Alaric level 3
[sblock=Alaric]Alaric the Alchemist..............Male Azgundi Human, XP: 3,036
Strength............10 (+0)...........Character Level: 3, Wizard 3
Dexterity..........14 (+2)............Medium-Size, Speed 30 ft. (20 ft. encumbered)
Constitution......14 (+2)............Initiative: +2, BAB: +1, Grapple: +1
Intelligence.......16 (+3)............Melee: +1, Ranged: +3 (or +4 point blank)
Wisdom...........12 (+1)............Total HP: 15, Current HP: 15, Nonlethal: 0
Charisma..........12 (+1)............Fortitude: +3, Reflex: +3, Will: +4
Normal AC: 12 (+2 Dex), Touch AC: 12, Flat-Footed AC: 10
Alignment: Neutral Good, Age 22, Birthdate 11/20/1128, Height 5'-9", Weight 143 lbs.
Tanned Caucasian Skin, Dark Blue Eyes, Blonde Hair & Sideburns
Attacks:
Dagger +1 melee for 1d4 damage
Magic dagger +2 melee for 1d4+1 damage
Dagger +3 ranged for 1d4 damage (10 ft. increment, 50 max)
Point blank dagger +4 ranged for 1d4+1 damage (10 ft. increment, 30 max)
Magic dagger +4 ranged for 1d4+1 damage (10 ft. increment, 50 max)
Point blank magic dagger +5 ranged for 1d4+2 damage (10 ft. increment, 30 max)
Crossbow +4 ranged for 1d8 damage (80 ft. increment, 800 max)
Point blank crossbow +5 ranged for 1d8+1 damage (30 ft. max)
Magic crossbow +5 ranged for 1d8+1 damage (80 ft. increment, 800 max)
Point blank magic crossbow +6 ranged for 1d8+2 damage (30 ft. max)
Acid arrow +3 ranged touch for 2d4 damage, 2d4 next round (400 ft. +40 ft./caster level)
Point blank acid arrow +4 ranged touch for 2d4+1 damage, 2d4 next round (400 ft. +40 ft./caster level)
Acid splash +3 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank acid splash +4 ranged touch for 1d3+1 damage (25 to 30 ft.)
Ray of frost +3 ranged touch for 1d3 damage (25 ft. +5 ft./2 caster levels)
Point blank ray of frost +4 ranged touch for 1d3+1 damage (25 to 30 ft.)
Disrupt undead +3 ranged touch for 1d6 damage (25 ft. +5 ft./2 caster levels)
Point blank disrupt undead +4 ranged touch for 1d6+1 damage (25 to 30 ft.)
Touch of fatigue +1 melee touch for fatigue (fatigue lasts 1 round/caster level)
Languages (Literate): Azgundi, Common, Draconic, Dwarven, Elven.
Proficiencies: Club, dagger, quarterstaff, light crossbow, heavy crossbow.
Level Progression Feats: Point Blank Shot, Weapon Focus (light crossbow).
Human Bonus Feat: Precise Shot.
Wizard Bonus Feat: Scribe Scroll.
Skills: Concentration +8 (6 ranks, +2 Con), Craft (alchemy) +8 (5 ranks, +3 Int), Craft (carpentry) +4 (1 rank, +3 Int), Craft (painting) +4 (1 rank, +3 Int), Craft (sculpture) +4 (1 rank, +3 Int), Decipher Script +5 (2 ranks, +3 Int), Heal +2 (1 rank cross-class, +1 Wis), Knowledge (arcana) +5 (2 ranks, +3 Int), Knowledge (architecture & engineering) +5 (2 ranks, +3 Int), Knowledge (dungeoneering) +5 (2 ranks, +3 Int), Knowledge (geography) +5 (2 ranks, +3 Int), Knowledge (local - Azgund) +5 (2 ranks, +3 Int), Knowledge (nature) +4 (1 rank, +3 Int), Profession (cook) +3 (2 ranks, +1 Wis), Profession (herbalist) +2 (1 rank, +1 Wis), Spellcraft +5 (2 ranks, +3 Int), Survival +2 (1 rank cross-class, +1 Wis).
put 1 rank into geography, cook, and decipher, 3 ranks into concentration
Racial Traits: Medium-size humanoid (human), base Speed 30 feet, bonus feat of choice, extra skill points, highest-level class is favored class.
Ability Score Development: 32 point buy, for base scores of 10 (2 pts), 14 (6 pts), 14 (6 pts), 16 (10 pts), 12 (4 pts), and 12 (4 pts).
Familiar: Has the ability to call a familiar at some point, involving a ritual that costs 100 gold pieces in expendable reagents.
Generalist Wizard Spells: Casts prepared arcane spells, caster level of 3, spellcasting is based on Intelligence, and needs a spellbook. 4 spell slots of 0-level, 2 spell slots of 1st-level, and 1 spell slot of 2nd-level, plus a bonus slot of 1st-level and 2nd-level from Intelligence.
0-Level Spells (save DC 13): Resistance (Abjur), Acid Splash (Conj), Detect Magic (Div), Detect Poison (Div), Read Magic (Div), Daze (Ench), Dancing Lights (Evoc), Flare (Evoc), Light (Evoc), Ray of Frost (Evoc), Ghost Sound (Illus), Disrupt Undead (Necro), Touch of Fatigue (Necro), Mage Hand (Trans), Mending (Trans), Message (Trans), Open/Close (Trans), Arcane Mark (Univ), Prestidigitation (Univ).
1st-Level Spells (save DC 14): Shield (Abjur), Mage Armor (Conj), Burning Hands (Evoc) "Inathirae Cienu Sanetheir", Magic Missile (Evoc), Color Spray (Illus), Enlarge Person (Trans), Expeditious Retreat (Trans), Magic Weapon (Trans) "Temuril Nesai Aras".
2nd-Level Spells (save DC 15): Acid Arrow (Conj), Command Undead (Necro).
Prepared Spells (civilized towns): Detect Magic, Light, Prestidigitation, Prestidigitation, Expeditious Retreat, Expeditious Retreat, Mage Armor.
Prepared Spells (short travel): Acid Splash, Disrupt Undead, Light, Prestidigitation, Burning Hands, Expeditious Retreat, Mage Armor.
Prepared Spells (typical adventuring): Detect Magic, Disrupt Undead, Disrupt Undead, Disrupt Undead, Burning Hands, Mage Armor, Magic Missile, Acid Arrow, Command Undead.
Possessions: Dagger (2 gp, 1 lb.), Dart (5 sp, 1/2 lb.), Light Crossbow (35 gp, 4 lbs.), 28 Bolts (3 gp, 3 lbs.), 2 Acid Flasks (20 gp, 2 lbs.), 2 Alchemist's Fire Flasks (40 gp, 2 lbs.), 2 Tanglefoot Bags (100 gp, 8 lbs.), Scroll of Magic Missile (25 gp, 0 lbs., 1st-level caster), Scroll of Magic Weapon (25 gp, 0 lbs., 1st-level caster), Scroll of Shield (75 gp, 0 lbs., 3rd-level caster), Spellbook (free starting spellbook, 43/100 pages used, 3 lbs.), Spell Component Pouch (5 gp, 2 lbs.), Scholar's Outfit (free starting outfit, 6 lbs.), Traveler's Outfit (1 gp, 5 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 2 lbs., holds scholar's outfit, spellbook, artisan's tools, trail rations, and 1 waterskin), 2 Belt Pouches (2 gp, 1 lb., one holds coins, chalk, and tindertwig, other holds inkpen, ink vial, flint, steel, and soap), 2 Scroll Cases (2 gp, 1 lb., one holds parchment), Full Ink Vial (8 gp, 0 lbs.), Inkpen (1 sp, 0 lbs.), 5 Parchment Sheets (1 gp, 0 lbs.), Artisan's Tools - Alchemy (5 gp, 5 lbs.), Bedroll (1 sp, 5 lbs.), Soap (5 sp, 1 lb.), Chalk (1 cp, 0 lbs.), Flint & Steel (1 gp, 0 lbs.), Tindertwig (1 gp, 0 lbs.), 4 Trail Rations (2 gp, 4 lbs.), 4 Waterskins (4 gp, 16 lbs.).
Wealth: 29 gp, 7 sp, 9 cp.......................................Current Load: 55-1/2 lbs. (medium)
Light Load: 33 lbs. max......Medium Load: 66 lbs. max......Heavy Load: 100 lbs. max
Lift High: 100 lbs. max......Lift Off Ground: 200 lbs. max......Push/Drag: 500 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.
Appearance: Alaric is a young man of fairly average height and build, though a tad stocky with his broad shoulders and torso. He appears to have none of the muscle a farmer or other laborer would possess, but still looks like an active fellow, tanned by the sun and light on his feet. Well, except for the fact that he stoops a bit under the burden of his heavy backpack. Alaric has fairly average features and seems to be of pure Azgundi lineage, with fair skin, dark blue eyes, sandy blonde hair, and sideburns.
He lacks the grooming and posture of a highborn Azgundi, but appears reasonably clean and presentable. Alaric wears traveling clothes of brown and gray, and a many-pocketed black vest over his jerkin, with a leather cloak hanging from his shoulders for shelter against rain. A broad-rimmed hat shades his face from too much sun while he's on the road, adding to his lowborn appearance. Though not wealthy, Alaric at least appears to carry a decent number of supplies and materials in his pockets, backpack, and three belt pouches, as well as a dagger sheathed at his belt and a light crossbow that hangs behind his right shoulder. A map or scroll case is strapped to each of his thighs, and a few waterskins hang from the front of his vest. He's certainly well-prepared for traveling and the rigors of the road, though all that gear weighs him down and slows his stride.
Personality: Alaric has a mischevious, curious personality tempered only slightly by his patience and scholastic interest. He can spend days focused in study of some interesting or challenging subject, but once he gets bored with it or finishes, he is quickly drawn to exploring his surroundings and looking for opportunities to do mischief. He loves to discover new things or master a complicated concept, and can see the 'big picture' of how each discovery and piece of lore will help him achieve greater things, find more important treasures, or grasp the workings behind a grander invention or magic spell.
Alaric knows he's rather smart and likes to show off once in a while, but it's not a common impulse for him, he'd rather put his wits to use in crafting something impressive just because he can. Art and craftsmanship are important to him as outlets for his creativity and curiousity, giving form to thoughts, which provoke further thoughts and new ideas from himself and others. Since he has a fondness for flashy displays and explosions, though nothing quite so drastic as pyromania, Alaric likes to learn and craft explosive devices, festive ornaments, and strange contraptions. The young man is driven almost entirely by curiousity, creative impulse, and a simple love of explosions and carnage. Fortunately he's rational and kind enough to temper the worst of these desires, and clever enough to put them to good use.
He owes his mild temperment and generous nature to his mother's stern discipline and his grandfather's lessons. He would probably be a lot more careless and destructive if not for them, but instead Alaric maintains some good will towards others. While he doesn't feel any particular desire to fight or harm others, Alaric has no difficulty working up the will to fight when he needs to, or when someone keeps getting in his way. He's more than happy to blow stuff up or shoot a target full of holes, though he'd rather not cause any permanent harm. A little roughing up doesn't bother him, and he doesn't flinch at the idea of playing a slightly dangerous prank. And he's understanding enough of the natural cycle of things, so he doesn't feel bad about hunting rabbits and other game for meals on the road. Overall, Alaric would rather do some good and be well-treated in kind, though his mischief may sour people's attitudes.
Background: Hailing from the Azgundi barony of Reislau, a young lad by the name of Alaric came to the Adventurer's Guild headquarters in the neighboring province at his parents' bidding, to study with one of the Guild's wizards and put his curiousity to good use as a scholar. Thankful to be rid of the boy and his endless questions, his silly redecorations of the house, his tomfoolery with the neighbors' kids, his random wandering in the woods, and his habit of dismantling household items to make toys.....Alaric's parents used their savings to send the 12-year-old away, for an 8-year study in wizardry and scholastic matters.
The lad stayed with distant relatives in the city, doing a few odd-jobs and helping around the house, to try and earn some coppers for snacks and general hijinks. Alaric did a fair amount of maturing while in the strict environment of his great-uncle's home and in the workshop of his teacher Entan, but didn't lose all of his childish impulses despite this. He still spent his days without classes running around in nearby woodlands and playing games, going on hikes through the hill country, or tinkering with random stuff in the city to make his amateur artwork. When he wasn't fooling around outside, Alaric wandered the city and pestered or observed local artisans and apothecaries going about their business, ever curious.
Even with these wanderings and games, Alaric never really got frustrated with his wizardly schooling or suffered any setbacks during his time with Master Entan. He always had a bright mind and, despite his mischevious tendencies, could easily become absorbed in any book of creative or practical lore. Learning to build things, tinker with mechanisms, improve artistic techniques, or mix ingredients into something flashy and strange always interested him. Alaric's obsession with tinkering, invention, and discovery was the whole reason his parents sent him off to the Adventurer's Guild, rather than just sending him anywhere else for their own peace.
The youth's talent for mathematics, working with his hands, and quick learning was a good indicator that he could be sent to work for someone else and make a fine living, if only he could stop being so annoying. It helped that he got the attention of an Azgundi wizard who passed through their town on business, and amused the elderly magician enough to prompt a brief discussion with the fellow. Alaric's parents figured it was a sign that maybe, just maybe, their boy could put his noggin to use learning wizardry and actually manage to get along with those bookish types. So it was that nearly a year later, after his 12th birthday, Alaric was sent off to the Guild. With his great-uncle Lamont convincing one of the Guild's wizards to give the lad a chance, Alaric tested into Master Entan's small group of apprentices and began training.
Alaric was never one of Entan's favorite students, but he rarely caused any trouble for Entan and never personally wasted the wizard's time when it came to training and schooling. From his few normal conversations with Entan, Alaric heard a little about the wizard's earlier exploits as an adventurer. He knows Entan to be fairly high up in the Adventurer's Guild but managed to restrain himself from pestering the older man for stories, though he has learned a little at least. Alaric heard a bit about Entan's old traveling companions; Ivellios Holimion, the grey elven priest; Iphithis, the scout and half-elven son of Ivellios; and Vaarg, the half-orcish warrior. He knows just a little of Entan's own history, such as the obvious fact of Entan's Thayvian heritage, judging from the older wizard's appearance. As a journeyman wizard under Entan, Alaric has learned to study magical forces and shape them in the elven, artistic fashion. The young man still works a bit for Entan, who considers him a novice yet. Alaric devotes most of his time to personal work, but still serves Entan while trying to establish himself as a capable wizard.
Before entering the Adventurer's Guild, Alaric had always been an active lad, though never doing any hard work or serious sports. One of his favorite activities was cobbling together toys and devices for his hijinks, such as the slingshots he scrounged up every so often, and the crossbow he found broken in town and managed to fix with random parts he scavenged. Though generally used for mischief, Alaric's makeshift crossbow was also put to good use hunting rabbits in the woods, rats in the town, and scaring off stray dogs that sniffed around the market stalls. He even put it to use warning off bullies a few times, when they threatened Alaric and some of his neighbors' kids. After attending the Guild's training, Alaric replaced his lost, makeshift crossbow with a real one he purchased with most of his earnings, knowing he'd have to be capable of self-defense once he stopped living with his great-uncle Lamont.
Despite his usual troublemaking as a kid, Alaric did occasionally help out his neighbors, and used his skills to make a variety of tonics, tinctures, and oils to cure the huntsman next door after he came down with a rash and the chills one day. He's helped the local apothecary brew herbal teas and stews a few times, gathered ingredients for his mother's cooking, and fetched things from the market or the woods for his elderly neighbors.
During his apprenticeship the lad studied the languages of elves, dragons, and lizardfolk, expecting he'd need such understanding if he were to research magic outside Master Entan's workshop someday. He also worked on improving his vocabulary, and picking up the trade tongue used by folks in the Adventurer's Guild. Alaric had already learned a decent chunk of the dwarven language from chatting with a hill dwarf, who passed through Alaric's hometown every autumn to trade dwarven goods for foodstuffs.
Since finishing his basic schooling in wizardry and worldly matters with Entan 2 years ago, Alaric has done a few odd-jobs to pay back his great-uncle and amass some coinage to pay for further studies, research, and artistic endeavors. He hopes to go traveling someday and find something really great or impressive, possibly make a name for himself, or at least come to understand the world's inner workings a lot better. He's found wizardry to be a challenging and amusingly useful subject of study, so he's fairly determined to move on from his rudimentary knowledge of the arcane to some greater secrets of magic. In the meantime, Alaric is beginning to make a decent living as an alchemist, though in serious need of supplies and a proper laboratory. His earnings thus far, and the bit of material he's received or snuck away from the Guild's supplies, is hardly sufficient for any professional alchemy.[/sblock]