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Balder Steinbruser CN
Character Name Alignment
Wizard 3
Character Level
Human M
Race Size
Male 32
Gender Age
1.80 cm 80 kg
Height Weight
Dark purple Blue
Hair Eyes
- Jotnedal
Deity Homeland
- 5800
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 N/A -1
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
12 +1 N/A +1
Int
Intelligence
20 +5 N/A +5
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
8 -1 N/A -1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
21
0
0
Initiative
Dex
Modifier
+9
+3
+6
BAB
+1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+1
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
11
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +2 +1 CON +1 +0 +0 +0
Reflex +4 +1 DEX +3 +0 +0 +0
Will +3 +3 WIS +0 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+5 +1 -1 +0 +5
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
28 10 +1 -1 +3 +0 +15
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
30 ft
-
-
-
-
Languages

Common, Goblin, Dwarven, Giant, Draconic

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
all
10
2
0
0
0
0
0
0
0
Per Day
4
2
1
0
0
0
0
0
0
0
Bonus
-
2
1
0
0
0
0
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +6 (DEX)  +3 +3 +0
  Bluff -1 (CHA)  -1 +0 +0
  Climb -1 (STR)  -1 +0 +0
  Diplomacy -1 (CHA)  -1 +0 +0
  Disable Device* +4 (DEX)  +3 +1 +0
  Disguise -1 (CHA)  -1 +0 +0
  Escape Artist +5 (DEX)  +3 +2 +0
  Fly +3 (DEX)  +3 +0 +0
  Heal +0 (WIS)  +0 +0 +0
  Intimidate -1 (CHA)  -1 +0 +0
  Knowledge: Arcana +5 (INT)  +5 +0 +0
  Knowledge: Dungeoneering +5 (INT)  +5 +0 +0
  Knowledge: Local +5 (INT)  +5 +0 +0
  Knowledge: Nature +5 (INT)  +5 +0 +0
  Knowledge: Planes +5 (INT)  +5 +0 +0
  Knowledge: Religion +5 (INT)  +5 +0 +0
  Perception +3 (WIS)  +0 +3 +0
  Ride +3 (DEX)  +3 +0 +0
  Sense Motive +0 (WIS)  +0 +0 +0
  Spellcraft* +11 (INT)  +5 +3 +3
  Stealth +3 (DEX)  +3 +0 +0
  Survival +0 (WIS)  +0 +0 +0
  Swim -1 (STR)  -1 +0 +0
  Use Magic Device* +0 (CHA)  -1 +1 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +10 (INT)  +5 +2 +3
  Knowledge: Engineering +5 (INT)  +5 +0 +0
  Knowledge: Geography +5 (INT)  +5 +0 +0
  Knowledge: History +5 (INT)  +5 +0 +0
  Knowledge: Nobility +5 (INT)  +5 +0 +0
  Linguistics* +11 (INT)  +5 +3 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Special Abilities

Ray of Frost ranged touch attack 1d20+4 1d3 cold

Acid Splash ranged touch attack 1d20+4 1d3 Acid

Stone Discus ranged attack 1d20+4 4d6 B or P dmg.


Acid Dart (Sp) ranged touch attack 1d20+4 1d6+1 Acid 8/day

Summoner’s Charm (Su)

WEAPONS
Name AB Critical Type Range Ammo Dmg
Crossbow, Light +4 19-20/x2 p 80 ft 20xBolt 1d8
Masterwork Crossbow, Heavy +5 19-20/x2 p 120 20xBolt 1d10
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Quilted cloth 1 Armor 0 10 15 lbs

The statblocks of your Weapons, armor and other important/magical equipment

Ring of Sustenance

Aura faint conjuration; CL 5th; Slot ring; Price 2,500 gp; Weight —
 
DESCRIPTION
 
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
 
CONSTRUCTION REQUIREMENTS
 
Feats Forge Ring; Spells create food and water; Cost 1,250 gp
 
Section 15: Copyright Notice
Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors

Alchemist’s Fire

Price 20 gp; Weight 1 lb.
 
DESCRIPTION
 
Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
 
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.
 
CONSTRUCTION REQUIREMENTS
 
Skill(s) Craft (alchemy) DC 20.

The statblocks of your class features

Conjuration Arcane School

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
 
Summoner’s Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
 
Acid Dart (Sp)
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
 
Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Acid Dart (Sp)

As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Acid Splash

You fire a small orb of acid at the target.


Conjuration \ Creation, earth 0 \ Acid

Casting time: 1 standard action; Components V, S
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one missile of acid

Description

You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Ray of Frost

School evocation [cold]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range Close
Duration instantaneous

  Saving Throw none ;
  Effect ray
Spell Resistance Yes

 
  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
 


 

Spark

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.
 


 

Level 1 Spells

Abundant Ammunition


conjuration \ summoning \ bard 1, cleric 1, psychic 1, ranger 1, sorcerer/wizard 1 CASTING

Casting time: 1 standard action
Duration: 1 minute/level
Targets: one container touched

Description

Components V, S, M/DF (a single piece of ammunition)
Saving Throw none; Spell Resistance no
  DESCRIPTION   When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition) at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.

Mage Armor

School conjuration (creation) [force];; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range Touch
Targets creature touched
Duration 1 hour/level (D)

  Saving Throw Will negates (harmless ;
  Spell Resistance No

 
  An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
 


 

Summon Minor Monster


conjuration \ summoning \ antipaladin 1, bard 1, cleric/oracle 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Effect: 1d3 summoned creatures

Description

Components V, S, F/DF (a tiny bag and a small candle)
Saving Throw none; Spell Resistance no   DESCRIPTION   This spell functions as summon monster I, except you can summon 1d3 Tiny or smaller animals, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature. As with animals summoned with summon monster I, you may apply one alignment-appropriate template to these animals.

Summon Monster I


conjuration \ summoning \ antipaladin 1, bard 1, cleric/oracle 1, medium 1, psychic 1, sorcerer/wizard 1, spiritualist 1, summoner/unchained summoner

Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Effect: one summoned creature

Description

Components V, S, F/DF (a tiny bag and a small candle)
Saving Throw none; Spell Resistance no   DESCRIPTION   This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.   A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).   When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an “*” are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell’s type match your alignment.   The summon monster spells have numerous entries representing creatures that are summoned from the Outer Planes, and thus have the celestial or fiendish template or can be summoned with the entropic or resolute template (Pathfinder RPG Bestiary 2, pages 292 and 293, respectively).
  Table: Summon Monster I

Level 2 Spells

Stone Discus


conjuration \ (creation) [earth]; \ bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: one or more stone discuses

Description

Components V, S, M (a pinch of earth or metal)
Saving Throw none; Spell Resistance no   DESCRIPTION   You create a stone discus, which flies at an enemy. You can create one discus, plus one additional discus at 7th and 11th caster levels. For each discus you create, you decide whether its edge is blunt (and deals bludgeoning damage) or sharp (and deals slashing damage). Each discus requires a ranged attack to hit and deals 4d6 points of damage. The discuses can be launched at more than one target, but all must be aimed at targets within 30 feet of each other and launched simultaneously.   At caster level 5th, the discuses count as magic and silver. At caster level 10th, they also count as cold iron. At caster level 15th, they also count as adamantine.

Summon Monster II


conjuration \ summoning \ antipaladin 2, bard 2, cleric/oracle 2, medium 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2, spiritualist 2, witch 2

Casting time: 1 round
Domain: dark tapestry 2;

Description

Components V, S, F/DF (a tiny bag and a small candle)
Saving Throw none; Spell Resistance no
  This spell functions like Summon Monster I , except that you can summon one creature from the Table: Summon Monster II or 1d3 creatures of the same kind from the Table: Summon Monster I.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Agathor.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed