Falkor character sheet and notes
Posted: Sat Apr 17, 2010 7:15 pm
Class: Wizard (7th)
Race: Halfling
Alignment: Neutral Good
Age: 45 1/3
Stats:
Strength:6 (-2)
Dexterity: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 11 (+0)
Constitution: 8 (-1)
Charisma: 10 (+0)
Hit points = 17
Armour class = 13 (11)
Speed = 20 feet
Melee bonus: +2
Range bonus: +5, +6 when throwing items or using slings
Fortitude: +2
Reflexes: +5
Will: +6, +8 against fear effects
Skills:
Appraise: +2 (0), +4 with scrolls
Knowledge (dungeoneering): +7 (5)
Knowledge (arcana): +7 (5)
Concentration: +3 (4)
Acrobatics +5 (3)
Heal: +3 (3)
Sense Motive: +3 (3)
Speak language (common): (4)
Speak language (halfling): (4)
Speak language (orc): (2)
Speak language (elf): (1)
Stealth(CC): +4 (0), +6 when hiding
Perception (CC): +1 (1), +3 for listening
Athletics (CC): +0 (0), -2 when swimming
Assign 12 skill for level 7
Feats:
Spell Penetration: +2 to spell damage or +1 to opposed check roll of spell.
Enlarge spell (Fireball) - spell does not start to degrade until it has travelled its normal range.
Spell Focus: +2 to DC for resisting spells.
You get one more feat for 6th level
Racial traits
Small: +1 attack and AC bonus. +4 dodge bonus to AC against giants. +4 bonus to hide checks. Uses smaller weapons. 3/4 carrying capacity.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear
+1 racial bonus on attack rolls with thrown weapons and slings
Abilities
Scribing scrolls: +2 to appraise checks on scrolls, counts as trained.
Familar: Speak to animals ability, 1/day.
Wizard spells: 4 spell-like/encounter, 4 LO/encounter, 3 UM/encounter, 2 ON/encounter, 1 EE/encounter
Runes/combinations known: All runes and spells known
Evocation school: For 0-level effects - +5 to checks on creating energy-related effect, or add 1d3 of appropriate damage type. Use up one 0-level effect as part of a standard action to add 1d3 damage of the same energy type to existing spell or spell-like effect damage. May cast one FUL, fireball, poison bolt or lightning bolt spell as if one spell slot higher (not higher than current highest spell slot)
Race: Halfling
Alignment: Neutral Good
Age: 45 1/3
Stats:
Strength:6 (-2)
Dexterity: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 11 (+0)
Constitution: 8 (-1)
Charisma: 10 (+0)
Hit points = 17
Armour class = 13 (11)
Speed = 20 feet
Melee bonus: +2
Range bonus: +5, +6 when throwing items or using slings
Fortitude: +2
Reflexes: +5
Will: +6, +8 against fear effects
Skills:
Appraise: +2 (0), +4 with scrolls
Knowledge (dungeoneering): +7 (5)
Knowledge (arcana): +7 (5)
Concentration: +3 (4)
Acrobatics +5 (3)
Heal: +3 (3)
Sense Motive: +3 (3)
Speak language (common): (4)
Speak language (halfling): (4)
Speak language (orc): (2)
Speak language (elf): (1)
Stealth(CC): +4 (0), +6 when hiding
Perception (CC): +1 (1), +3 for listening
Athletics (CC): +0 (0), -2 when swimming
Assign 12 skill for level 7
Feats:
Spell Penetration: +2 to spell damage or +1 to opposed check roll of spell.
Enlarge spell (Fireball) - spell does not start to degrade until it has travelled its normal range.
Spell Focus: +2 to DC for resisting spells.
You get one more feat for 6th level
Racial traits
Small: +1 attack and AC bonus. +4 dodge bonus to AC against giants. +4 bonus to hide checks. Uses smaller weapons. 3/4 carrying capacity.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear
+1 racial bonus on attack rolls with thrown weapons and slings
Abilities
Scribing scrolls: +2 to appraise checks on scrolls, counts as trained.
Familar: Speak to animals ability, 1/day.
Wizard spells: 4 spell-like/encounter, 4 LO/encounter, 3 UM/encounter, 2 ON/encounter, 1 EE/encounter
Runes/combinations known: All runes and spells known
Evocation school: For 0-level effects - +5 to checks on creating energy-related effect, or add 1d3 of appropriate damage type. Use up one 0-level effect as part of a standard action to add 1d3 damage of the same energy type to existing spell or spell-like effect damage. May cast one FUL, fireball, poison bolt or lightning bolt spell as if one spell slot higher (not higher than current highest spell slot)