Enizu | CG | ||
Character Name | Alignment | ||
Battle Scion 4 | |||
Character Level | |||
Human | M | ||
Race | Size | ||
Male | 29 | ||
Gender | Age | ||
6 ft. 1 in. | 177 lb | ||
Height | Weight | ||
None | Green | ||
Hair | Eyes |
Mavros | Calemarath |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +6 | +4 | CON +1 | +1 | +0 | +0 |
Reflex | +3 | +1 | DEX +1 | +1 | +0 | +0 |
Will | +6 | +4 | WIS +1 | +1 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+12 | +4 | +2 | +0 | +6 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
34 | 10 | +4 | +2 | +1 | +0 | +17 |
Trade Tongue, Void Speech
Evocation School
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +1 | (DEX) +1 | +0 | +0 | |
Bluff | +0 | (CHA) +0 | +0 | +0 | |
Climb | +6 | (STR) +2 | +2 | +2 | |
Diplomacy | +0 | (CHA) +0 | +0 | +0 | |
Disguise | +0 | (CHA) +0 | +0 | +0 | |
Escape Artist | +1 | (DEX) +1 | +0 | +0 | |
Fly | +1 | (DEX) +1 | +0 | +0 | |
Heal | +1 | (WIS) +1 | +0 | +0 | |
Intimidate | +0 | (CHA) +0 | +0 | +0 | |
Knowledge: Arcana | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Dungeoneering | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Local | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Nature | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Planes | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Religion | +3 | (INT) +3 | +0 | +0 | |
Perception | +2 | (WIS) +1 | +0 | +1 | |
Ride | +3 | (DEX) +1 | +1 | +1 | |
Sense Motive | +2 | (WIS) +1 | +0 | +1 | |
Spellcraft* | +9 | (INT) +3 | +3 | +3 | |
Stealth | +1 | (DEX) +1 | +0 | +0 | |
Survival | +1 | (WIS) +1 | +0 | +0 | |
Swim | +5 | (STR) +2 | +1 | +2 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Engineering | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Geography | +3 | (INT) +3 | +0 | +0 | |
Knowledge: History | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Nobility | +3 | (INT) +3 | +0 | +0 | |
Linguistics* | +6 | (INT) +3 | +0 | +3 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Craft: Weapons | +5 | (INT) +3 | +2 | +0 | |
Profession:Herbalist | +1 | (WIS) +1 | +0 | +0 |
Arcane Strike;
Combat Casting;
Toughness
Force Blast (Class): Standard action, single bolt attack 60', 3d4 damage;
Arcane Aura (Class): +1 Deflection bonus to AC; +1 insight bonus to hit with Force Blast;
Bonus Feat (Race
Skilled (Race
Weapon and Armor Proficiency (Class
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Flaming Falchion +1 | +9 | {20}x2 | S | None | None | 2d4+2 |
Tri-Point Double-Edged Sword | +8 | {20}x3 | P | None | None | 1d10+2 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Mountain Pattern | +6 | Medium | -4 | 0 | 40 | None |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You are adept at spellcasting when threatened or distracted.
Prerequisites:
Benefit: 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.
Normal:
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisites: Ability to cast arcane spells
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Normal:
You have enhanced physical stamina.
Prerequisites:
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Normal:
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
School evocation [light]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range
Medium
Area 10-ft. radius
Duration 1 minute
Saving Throw none
;
Effect Creates four moving lights.
Spell Resistance No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
School evocation [light]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V
Range
Close
Duration instantaneous
Saving Throw none
;
Effect Burst of light
Spell Resistance No
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
School evocation; Level sorcerer/wizard 0
Casting Time 1 standard action
Components S
Range
Personal
Targets You
Duration 1 round per level
You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.
School evocation [light]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, M/DF (firefly)
Range
Touch
Targets Object touched
Area 20-ft. radius spread
Duration 10 minutes per level
Saving Throw none
;
Effect Creates light from an object
Spell Resistance No
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
School evocation [cold]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range
Close
Targets Ranged touch attack
Duration instantaneous
Saving Throw none
;
Effect 1d3 cold damage
Spell Resistance No
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
School evocation [light]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V or S
Range
Close
Targets One fine object
Duration instantaneous
Saving Throw Fortitude negates
;
Effect Increases flame of lit object.
Spell Resistance Yes
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Statblocks for your Trinkets, businesses, building, castles, empires.