Moru Sen, Human Conjurer
EDIT: Should be all done now.
Initial HP roll
Re-roll for 1
(Sorry, it wasn't until I rolled the first batch that I remembered IC had a way to auto-discard rolls of a certain value).
Code:
[B]Name:[/B] Moru Sen
[B]Class:[/B] Conjurer 5
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] None
[B]Str:[/B] 10 +0 (2p.) [B]Level:[/B] 5 [B]XP:[/B] 10,000/15,000
[B]Dex:[/B] 14 +2 (6p.) [B]BAB:[/B] +2 [B]HP:[/B] 23/23 (5d4+10)
[B]Con:[/B] 14 +2 (6p.) [B]Grapple:[/B] +2 [B]Dmg Red:[/B] -
[B]Int:[/B] 17* +3 (10p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (2p.) [B]Init:[/B] +2 [B]Spell Save:[/B] -
[B]Cha:[/B] 14 +2 (6p.) [B]ACP:[/B] 0 [B]Spell Fail:[/B] -
* +1 to Int @ 4th level
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +0 +0 +2 +0 +1 +1 14*
[B]Touch:[/B] 13 [B]Flatfooted:[/B] 12
* AC 18 with Mage Armor
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 1 +2 +0 +3
[B]Ref:[/B] 1 +2 +2* +5
[B]Will:[/B] 4 +0 +0 +4
* Weasel Familiar (within 1 mile)
[B]Weapon Attack Damage* Critical[/B]
MW DW trunch..............+3.....1d4+1.........x2
MW DW trunch, thrown......+5.....1d4+1.........x2, range 10 ft.
Dagger +1.................+3.....1d4+1.........19-20/x2
Dagger +1, thrown.........+5.....1d4+1.........19-20/x2, range 10 ft.
MW Light Crossbow.........+5.....1d8...........19-20/x2, range 80 ft.
[B]Languages:[/B]
Common
Elven (Int bonus)
Dwarven (Int bonus)
Draconic (Int bonus)
[B]Abilities:[/B]
--Human--
* Bonus feat 1st level
* Extra skill points (+4 1st level, +1 thereafter)
* Any Bonus languages available
* Any favored class
--Conjurer--
* Weapons: truncheon (campaign bonus), club, dagger,
heavy & light crossbow, quarterstaff
* Prepared Arcane Spells per day:
cantrips: 4+1 (DC 13)
1st level: 3+1 (DC 14)
2nd level: 2+1 (DC 15)
3rd level: 1+1 (DC 16)
* Spellbook
* Conjuration Specialization
+1 [Conjuration] spell per spell level / day
Prohibited: Enchantment, Necromancy
+2 bonus to Spellcraft for learning Conj spells
* Summon Familiar (Retbi, weasel)
+2 bonus to Reflex Saves
Alertness within arm's reach
Empathic link
Share spells
Deliver touch spells
Speak with master
* Bonus feats
[B]Feats:[/B] Alertness (Familiar bonus - arm's reach only)
Scribe Scroll (Bonus Wizard 1st)
Collegiate Wizard (1st level)
Spell Focus (Conjuration) (Bonus Human)
Augment Summoning (3rd level)
Sudden Still (Bonus Wizard 5th)
[B]Skill Points:[/B] 48 [B]Max Ranks:[/B] 8/4
[B]Skills Ranks Mod Misc Total[/B]
--Class--
Concentration..............8....+2..........+10
Decipher Script............8....+3..........+11
Know:
Arcana..................8....+3....+2**..+13
Dungeoneering...........6....+3..........+9
Nature..................4....+3..........+7
Planes..................6....+3..........+9
Spellcraft.................8....+3....+2*...+13 (+15 to learn Conj)
--Cross Class--
Spot.......................0....+0..........+0 (+2 w/ familiar)
Listen.....................0....+0..........+0 (+2 w/ familiar)
Survival...................0....+0..........+0 (+2 underground / other planes)
* +2 Know: Arcana synergy
** Collegiate Wizard Feat
[B]Equipment: Cost Weight[/B]
'Health Plan'..........1000gp
Familiar summoning.100gp
--Clothing (based on situation)--
Uniform...................--
Explorer's Outfit........10gp
Scholar's Outfit..........5gp
--Worn / Carried--
MW Darkwood truncheon......--....1lb
Ring Prot +1............200pp....0
Amulet Nat. Armr +1.....200pp....0
MW L. crossbow..........335gp....4lb
Bolts (10)................1gp....1lb
Dagger +1..............2302gp....1lb
Signal whistle............8sp....0
Spell pouch...............5gp....2lb
Backpack..................2gp....5lb
--In Backpack--
Potion CLW..............750gp....0
Spellbook..................--....3lb
Caltrops..................1gp....2lb
Flint and steel...........1gp....0
Ink.......................8gp....0
Inkpen....................1sp....0
Manacle Lock (amazing)..150gp....1lb
Manacles.................15gp....2lb
Parchment x5..............1gp....0
Waterskin.................1gp....4lb
Antitoxin................50gp....0
Sunrod x2.................4gp....2lb
[B]Total Weight:[/B]28lbs [B]Money:[/B] 10pp 158gp 1sp
Monthly Costs: Middle Middle Class (25gp), Health Plan (5gp)
Montly Income: 50gp (Special Squad salary)
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 33 66 100 200 500
[B]Age:[/B] 20
[B]Height:[/B] 5'10"
[B]Weight:[/B] 180lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Tan
[sblock=Collegiate Wizard]Complete Arcane, pg. 181
Prereq: Wizard 1st, Int 13, 1st level only
Benefits:
* +2 bonus on Know (arcana) checks
* As a 1st level Wizard, you gain 6 1st level spells (instead of 3)
* At each level after 1st, you gain 4 new spells (instead of 2)[/sblock]
[sblock=Sudden Still]Complete Arcane, pg. 83
Benefits: Once per day, you may apply Still Spell to a spell you cast without increasing the spell's level [/sblock]
[sblock=Spell Book]
Collegiate Wizard:6 1st level spells at 1st, +4 spells each level after
Cantrips: All (excluding Necromancy and Enchantment)
1st level: Shield, Grease, Mage Armor, Summon Monster 1, Comprehend languages, Identify, Magic Missle, Feather Fall, Color Spray, Detect Secret Doors
2nd level: Summon Monster 2, Web, See Invisibility, Invisibility, Protection from Arrows, Resist Energy, Glitterdust, Knock
3rd level: Stinking Cloud, Fireball, Summon Monster 3, Lightning Bolt[/sblock]
[sblock=Spells Prepared] (S) = Extra spell for magic specialization
Spell Focus (Conjuration): +1 DC on conjuration
Augment Summoning: summoned creatures +4 str/con
Cantrips (4+1 DC 13/14): Detect Magic, Prestidigitation, Flare, Message, Acid Splash(S)
1st level (3+1 DC 14/15): Shield, Mage Armor, Magic Missle, Grease(S)
2nd level (2+1 DC 15/16): Invisibility, Summon Monster 2, Web(S)
3rd level (1+1 DC 16/17): Fireball, Stinking Cloud(S)[/sblock]
[sblock=Appearance]Moru is lean, his features angled and well-defined. He doesn't spend much time tending to his appearance, however, distracted as he often is by the latest object of his curiosity. His hair is often disheveled, his face usually sporting about a week's worth of stubble. His clothes, too, are always just a bit undone, as if he put them on hastily and never takes the time to fold them properly.[/sblock]
[sblock=Background]As Moru's mother is wont to say, Moru always had his nose into some kind of trouble. That was the problem with being a bright, curious child in the smorgasbord of stimulus that is the 10th ward. It didn't help that his immigrant parents had to spend much of the day working to scrape by a living, and so couldn't spend the time they needed to keep an eye on him.
If he wasn't pestering someone about the specifics of their race or their homeland, Moru was climbing to get a closer look at a new architectural piece, or sampling a new food, or dismantling something to see how it worked--in almost all cases, without permission. Luckily, what the boy lacked in common sense, he made up for with charm (and, failing that, quickness). His parents were sure, though, that it was only a matter of time before Moru's poking into things wound up having some more severe consequences than a comic chase through the district.
They were both surprised and relieved beyond measure, then, when the adolescent Moru's cheerful interrogation of a respected wizard, Haswan Berfubble, visiting a new art exibit impressed the man such that he offered Moru a scholarship to the Lauralie Conjuration Academy.
There, with Berfubble as a mentor, Moru's curiosity had a more structured outlet. Which is not to say he was a model student. As before, he never quite had enough sense to adequately temper his curiosity. He had a penchant for freeing the school's creature specimens ("I just wanted a closer look"), and the school had to take to more carefully monitoring him in his alchemical studies ("But if one drop is good, four must be better, right?"), just for example. Luckily, his innate interest in summoning live creatures lead him to exclude necromancy from his studies; the professors breathed a collective sigh of relief that Moru would never interact with the Undead samples.
It was something of a surprise when Moru chose to enter the constabulary. His professors assumed he'd attach himself to the best magical research facility around for the benefit of their resources. Moru, for all that the idea appealed, found that what he had missed most in his academy days was the interaction with people on the streets. Life as a constable gave him that back, and gave him a sense that he was also repaying the people he'd learned from by using his skills to protect them.
Eventually, Moru's inquisitive nature lead him to join the investigative Alpha Division of the Special Squad. "Iggy" is often flustered by Moru's stream-of-conscious, lack-of-discipline style (and he really hates that bloody weasel that hangs out on the boy's shoulder), but he gets along well with his fellows and the citizenry, and Iggy can't argue the results. Usually.[/sblock]
[sblock=Familiar]
Code:
[B]Name:[/B] Retbi
[B]Race:[/B] Weasel (Magical Beast)
[B]Size:[/B] Tiny
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Str:[/B] 3 -4 [B]HD:[/B] 5
[B]Dex:[/B] 15 +2 [B]BAB:[/B] +2 [B]HP:[/B] 11 (1/2 master, round down)
[B]Con:[/B] 10 +0 [B]Grapple:[/B] -10
[B]Int:[/B] 8 -1 [B]Speed:[/B] 20' (Climb 20')
[B]Wis:[/B] 12 +1 [B]Init:[/B] +2
[B]Cha:[/B] 5 -3 [B]ACP:[/B] 0
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +0 +0 +2 +2 +0 +0 14
[B]Touch:[/B] 14 [B]Flatfooted:[/B] 12
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 2 +0 +2
[B]Ref:[/B] 2 +2 +4*
[B]Will:[/B] 4 +0 +4
* Improved Evasion:
save for 1/2 damage = no damage
failed save for 1/2 damage = 1/2 damage
[B]Weapon Attack Damage Critical[/B]
Bite*.....................+4......1d3-4.........x2
* Attach ability:
Bite hit = attach
Auto damage while attached
No Dex bonus to AC while attached
Can be struck or grappled
Pin needed to detach through grapple
[B]Abilities:[/B]
--Weasel--
* Low-light vision
* Scent
* Attach
* +4 racial bonus on Move Silently
* +8 racial bonus on Balance and Climb
* Use Dex bonus for Climb checks
* Can always take 10 on Climb checks
--Familiar--
* HD = master's character level
* HP = 1/2 master's
* BAB per master
* Saving throws as better of Master's or Familiar's animal type
* Skill ranks as better of familiar animal type or Master's
* +3 Natural armor bonus
* Int score 8
* Improved evasion
* Share spells (within 5')
* Empathic link (1 mile)
* Deliver touch spells
* Speak with master
[B]Feats:[/B]
Agile (species feat)
Weapon Finesse (species bonus feat)
[B]Skills Base Bonus Total[/B]
--From Master--
Concentration..............8....+0..........+8
Decipher Script............8....-1..........+7
Know:
Arcana..................8....-1..........+7
Dungeoneering...........6....-1..........+5
Nature..................4....-1..........+3
Planes..................6....-1..........+5
Spellcraft.................8....-1....+2*...+9
--Racial--
Balance....................................+12
Climb......................................+10
Escape Artist...............................+4
Spot........................................+3
Hide.......................................+11
Move Silently...............................+8
* +2 Know: Arcana synergy
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 7 15 22 N/A 110
[/sblock]