesser, orb of electricity Arrowhawk
1 Charm person Bacche
1 Chill touch Ghoul
1 Lantern Light Lantern Archon
2 Invisibility Imp
2 Scorching Ray Fire mephit
2 Web Ettercap

 

 

Equipment:

Starting wealth - 3,000 Gp

Vest of resistance - 1000gp

Wand of mage armor (50 charges) - 750gp

Arcanist's GlovesWhen you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn.

Arcanist’s gloves function two times per day.
(MIC) - 500gp

Masterwork Rapier - 320gp

3 x Potion of CLW - 150gp

Adventure gear:

Crowbar - 2gp

Flint and steel - 1gp

Rope, hempen (50 ft.) - 1gp

Backpack (empty) - 2gp

Bedroll - 1sp

4 days rations 2 gp

Waterskin 1 gp

Spell component pouch 5 gp

Remaining wealth - 265gp, 8sp

 

Slayer4399

Slayer4399

Statblock

Walter Schwarz


Male Neutral Grey Elf|| Wizard 3 // Factotum 3


HP: 24/24 | Init: +7 | AC: 13 Touch: 13 FF: 10| Fort: +4 Reflex: +4 Will: +4  

Str: 10 | Dex: 16 | Con: 14 | Int: 18 | Wis: 10 | Cha: 8

Spells prepared: Level 0 || Level 1 || Level 2

Inspiration points: 3/3

 

Build
Level Class 1 Class 2 Class Features BAB For Ref Will Feats

1

Wizard 1 Factotum 1     Summon familiar, Scribe Scroll, Inspiration, cunning insight, cunning knowledge, trapfinding +0.75 +0.33 +2.5 +2.5

Improved Initiative

Precise Shot - F1

Weapon Finesse - F2

2

Wizard 2

Factotum 2

Arcane dilettante (1 spell)

+1.5

+0.66

+3

+3

 

3

Wizard 3 Factotum 3 Brains over brawn, cunning defense +2.25 +1 +3.5 +3.5 Knowledge Devotion


 

Flaws & Traits

Flaws:

Grudge KeeperYou have an overpowering need for vengeance and have difficulty letting go of grudges.
Effect: if you are damaged in combat, you suffer a -2 penalty on attacks rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.
Source: Dragon Magazine #328 (Nobody’s Perfect – New Flaws for Nonhumans)

Poor ReflexesYou often zig when you should have zagged.
Effect: You take a -3 penalty on reflex saves.

Source: Unearthed Arcana

Traits:

None

 

Alternative Class Features/Levels:

Elven Wizard:

Generalist Wizardry: A 1st-level elf wizard begins play with one extra 1st-level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic.

The elf wizard may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this spell may be of any school.

This substitution feature replaces the standard wizard's ability to specialize in a school of magic.

 

Familiar:

Tiny Owl:

HP: 12/12 | Init: +7 | AC: 16 Touch: 14 FF: 14| Fort: +2 Reflex: +5 Will: +2  

Str: 4 | Dex: 17 | Con: 10 | Int: 7 | Wis: 14 | Cha: 4

Size/Type: Tiny Magical Beast
Hit Dice: 3d6
Initiative: +3
Speed: 10 ft./fly 40 ft. (average)
Base Attack/Grapple: +2/-11
Attack: Claws +4 melee (1d2-5)
Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Deliver touch spells
Special Qualities: Low-Light Vision, Improved Evasion, Empathic Link, Share Spells
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Alertness, Weapon Finesse (B)
Alignment: True Neutral

 

Spellbook
Level Spell Creature
1 Burning Hands Salamander
1 Sleep Satyr
1 Disguise Self Doppelganger
1 Cause fear Quasit
1 Hypnotism Allip
1 Ray of enfeeblement Kaorti
1 Lesser, orb of electricity Arrowhawk
1 Charm person Bacche
1 Chill touch Ghoul
1 Lantern Light Lantern Archon
2 Invisibility Imp
2 Scorching Ray Fire mephit
2 Web Ettercap

 

 

Equipment:

Starting wealth - 3,000 Gp

Vest of resistance - 1000gp

Wand of mage armor (50 charges) - 750gp

Arcanist's GlovesWhen you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn.

Arcanist’s gloves function two times per day.
(MIC) - 500gp

Masterwork Rapier - 320gp

3 x Potion of CLW - 150gp

Adventure gear:

Crowbar - 2gp

Flint and steel - 1gp

Rope, hempen (50 ft.) - 1gp

Backpack (empty) - 2gp

Bedroll - 1sp

4 days rations 2 gp

Waterskin 1 gp

Spell component pouch 5 gp

Remaining wealth - 265gp, 8sp

 

Slayer4399

Slayer4399

Statblock

Walter Schwarz


Male Neutral Grey Elf|| Wizard 3 // Factotum 3


HP: 24/24 | Init: +7 | AC: 13 Touch: 13 FF: 10| Fort: +4 Reflex: +4 Will: +4  

Str: 10 | Dex: 16 | Con: 14 | Int: 18 | Wis: 10 | Cha: 8

Spells prepared: Level 0 || Level 1 || Level 2

Inspiration points: 3/3

 

Build
Level Class 1 Class 2 Class Features BAB For Ref Will Feats

1

Wizard 1 Factotum 1     Summon familiar, Scribe Scroll, Inspiration, cunning insight, cunning knowledge, trapfinding +0.75 +0.33 +2.5 +2.5

Improved Initiative

Precise Shot - F1

Weapon Finesse - F2

2

Wizard 2

Factotum 2

Arcane dilettante (1 spell)

+1.5

+0.66

+3

+3

 

3

Wizard 3 Factotum 3 Brains over brawn, cunning defense +2.25 +1 +3.5 +3.5 Knowledge Devotion


 

Flaws & Traits

Flaws:

Grudge KeeperYou have an overpowering need for vengeance and have difficulty letting go of grudges.
Effect: if you are damaged in combat, you suffer a -2 penalty on attacks rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.
Source: Dragon Magazine #328 (Nobody’s Perfect – New Flaws for Nonhumans)

Poor ReflexesYou often zig when you should have zagged.
Effect: You take a -3 penalty on reflex saves.

Source: Unearthed Arcana

Traits:

None

 

Alternative Class Features/Levels:

Elven Wizard:

Generalist Wizardry: A 1st-level elf wizard begins play with one extra 1st-level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic.

The elf wizard may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this spell may be of any school.

This substitution feature replaces the standard wizard's ability to specialize in a school of magic.

 

Familiar:

Tiny Owl:

HP: 12/12 | Init: +7 | AC: 16 Touch: 14 FF: 14| Fort: +2 Reflex: +5 Will: +2  

Str: 4 | Dex: 17 | Con: 10 | Int: 7 | Wis: 14 | Cha: 4

Size/Type: Tiny Magical Beast
Hit Dice: 3d6
Initiative: +3
Speed: 10 ft./fly 40 ft. (average)
Base Attack/Grapple: +2/-11
Attack: Claws +4 melee (1d2-5)
Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Deliver touch spells
Special Qualities: Low-Light Vision, Improved Evasion, Empathic Link, Share Spells
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Alertness, Weapon Finesse (B)
Alignment: True Neutral

 

Spellbook
Level Spell Creature
1 Burning Hands Salamander
1 Sleep Satyr
1 Disguise Self Doppelganger
1 Cause fear Quasit
1 Hypnotism Allip
1 Ray of enfeeblement Kaorti
1 Lesser, orb of electricity Arrowhawk
1 Charm person Bacche
1 Chill touch Ghoul
1 Lantern Light Lantern Archon
2 Invisibility Imp
2 Scorching Ray Fire mephit
2 Web Ettercap

 

 

Equipment:

Starting wealth - 3,000 Gp

Vest of resistance - 1000gp

Wand of mage armor (50 charges) - 750gp

Arcanist's GlovesWhen you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn.

Arcanist’s gloves function two times per day.
(MIC) - 500gp

Masterwork Rapier - 320gp

3 x Potion of CLW - 150gp

Adventure gear:

Crowbar - 2gp

Flint and steel - 1gp

Rope, hempen (50 ft.) - 1gp

Backpack (empty) - 2gp

Bedroll - 1sp

4 days rations 2 gp

Waterskin 1 gp

Spell component pouch 5 gp

Pole, 10-foot - 2sp

Remaining wealth - 265gp, 6sp

 

Slayer4399

Slayer4399

Statblock

Walter Schwarz


Male Neutral Grey Elf|| Wizard 3 // Factotum 3


HP: 24/24 | Init: +7 | AC: 13 Touch: 13 FF: 10| Fort: +4 Reflex: +4 Will: +4  

Str: 10 | Dex: 16 | Con: 14 | Int: 18 | Wis: 10 | Cha: 8

Spells prepared: Level 0 || Level 1 || Level 2

Inspiration points: 3/3

 

Build
Level Class 1 Class 2 Class Features BAB For Ref Will Feats

1

Wizard 1 Factotum 1     Summon familiar, Scribe Scroll, Inspiration, cunning insight, cunning knowledge, trapfinding +0.75 +0.33 +2.5 +2.5

Improved Initiative

Precise Shot - F1

Weapon Finesse - F2

2

Wizard 2

Factotum 2

Arcane dilettante (1 spell)

+1.5

+0.66

+3

+3

 

3

Wizard 3 Factotum 3 Brains over brawn, cunning defense +2.25 +1 +3.5 +3.5 Knowledge Devotion


 

Flaws & Traits

Flaws:

InattentiveYou are particularly unaware of your surroundings.
Effect: You take a -4 penalty on Listen checks and Spot checks.

Source: Unearthed Arcana

Poor ReflexesYou often zig when you should have zagged.
Effect: You take a -3 penalty on reflex saves.

Source: Unearthed Arcana

Traits:

None

 

Alternative Class Features/Levels:

Elven Wizard:

Generalist Wizardry: A 1st-level elf wizard begins play with one extra 1st-level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic.

The elf wizard may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this spell may be of any school.

This substitution feature replaces the standard wizard's ability to specialize in a school of magic.

 

Familiar:

Tiny Owl:

HP: 12/12 | Init: +7 | AC: 16 Touch: 14 FF: 14| Fort: +2 Reflex: +5 Will: +2  

Str: 4 | Dex: 17 | Con: 10 | Int: 7 | Wis: 14 | Cha: 4

Size/Type: Tiny Magical Beast
Hit Dice: 3d6
Initiative: +3
Speed: 10 ft./fly 40 ft. (average)
Base Attack/Grapple: +2/-11
Attack: Claws +4 melee (1d2-5)
Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Deliver touch spells
Special Qualities: Low-Light Vision, Improved Evasion, Empathic Link, Share Spells
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Alertness, Weapon Finesse (B)
Alignment: True Neutral

 

Spellbook
Level Spell Creature
1 Burning Hands Salamander
1 Sleep Satyr
1 Disguise Self Doppelganger
1 Cause fear Quasit
1 Hypnotism Allip
1 Ray of enfeeblement Kaorti
1 Lesser, orb of electricity Arrowhawk
1 Charm person Bacche
1 Chill touch Ghoul
1 Lantern Light Lantern Archon
2 Invisibility Imp
2 Scorching Ray Fire mephit
2 Web Ettercap

 

 

Equipment:

Starting wealth - 3,000 Gp

Vest of resistance - 1000gp

Wand of mage armor (50 charges) - 750gp

Arcanist's GlovesWhen you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn.

Arcanist’s gloves function two times per day.
(MIC) - 500gp

Masterwork Rapier - 320gp

3 x Potion of CLW - 150gp

Adventure gear:

Crowbar - 2gp

Flint and steel - 1gp

Rope, hempen (50 ft.) - 1gp

Backpack (empty) - 2gp

Bedroll - 1sp

4 days rations 2 gp

Waterskin 1 gp

Spell component pouch 5 gp

Pole, 10-foot - 2sp

Remaining wealth - 265gp, 6sp

 

Slayer4399

Slayer4399

Statblock

Walter Schwarz


Male Neutral Grey Elf|| Wizard 3 // Factotum 3


HP: 24/24 | Init: +7 | AC: 13 Touch: 13 FF: 10| Fort: +4 Reflex: +4 Will: +4  

Str: 10 | Dex: 16 | Con: 14 | Int: 18 | Wis: 10 | Cha: 8

Spells prepared: Level 0 || Level 1 || Level 2

Inspiration points: 3/3

 

Build
Level Class 1 Class 2 Class Features BAB For Ref Will Feats

1

Wizard 1 Factotum 1     Summon familiar, Scribe Scroll, Inspiration, cunning insight, cunning knowledge, trapfinding +0.75 +0.33 +2.5 +2.5

Improved Initiative

Precise Shot - F1

Weapon Finesse - F2

2

Wizard 2

Factotum 2

Arcane dilettante (1 spell)

+1.5

+0.66

+3

+3

 

3

Wizard 3 Factotum 3 Brains over brawn, cunning defense +2.25 +1 +3.5 +3.5 Knowledge Devotion


 

Flaws & Traits

Flaws:

InattentiveYou are particularly unaware of your surroundings.
Effect: You take a -4 penalty on Listen checks and Spot checks.

Source: Unearthed Arcana

Poor ReflexesYou often zig when you should have zagged.
Effect: You take a -3 penalty on reflex saves.

Source: Unearthed Arcana

Traits:

None

 

Alternative Class Features/Levels:

Elven Wizard:

Generalist Wizardry: A 1st-level elf wizard begins play with one extra 1st-level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic.

The elf wizard may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this spell may be of any school.

This substitution feature replaces the standard wizard's ability to specialize in a school of magic.

 

Familiar:

Tiny Owl:

HP: 12/12 | Init: +7 | AC: 16 Touch: 14 FF: 14| Fort: +2 Reflex: +5 Will: +2  

Str: 4 | Dex: 17 | Con: 10 | Int: 7 | Wis: 14 | Cha: 4

Size/Type: Tiny Magical Beast
Hit Dice: 3d6
Initiative: +3
Speed: 10 ft./fly 40 ft. (average)
Base Attack/Grapple: +2/-11
Attack: Claws +4 melee (1d2-5)
Full Attack: Talons +5 melee (1d4–3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Deliver touch spells
Special Qualities: Low-Light Vision, Improved Evasion, Empathic Link, Share Spells
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Alertness, Weapon Finesse (B)
Alignment: True Neutral

Spellbook
Level Spell Creature
1 Burning Hands Salamander
1 Sleep Satyr
1 Disguise Self Doppelganger
1 Cause fear Quasit
1 Hypnotism Allip
1 Ray of enfeeblement Kaorti
1 Lesser, orb of electricity Arrowhawk
1 Charm person Bacche
1 Chill touch Ghoul
1 Lantern Light Lantern Archon
2 Invisibility Imp
2 Scorching Ray Fire mephit
2 Web Ettercap

 

 

Equipment:

Starting wealth - 3,000 Gp

Vest of resistance - 1000gp

Wand of mage armor (50 charges) - 750gp

Arcanist's GlovesWhen you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn.

Arcanist’s gloves function two times per day.
(MIC) - 500gp

Masterwork Rapier - 320gp

3 x Potion of CLW - 150gp

Adventure gear:

Crowbar - 2gp

Flint and steel - 1gp

Rope, hempen (50 ft.) - 1gp

Backpack (empty) - 2gp

Bedroll - 1sp

4 days rations 2 gp

Waterskin 1 gp

Spell component pouch 5 gp

Pole, 10-foot - 2sp

Remaining wealth - 265gp, 6sp

 

Slayer4399

Slayer4399

Statblock

Walter Schwarz


Male Neutral Grey Elf|| Wizard 3 // Factotum 3


HP: 24/24 | Init: +7 | AC: 13 Touch: 13 FF: 10| Fort: +4 Reflex: +4 Will: +4  

Str: 10 | Dex: 16 | Con: 14 | Int: 18 | Wis: 10 | Cha: 8

Spells prepared: Level 0 || Level 1 || Level 2

Inspiration points: 3/3

 

Build
Level Class 1 Class 2 Class Features BAB For Ref Will Feats

1

Wizard 1 Factotum 1     Summon familiar, Scribe Scroll, Inspiration, cunning insight, cunning knowledge, trapfinding +0.75 +0.33 +2.5 +2.5

Improved Initiative

Precise Shot - F1

Weapon Finesse - F2

2

Wizard 2

Factotum 2

Arcane dilettante (1 spell)

+1.5

+0.66

+3

+3

 

3

Wizard 3 Factotum 3 Brains over brawn, cunning defense +2.25 +1 +3.5 +3.5 Knowledge Devotion


 

Flaws & Traits

Flaws:

InattentiveYou are particularly unaware of your surroundings.
Effect: You take a -4 penalty on Listen checks and Spot checks.

Source: Unearthed Arcana

Poor ReflexesYou often zig when you should have zagged.
Effect: You take a -3 penalty on reflex saves.

Source: Unearthed Arcana

Traits:

None

 

Alternative Class Features/Levels:

Elven Wizard:

Generalist Wizardry: A 1st-level elf wizard begins play with one extra 1st-level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic.

The elf wizard may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this spell may be of any school.

This substitution feature replaces the standard wizard's ability to specialize in a school of magic.

 

Spellbook
Level Spell Creature
1 Burning Hands Salamander
1 Sleep Satyr
1 Disguise Self Doppelganger
1 Cause fear Quasit
1 Hypnotism Allip
1 Ray of enfeeblement Kaorti
1 Lesser, orb of electricity Arrowhawk
1 Charm person Bacche
1 Chill touch Ghoul
1 Lantern Light Lantern Archon
2 Invisibility Imp
2 Scorching Ray Fire mephit
2 Web Ettercap

 

 

Equipment:

Starting wealth - 3,000 Gp

Vest of resistance - 1000gp

Wand of mage armor (50 charges) - 750gp

Arcanist's GlovesWhen you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn.

Arcanist’s gloves function two times per day.
(MIC) - 500gp

Masterwork Rapier - 320gp

3 x Potion of CLW - 150gp

Adventure gear:

Crowbar - 2gp

Flint and steel - 1gp

Rope, hempen (50 ft.) - 1gp

Backpack (empty) - 2gp

Bedroll - 1sp

4 days rations 2 gp

Waterskin 1 gp

Spell component pouch 5 gp

Pole, 10-foot - 2sp

Remaining wealth - 265gp, 6sp

 

Slayer4399

Slayer4399

Statblock

Walter Schwarz


Male Neutral Grey Elf|| Wizard 3 // Factotum 3


HP: 24/24 | Init: +7 | AC: 13 Touch: 13 FF: 10| Fort: +4 Reflex: +4 Will: +4  

Str: 10 | Dex: 16 | Con: 14 | Int: 18 | Wis: 10 | Cha: 8

Spells prepared: Level 0 || Level 1 || Level 2

Inspiration points: 3/3

 

Build
Level Class 1 Class 2 Class Features BAB For Ref Will Feats

1

Wizard 1 Factotum 1     Summon familiar, Scribe Scroll, Inspiration, cunning insight, cunning knowledge, trapfinding +0.75 +0.33 +2.5 +2.5

Improved Initiative

Precise Shot - F1

Weapon Finesse - F2

2

Wizard 2

Factotum 2

Arcane dilettante (1 spell)

+1.5

+0.66

+3

+3

 

3

Wizard 3 Factotum 3 Brains over brawn, cunning defense +2.25 +1 +3.5 +3.5 Knowledge Devotion


 

Flaws & Traits

Flaws:

InattentiveYou are particularly unaware of your surroundings.
Effect: You take a -4 penalty on Listen checks and Spot checks.

Source: Unearthed Arcana

Poor ReflexesYou often zig when you should have zagged.
Effect: You take a -3 penalty on reflex saves.

Source: Unearthed Arcana

Traits:

None

 

Alternative Class Features/Levels:

Elven Wizard:

Generalist Wizardry: A 1st-level elf wizard begins play with one extra 1st-level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic.

The elf wizard may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this spell may be of any school.

This substitution feature replaces the standard wizard's ability to specialize in a school of magic.

 

Spellbook
Level Spell Creature
1 Burning Hands Salamander
1 Sleep Satyr
1 Disguise Self Doppelganger
1 Cause fear Quasit
1 Hypnotism Allip
1 Ray of enfeeblement Kaorti
1 Lesser, orb of electricity Arrowhawk
1 Charm person Bacche
1 Chill touch Ghoul
1 Lantern Light Lantern Archon
2 Invisibility Imp
2 Scorching Ray Fire mephit
2 Web Ettercap

 

 

Equipment:

Starting wealth - 3,000 Gp

Vest of resistance - 1000gp

Wand of mage armor (50 charges) - 750gp

Arcanist's GlovesWhen you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn.

Arcanist’s gloves function two times per day.
(MIC) - 500gp

Masterwork Rapier - 320gp

3 x Potion of CLW - 150gp

Adventure gear:

Crowbar - 2gp

Flint and steel - 1gp

Rope, hempen (50 ft.) - 1gp

Backpack (empty) - 2gp

Bedroll - 1sp

4 days rations 2 gp

Waterskin 1 gp

Spell component pouch 5 gp

Pole, 10-foot - 2sp

Scrolls:

Invisibility - 150gp

Remaining wealth - 115gp, 6sp

 

Slayer4399

Slayer4399

Statblock

Walter Schwarz


Male Neutral Grey Elf|| Wizard 3 // Factotum 3


HP: 24/24 | Init: +7 | AC: 13 Touch: 13 FF: 10| Fort: +4 Reflex: +4 Will: +4  

Str: 10 | Dex: 16 | Con: 14 | Int: 18 | Wis: 10 | Cha: 8

Spells prepared: Level 0 || Level 1 || Level 2

Inspiration points: 3/3

 

Build
Level Class 1 Class 2 Class Features BAB For Ref Will Feats

1

Wizard 1 Factotum 1     Summon familiar, Scribe Scroll, Inspiration, cunning insight, cunning knowledge, trapfinding +0.75 +0.33 +2.5 +2.5

Improved Initiative

Precise Shot - F1

Weapon Finesse - F2

2

Wizard 2

Factotum 2

Arcane dilettante (1 spell)

+1.5

+0.66

+3

+3

 

3

Wizard 3 Factotum 3 Brains over brawn, cunning defense +2.25 +1 +3.5 +3.5 Knowledge Devotion


 

Flaws & Traits

Flaws:

InattentiveYou are particularly unaware of your surroundings.
Effect: You take a -4 penalty on Listen checks and Spot checks.

Source: Unearthed Arcana

Poor ReflexesYou often zig when you should have zagged.
Effect: You take a -3 penalty on reflex saves.

Source: Unearthed Arcana

Traits:

None

 

Alternative Class Features/Levels:

Elven Wizard:

Generalist Wizardry: A 1st-level elf wizard begins play with one extra 1st-level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic.

The elf wizard may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this spell may be of any school.

This substitution feature replaces the standard wizard's ability to specialize in a school of magic.

 

Spellbook
Level Spell Creature
1 Burning Hands Salamander
1 Sleep Satyr
1 Disguise Self Doppelganger
1 Cause fear Quasit
1 Hypnotism Allip
1 Ray of enfeeblement Kaorti
1 Lesser, orb of electricity Arrowhawk
2 Scorching Ray Fire mephit
2 Web Ettercap

 

 

Equipment:

Starting wealth - 3,000 Gp

Vest of resistance - 1000gp

Wand of mage armor (50 charges) - 750gp

Arcanist's GlovesWhen you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn.

Arcanist’s gloves function two times per day.
(MIC) - 500gp

Masterwork Rapier - 320gp

3 x Potion of CLW - 150gp

Adventure gear:

Crowbar - 2gp

Flint and steel - 1gp

Rope, hempen (50 ft.) - 1gp

Backpack (empty) - 2gp

Bedroll - 1sp

4 days rations 2 gp

Waterskin 1 gp

Spell component pouch 5 gp

Pole, 10-foot - 2sp

Scrolls:

Invisibility - 150gp

Remaining wealth - 115gp, 6sp

 

Slayer4399

Slayer4399

Statblock

Walter Schwarz


Male Neutral Grey Elf|| Wizard 3 // Factotum 3


HP: 24/24 | Init: +7 | AC: 13 Touch: 13 FF: 10| Fort: +4 Reflex: +4 Will: +4  

Str: 10 | Dex: 16 | Con: 14 | Int: 18 | Wis: 10 | Cha: 8

Spells prepared: Level 0 || Level 1 || Level 2

Inspiration points: 3/3

 

Build
Level Class 1 Class 2 Class Features BAB For Ref Will Feats

1

Wizard 1 Factotum 1     Summon familiar, Scribe Scroll, Inspiration, cunning insight, cunning knowledge, trapfinding +0.75 +0.33 +2.5 +2.5

Improved Initiative

Precise Shot - F1

Weapon Finesse - F2

2

Wizard 2

Factotum 2

Arcane dilettante (1 spell)

+1.5

+0.66

+3

+3

 

3

Wizard 3 Factotum 3 Brains over brawn, cunning defense +2.25 +1 +3.5 +3.5 Knowledge Devotion


 

Flaws & Traits

Flaws:

InattentiveYou are particularly unaware of your surroundings.
Effect: You take a -4 penalty on Listen checks and Spot checks.

Source: Unearthed Arcana

Poor ReflexesYou often zig when you should have zagged.
Effect: You take a -3 penalty on reflex saves.

Source: Unearthed Arcana

Traits:

None

 

Spellbook
Level Spell Creature
1 Burning Hands Salamander
1 Sleep Satyr
1 Disguise Self Doppelganger
1 Cause fear Quasit
1 Hypnotism Allip
1 Ray of enfeeblement Kaorti
1 Lesser, orb of electricity Arrowhawk
2 Scorching Ray Fire mephit
2 Web Ettercap

 

 

Equipment:

Starting wealth - 3,000 Gp

Vest of resistance - 1000gp

Wand of mage armor (50 charges) - 750gp

Arcanist's GlovesWhen you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn.

Arcanist’s gloves function two times per day.
(MIC) - 500gp

Masterwork Rapier - 320gp

3 x Potion of CLW - 150gp

Adventure gear:

Crowbar - 2gp

Flint and steel - 1gp

Rope, hempen (50 ft.) - 1gp

Backpack (empty) - 2gp

Bedroll - 1sp

4 days rations 2 gp

Waterskin 1 gp

Spell component pouch 5 gp

Pole, 10-foot - 2sp

Scrolls:

Invisibility - 150gp

Remaining wealth - 115gp, 6sp

 

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