Crimson Throne/Jadar Marath

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  • Name:
  • Human Conjurer 1
  • Age: 21 (max age )
  • Height:
  • Weight:


Stats

STR ()
DEX ()
CON ()
INT () +2 (Human bonus)
WIS ()
CHA ()


Skills

  • xx skill points per level ((2 + Int modifier) +1)

The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int)

Other useful skills: Ride (dex), Intimate (Cha), Stealth (Dex), Heal (Wis)

"primary class-skills"
Skill 1st Total
Spellcraft x x
Knowledge (Arcana) x x
Knowledge (Planes) x x
Knowledge (Religion) x x
Total skill pts. x x
"Secondary class-skills"
Skill 1st Total
Appraise x x
Knowledge (Local) x x
Knowledge (History) x x
Knowledge (Nobility) x x
Total skill pts. x x
"Primary other"
Skill 1st Total
Stealth x x
Intimidate x x
Total skill pts. x x
"Secondary other"
Skill 1st Total
Ride x x
Heal x x
Total skill pts. x x

Class Features

  • proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
  • casts arcane spells drawn from the sorcerer/wizard spell, Intelligence score equal to at least 10 + the spell level. DC for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
  • A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
  • Arcane Bond (Ex or Sp): Choose familiar or bonded item.
  • Specialist wizard, Conjuration. Opposing schools: Enchantment and Illusion
  • Cantrips (0th level spells) are prepared and cast like any other spell, but they are not expended when cast and may be used again.
  • At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat.
  • A wizard must study his spellbook each day to prepare his spells, except Read Magic.
  • A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Conjurer special

  • Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
  • Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
  • Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Feats

  • 1 feat at 1st level
  • +1 feat (human)

Spells

0. Level

Known (all except opposing schools):
Can cast (3):

1. Level

Known (3):
Can cast (1 + 1 conjuration):

Equipments

Weapons & armor

Adv. Gear

Background

Muuta

  • LOST LOVE - Widowed