[Sblock=Burning Hands]Sorry, I forgot to put the roll brackets in [roll0][/Sblock].
"Oh Regar, you are a pure genius, pure genius you fabulous wizard, why were you never an evoker?" A memory appears in the back of his mind. Regar was in a classroom that was lit on fire. He was squealing in terror as he was rolling around on the ground, trying to put out the flames. Gnomish wizards
Buckkera and Jopanda were running in with buckets of water, "You suck Regar!" Yelled one of them "Yeah, you're hopeless you idiot, why don't you just go home". Each of them snickered as they put out the final flames in the room. "Would you guys help me, ahhhh!" he cried as the flames spread to his hat. "What a loser", sneered Buckkera as he laughed and left the room, "Yeah, why don't you conjure up a water elemental to put yourself out you smartass" yelled the other as he left the room. Well, after quickly getting out of his robes, Regar WAS ok. But he had to run back through the dorms naked at the end of it. If the laughter from the other wizards wasn't bad enough, he was also chased by summoned birds and flying familiars playing the "Get the worm" game.
Regar paused a moment for the memory to replay itself in his mind, before looking at his new spell and smiling, he whispered to himself "Absolute genius". With that, he went to bed, tucking spike into his makeshift bed and kissing him goodnight, before laying back looking up at the ceiling, looking forward to the next day.
With great enthusiasm, he awoke the next day, memorising his spells, he kept the same orisons, however exchanged 'summon minor monster' for 'feather fall' and 'Protection from Evil' for another Summon Monster I spell.
Grinning, he went again to Maenor. "Maenor, would you mind if when the time comes I memorise 'Magic Weapon' from your book please? If I do the hard work now with your assistance, I can do without the need to decipher it when the time comes? May I do so as or before we leave?" With a smile, he awaits his response.
[sblock=Ministats]
Regar Lilothian - Level 1 Elven Wizard (Conjurer)
Alignment: NG
Languages: Common (Venzan), Elven, Gnoll, Goblin, Orc, Sylvan, Draconic (Class), Terran (Linguistics), Deltan (Free (Campaign related))
HP: 7 = [1d6 + CON (0) + FC (1)] (Wizard 1)
AC: 14 = [10 + DEX (4) + Armor (0) + Shield (0) + Natural (0) + Size (0) + Misc (0)]
Touch: 14
Flatfooted: 10
INIT: +8 = [DEX (4) + Misc (+4 Familiar)]
CMB: -1 = [BAB (0) + STR (-1) + Misc (0)]
CMD: 13 = [10 + BAB (0) + STR (-1) + DEX (4) + Misc (0)]
Fortitude: +0 = [Wizard 1 (0) + CON (0) + Misc (0)]
Reflex: +4 = [Wizard 1 (0) + DEX (4) + Misc (0)]
Will: +0 = [Wizard 1 (2) + WIS (-2) + Misc (0)]
Speed: 30'
• Acid Splash +4 (1d3+1 (Acid Flask as focus))
Attack: +4 = [BAB (0) + Ability (4), 25ft Crit: 20/x2, Special: Acid damage
• Acid Dart +4 (1d6)
Attack: +4 = [BAB (0) + Ability (4), 30ft Crit: 20/x2, Special: Acid damage
• Quarterstaff -1 (1d6-1)
Attack: -1 = [BAB (0) + Ability (-1), Crit 20/x2, Bludgeoning
Weapon Proficiencies: Longbow, longsword, rapier, short bow, club, dagger, heavy crossbow, light crossbow, and quarterstaff
[sblock=Familiar: Greensting scorpion (Spike)]
Greensting Scorpion CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Defense
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
Offense
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Ecology
Environment warm or temperate deserts, forests, plains, or underground
Organization solitary or colony (3–6)
Treasure none
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.
[/sblock]
[sblock=Class and Racial Features, Feats and Traits]
Low-Light Vision: Can see twice as far in dim-light conditions
Elven Immunities
Elven Magic
Arcane school: Conjuration - Summoner's charm - Whenever you cast a conjuration (Summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (Minimum 1)
Acid dart: Standard action - any foe within 30ft ranged touch attack - 1d6 8/day
Spell focus: Conjuration (Class feature): +1 to Conjuration spell DC
Spell Specialization:Summon monster I (1st Level): Treat the spell as if cast 2 levels higher (Effectively gives 2 extra rounds to the duration of the spell)
Alertness (Familiar): +2 to sense motive and perception with your familiar on you
Capable (Skill): Become proficient in 1 skill and get +1 (Escape Artist)
Two world magic (Magic):Learn one extra cantrip from any list
[/sblock]
[sblock=Skills]
Escape Artist 9
Knowledge (Arcana) 9
Knowledge (Nature) 9
Knowledge (Planes) 9
Knowledge (Religion) 9
Linguistics 9
Spellcraft 9
[/sblock]
[sblock=Spells]
Spells Known:
0 Level: All wizard cantrips plus purify food/drink, minus restricted schools
1st Level: Colour spray, Feather fall, Grease, Mage armor, Mount, Obscuring mist, Protection from evil, Summon monster I
Learnt from scrolls: -Summon Minor Monster, break, burning hands
Spells Prepared (Ready):
0 Level: Read Magic, Detect magic, Acid splash
1st Level: Summon Monster I (Favored school), Mage Armor, Summon Monster I, Feather fall
Spells Expended:
1st level:
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