Heron

Heron, Elven, Wizard 1

Description:
Level 1 Elf Wizard
Heron
+0
10
Strength
-1
8
Constitution
+3
16
Dexterity
+5
20
Intelligence
+1
12
Wisdom
+3
16
Charisma
HIT POINTS
Total
5
Temporary
0
Non-Lethal
0
Current
0
SAVE MODIFIERS
+2 versus Enchantment spells and effects.
+3
Initiative
+3 Dex
30
Speed
None
SKILLS
(Dex) +3
Acrobatics
(Int) +9
Appraise
(Chr) +3
Bluff
(Str) +0
Climb
(Chr) +3
Craft (Untrained)
(Dex) +3
Escape Artist
(Dex) +3
Fly
(Wis) +1
Heal
(Cha) +3
Intimidate
(Int) +9
Knowledge (Arcana)
(Int) +9
Knowledge (Dungeoneering)
(Int) +9
Knowledge (History)
(Wis) +4
Perception
(Cha) +3
Perform (Untrained)
(Dex) +3
Ride
(Wis) +1
Sense Motive
(Int) +11
Spellcraft
(Int) +13
Spellcraft (Identify Magic Item)
(Dex) +3
Stealth
(Wis) +1
Survival
(Str) +0
Swim
(Chr) +6
Use Magic Device
13
Armor Class
+3 Dex
-1
Fortitude
+0 Base
-1 Con
+3
Reflex
+0 Base
+3 Dex
+3
Will
+2 Base
+1 Wis
RACE FEATURES
Low-Light Vision
Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities
Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses
Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose
from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
CLASS FEATURES
Hand of the Apprentice (Su)
You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Arcane Bond (Sp)
At 1st level, wizards form a powerful bond with an object or a creature.
BACKGROUNDS
Dangerously Curious
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Focused Mind
Your childhood was either dominated by lessons of some sort (rapier fencing) that encouraged your
ability toblock out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
FEATS
Scribe Scroll
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.
Magical Aptitude
You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
LEVEL 0 CANTRIPS
Acid Splash
You fire a small orb of acid at the target dealing 1d3 points of acid damage.
Arcane Mark
This spell allows you to inscribe your personal rune or mark.
Bleed
You cause a living creature that is below 0 hit points but stabilized to resume dying.
Dancing Lights
You create up to four lights that resemble lanterns or torches.
Daze
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
Detect Magic
You detect magical auras.
Detect Poison
You determine whether a creature, object, or area has been poisoned or is poisonous.
Disrupt Undead
You direct a ray of positive energy dealing 1d6 points of damage to Undead.
Flare
This cantrip creates a burst of light.
Ghost Sound
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Light
This spell causes a touched object to glow like a torch.
Mage Hand
You point your finger at an object and can lift it and move it at will from a distance.
Mending
This spell repairs damaged objects, restoring 1d4 hit points to the object.
Message
You can whisper messages and receive whispered replies.
Open/Close
You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
Prestidigitation
Prestidigitations are minor tricks that novice spellcasters use for practice.
Ray of Frost
A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
Read Magic
You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Resistance
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Touch of Fatigue
You channel negative energy through your touch, fatiguing the target.
LEVEL 1 SPELLS
Comprehend Languages
You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Detect Secret Doors
You can detect secret doors, compartments, caches, and so forth.
Feather Fall
The affected creatures or objects fall slowly.
Identify
This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
Mage Armor
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Magic Missiles
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
Sleep
A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Summon Monster I
This spell summons an extraplanar creature.
ATTACKS
1d3
+0 vs 20/x2
Unarmed
1d6
+1 vs 18-20/x2
Rage of Aeris, Melee
1d6
+6 vs 18-20/x2
Rage of Aeris, Ranged
EQUIPMENT
Backpack
Wt. 2; Equipped
Bedrool
Wt. 5.0; Bottom of Backpack
Case (map or scroll)
Wt. .5; Backpack
Chalk x2
Wt. 0; Backpack
Flint & Steel
Wt. 0; Backpack
Flour
Wt. 1; Backpack
Hourglass
Wt. 1; Backpack
Ink 2 ounces
Wt. 0; Backpack
Outfit (Explorer's)
Wt. 8.0; Worn
Pepper
Wt. 1; Backpack
Rage of Aeris, Elven MW Rapier
Wt. 2.0; Equipped left side
Saffron
Wt. 1; Backpack
Sewing Needle
Wt. 0; Backpack
Silk
Wt. .5; Backpack
Soap
Wt. 1.0; Backpack
Spellbook
Wt. 3.0; Backpack
Vial x2
Wt. 0.0; Backpack
Waterskin x3
Wt. 3.0; Shoulder, right.
Fine Elven Wine
Wt. 1.5; Backpack
MONEY
Platinum
0
Gold
0
Silver
0
Copper
0
Bio:

850/2,000 XP

Heron

The Hero's of Kassen Andugus