THE OLD BEVIN IS NO MORE!
Bevin Rockhammer, Dwarf Rogue2, Wizard(Enchanter)6, Tai Chi Master20
, XP 28,000
[sblock=Stats]
Bevin Rockhammer, Dwarf, Rogue2, Wizard(Enchanter)6, XP 28,000
Age: 53
Gender: Male
Height: 4'2"
Weight: 135lb
Eyes: Dark Grey
Hair: Black, Shaved
Beard: White mostly and growing longer by the hour
(Currently being re-grown)
Skin: Deeply tanned, but somewhat grayish
STR:13 [+1] (5 pts)
DEX:16=15+1 [+3] (8 pts, +1 4th level increase)
CON:15=13+2(race) [+2] (5 pts)
INT:16=15+1 [+3] (8 pts, +1 8th level increase)
WIS:11 [+0] (3 pts)
CHA:9=11-2(race) [-1] (3 pts)
32 point buy
HP: 44 [6+4+3+3+3+3+3+3+con(15)]
current hp = 44/44
Armor Class: 20 (10 base + 5 (+3 leather armor) +2 ring of prot. + 3 dex) (Arcane spell failure chance=5%)
- Flat-footed AC: 17
- Touch AC: 15
Initiative: +3
BAB: +3
Atttack:
- +2 Heavy Mace, +7(1d6+3)(+3BAB+1weapon focus+1STR+2magic mace)
- Dagger, +4 (1d3+1) (+3 BAB, +1 STR)
- Light Crossbow (human-sized), +6 (1d6) (+3 BAB +3DEX)
Speed: 20'
Saves (Plus see below, racial abilities, for bonuses vs. spells and poison)
FORT: +4 (+2 base + 2 con)
REF: +8 (+5 base + 3 dex)
WILL: +5 (+5 base + 0 wis)
Racial Abilities:
- +2 Con, -2 Cha
- Speed 20"
- Darkvision
- Stonecutting, +2 to notice new stonework
- Stability (+4 to resist being bullrushed or tripped)
- +2 Racial bonus to saves vs. poison
- +2 Racial bonus to saves vs. spells or spell-like effects
- +1 Racial bonus "to hit" orcs and golinoids
- +4 Dodge bonus to AC vs. creatures of the Giant type
- +2 Racial bonus to Appraise and Craft checks for stone or metal items
Feats:
1st Level, Rogue
- Weapon Focus (Heavy Mace)
3rd level (1st level Wizard bonus feats)
- Scribe Scroll
- Summon Familiar
4th Level (standard)
- Skill Focus (Knowledge [Arcana]) +2
7th Level 5th level Wizard Bonus Feat
- Extend Spell (Double duration -- spell uses 1 level higher slot)
8th Level (standard)
- Magical Aptitude (+2 Spellcraft and Use Magical Device)
Skills:
- Appraise +8 (5 ranks, +3 int) (+10 for stone/metal items -- with +2 racial bonus)
- Climb +8 (5 ranks, +1 str, +2 climber's kit)
- Concentration +14 (12 ranks, +2 con)
- Disable Device +10 (5 ranks, +3 dex, +2 m/w tools)
- Hide +8 (5 ranks, +3 dex)
- Knowledge (Arcana) +14 (9 ranks, +3 int, +2 Skill Focus feat)
- Move Silently +8 (5 ranks, +3 dex)
- Open Locks +10 (5 ranks, +3 dex, +2 m/w tools)
- Sleight of Hand +7 (4 ranks, +3 dex)
- Spellcraft +14 general (9 ranks, +3 int, +2 Magical Aptitude feat),
------- +16 for checks for School of Ench (specialty school)
------- +9 for checks for Schools of Abj and Trans (prohibited schools)
- Spot +9 (9 ranks, +0 wis)
- Survival +6 (6 ranks, +0 wis)
- +2 to Use Magical Device (Magical Apt Feat)
Languages:
- Common
- Dwarvish
- Draconic
- Giant
- Orc
Equipment:
Armor & Shield
- +3 Leather Armor (9,160gp,) (5% arcane spell failure chance)
- +2 Ring of Protection (8,000 gp)
Melee weapons
- +2 Heavy Mace (8,312gp,) named "Nutcracker" (loaned to renau1g's Father Fuller at the moment)
- Dagger
Ranged weapons
- Spells
- Light Crossbow
Equipment
- +2 Heavy Mace ("Nutcracker")
- Light Crossbow, w/ 3 cases of 10 bolts each
- Backpack (2gp), lined with Bag of Holding, Type I (2,500 gp)
----- money 247 gp
----- Bedroll (1sp)
----- Trail rations, 5 days (25sp)
----- 2 sacks (2cp)
----- Climbers' Kit (80 gp)
----- 2 Sunrods
----- 3 Potions, Cure Moderate Wounds (@ 300 gp ea)
----- 4 Potions, Cure Serious Wounds (@ 750 gp ea)
- Wand of Detect Magic 50 ch.
-3 Beltpouches (@ 1gp ea.)
-----
Pouch of Dispel Evil powder (from Sergeant Sarras) used?
----- Flint & steel (1gp,)
----- M/W Thieves' Tools (100 gp)
- Spell Component Pouch (5 gp)
- Waterskin (1gp)
- Explorer's outfit (10gp, worn)
- 2 Daggers (@ 2 gp ea.)
Weight Carried:
Remaining money: 247 gp
Rogue Abilities
- Proficient with all Simple Weapons
- Sneak Attack (+1d6 damage) (extra dam. if the target would be denied dex bonus to AC)
- Trapfinding
- Evasion (0 damage if successful Reflex save to an attack that normally deals half-damage on a successful R. save, eg.
Fireball)
Wizard Ability
- Summon Familiar
- Scribe Scroll
Spellbook (Prohibited Schools: Abjuration and Transmutation)
Save DC for spells=13+spell level
0 Level - All except Abjuration/Transmutation: Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Repair Minor Damage (Comp. Arcane p. 120), Arcane Mark, Prestidigitation
1 Level - Burning Hands, Charm Person, Grease, Hypnotism, Color Spray, Ray of Enfeeblement, Sleep, Summon Monster I
2 Level - Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy, Summon Monster II
3 Level - Deep Slumber, Heroism, Hold Person, Summon Monster III
Prepared Spells (4/3/3/2 base, plus int bonus, plus spec. bonus = 4/4+1/4+1/3+1)
0 Level - Read Magic, Read Magic,
Detect Magic, Daze
1 Level - Burning Hands, Burning Hands,
Ray of Enfeeblement, Color Spray +
Sleep
2 Level - Daze Monster,
Summon Monster II, Tasha's Hideous Laughter,
Summon Monster II, +
Tasha's Hideous Laughter
3 Level - Hold Person,
Extended Daze Monster, Deep Slumber + Deep Slumber (10hd)
[/sblock]
[sblock=Description/Personality/Background/Future Development]
Description - Bevin recently began re-growing his beard. It will probably be at least a few more days before it is returned to its lush fullness. He has surrendered and is letting his whiskers grow unchecked. Soon, when Bevin is once again fully equipped with hs usual, luxuriant beard, he wears it long, tapered, and forked, with a golden "Dwarven Beard Clasp" near the end. The Beard Clasp is in the shape of a hammer and anvil, and is inscribed with a stylized "B" (the Dwarven equivalent). Bevin usually wears flowing garments of bright colors, a long sash or girdle with many pockets, and hard boots. Bevin also wears a normal belt to which are attached his pouches and his mace, "Nutcracker."
Personality - Bevin tends to be pretty easygoing. Because he was always somewhat ostracized from Dwarvish society due to his interest in magic, Bevin has a soft spot in his heart for outcasts and misfits. He also has an abiding hatred of bullies and conformists (whom he sees as mere 'sheep'). See next paragraph for more personality details about Bevin, too.
Background - Bevin hails from Rockhome (Clan Wyrwarf). Definitely a nonconformist Dwarf, Bevin never liked to dig and get dirty. Because of this fastidious nature, Bevin was relegated to the fringes of Dwarvish society, and this disenfranchisement led directly to his decision to be a rogue. However, soon he found the moral courage necessary for him to pursue his true passion: MAGIC. For a Dwarf, this was not a terribly easy decision, both because of Dwarvish culture, and because of the innate resistance of Dwarves to magical energy. But Bevin was always fascinated by magic, so he finally made up his mind to pursue his true passion. Bevin is content with the choice he has made, because magic is what he wants to do with his life, and the rest of the "accepted" Dwarvish world can, for all he cares, just go and be hanged. Even as a rogue, Bevin was studying spellcraft as much as possible, so he is very accomplished in that skill for someone of his experience as a wizard.
Future Development: If he is successful as a wizard, Bevin will probably continue to add levels to his arcane class. If he has less luck as a wizard, he may revert to his roguish ways, but this decision would be based solely upon survival, not personal preference, since his passion is for magic and this will probably always be the case. He might even take a level or two as a fighter since that is the favored class of Dwarves, and would add considerably more hit points to the mix.
[sblock=Bevin's Tentative Plan for Future Spells]Wiz 7: Crushing Despair and Phantasmal Killer; Wiz 8: Charm Monster and Orb of Cold
Also needs to pick up Magic Missile ASAP!
Future Feats: Spell Focus (Enchantment), Spell Focus (Illusion), Weapon Focus (Ranged Touch/Ray),
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