Herobizkit
Adventurer
Also, is my character IC now? I popped over to the IC thread and it looks like the halfling was discovered.
Duergrim -- Male Dwarf Diviner, 1
CR 1; Lawful Neutral Medium Humanoid; HD 1d6
HP 8; *Init +6 ; Spd 20'
Deity: n/a
* Forwarned gives +1 to Init
AC 11 (15 vs. giants), Touch 11, Flat-Footed 10
No Armor
Base Atk +0; CMB +1, CMD +3 (+7 vs. bull rush or trip)
Melee
Melee
Ranged
Abilities Str 12 (+1, 2 pp), Dex 12 (+1, 2 pp), Con 14 (+2, 2 pp), Int 15 (+2, 7 pp), Wis 14 (+2, 2 pp), Cha 8 (-1)
Saves Fort +2, Ref +1, Will +3; (all saves at +2 vs. poison, spells, spell-like abilities)
Dwarf Traits:[sblock]
Feats: Improved Initiative
Languages Common, Dwarven, Draconic, Giant.
Class Abilities: Arcane bond, arcane school, cantrips, Scribe Scroll
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).
Diviner's Fortune [5/day](Sp):When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Familiar: Raven
Diviner Spells Prepared -- 3/2; DC 12 + Spell Level
*Cantrips (DC 12) -- read magic, detect magic, prestidigitation
*1st Level (DC 13) -- comprehend languages, summon monster I
Barred Schools: Necromancy, Evocation
Diviner Spell Book –
Cantrips: All
1st Level: comprehend languages, grease, mage armor, magic weapon, summon monster I
Possessions:
Duergrim -- Male Dwarf Diviner, 1
CR 1; Lawful Neutral Medium Humanoid; HD 1d6
HP 8; *Init +6 ; Spd 20'
Deity: n/a
* Forwarned gives +1 to Init
AC 11 (15 vs. giants), Touch 11, Flat-Footed 10
No Armor
Base Atk +0; CMB +1, CMD +3 (+7 vs. bull rush or trip)
Melee
Melee
Ranged
Abilities Str 12 (+1, 2 pp), Dex 12 (+1, 2 pp), Con 14 (+2, 2 pp), Int 15 (+2, 7 pp), Wis 14 (+2, 2 pp), Cha 8 (-1)
Saves Fort +2, Ref +1, Will +3; (all saves at +2 vs. poison, spells, spell-like abilities)
Dwarf Traits:[sblock]
- +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
- Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
- Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Dwarves can see in the dark up to 60 feet. See Vision and Light.
- Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
- Greed: Dwarves receive a +2 racial bonus on [FONT="]Appraise[/FONT] skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
- Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Dwarves receive a +4 racial bonus to their [FONT="]Combat Maneuver Defense[/FONT] when resisting a bull rush or trip attempt while standing on the ground.
- Stonecunning: Dwarves receive a +2 bonus on [FONT="]Perception[/FONT] checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Feats: Improved Initiative
Languages Common, Dwarven, Draconic, Giant.
Class Abilities: Arcane bond, arcane school, cantrips, Scribe Scroll
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).
Diviner's Fortune [5/day](Sp):When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Familiar: Raven
Diviner Spells Prepared -- 3/2; DC 12 + Spell Level
*Cantrips (DC 12) -- read magic, detect magic, prestidigitation
*1st Level (DC 13) -- comprehend languages, summon monster I
Barred Schools: Necromancy, Evocation
Diviner Spell Book –
Cantrips: All
1st Level: comprehend languages, grease, mage armor, magic weapon, summon monster I
Possessions:
Last edited: