Name: Geoff of Broyhill
Race: Human
Gender: Male
Age: 18
Class/Level: Fighter 2/Wizard (Transmuter Variant) 2 | Level 4
Deity:
Alignment: Neutral
Experience: 6000
Height: 5'7" [1.7 M.]
Weight: 176 lb [80 Kg.]
Eyes: Brown
Hair: Reddish Brown
Stats:
Str 16 (+3)
Dex 15+1** (+3)
Con 12 (+1)
Int 17 (+3)
Wis 14 (+2)
Cha 10 (+0)
**: Tranmutational bonus +1
Saves:
Fortitude +4 [F+3/W+0; con+1]
Reflex +3 [F+0/W+0; dex +3]
Will +5 [F+0/W+3; wis +2] +1 vs Fear
AC: 20 [armor 4 shield 3 dex 3]
Flat-footed: 14
Touch: 13
Speed: 30ft. (20ft when encumbered)
Base Attack Bonus: +3 [f: 2/W: 1]
Melee: +6
Ranged: +6
Grapple: CMB: +6 CMD: 19
HP: 19 (25-6)[2d10+2d6+4 [con]]
Initiative: +3
Spells Prepared:
---Level 0 [4+1+t]:
message, acid splash, detect magic, prestidigitation, resistance, light
---Level 1 [2+1+t]:
magic weapon, shocking grasp,mage armor,shield
Armor: Broy's Coat [Mithral Chain Shirt]
bonus +4; max dex +6; acp 0; Spell Failure: 10%
Shield: Broy's Wall [+1 Light Steel Shield]
Bonus: +3 [+1 Shield, +1 Feat, +1 Enh.]; ACP: 0; Spell: 5%; Wt: 6 lb
Spell Failure: 5%
Weapon: Broy's Arm [Masterwork Long sword]
To Hit: +8 [bab 3,feat 1, str 3, 1 mwk]
Crit Range: 19-20/x2; Type: S
Damage: 1d8+3 [str 3]
Weapon: Composite Longbow [+3 STR rating]
To Hit: +6 [bab 3,dex 3]
Crit Range: x2; type: P
Range Increment 110 feet
Damage: 1d8+3 [str]
Weapon: Dagger
To Hit: +6 Melee / +6 Ranged [bab3, srt 3/dex 3]
Crit Range: 19-20/x2; Type: P/S
Range Increment: 10 feet
Damage: 1d4+3 [str] Melee / 1d4 Ranged
Weapon: Club
To Hit: +6 Melee / +6 Ranged [bab3, srt 3/dex 3]
Crit Range: x2; Type B
Range Increment: 10 Feet
Damage: 1d6+3 [str] / 1d6 Ranged
Ammunition:
20 Arrows, Durable
20 Arrows, Barbed
Skills: [total=ranks+class+abil+misc]
Acrobatics [Dex] +3
Appraise [In] +8 [2+3+3+0]
Balance [Dex] +3
Bluff [Cha] +0
Climb [St] +7 [1+3+3+0]
Concentration [Con] +1
Craft(Arms & Armour) [In] +7 [1+3+3+0]
Diplomacy [Cha] +0
Disguise [Cha] +0
Escape Artist [Dex] +3
Forgery [Int] +3
Gather Information [Cha] +0
Heal [Wis] +2
Hide [Dex] +3
Intimidate [Cha] +0
Jump [Wis] +2
Knowledge(Arcana) [In] +8 [2+3+3+0]
Knowledge(Dungeon) [In] +7 [1+3+3+0]
Knowledge(Engineer) [In] +7[1+3+3+0]
Knowledge(Geography) [In] +8 [2+3+3+0]
Knowledge(History) [In] +7 [1+3+3+0]
Knowledge(Local) [In] +7[1+3+3+0]
Knowledge(Nature) [In] +7 [1+3+3+0]
Knowledge(Nobility) [In] +7 [1+3+3+0]
Knowledge(Planes) [In] +7 [1+3+3+0]
Knowledge(Religion) [In] +7 [1+3+3+0]
Listen [Wis] +2
Move Silently [Dex] +3
Perception [Ws] +9 [4+3+2+0]
Ride [Dex] +3
Search [Int] +3
Sense Motive [Wis] +2
spellcraft [In] +10 [4+3+3+0]
Spot [Wis] +2
stealth [Dx] +7 [1+3+3+0]
survival [Ws] +7[2+3+2+0]
swim [St] +7 [1+3+3+0]
Use Rope [Dex] +3
Languages:
Common,(_),(_)
Feats:
[Race]Weapon Focus (Longsword) +1 att
[CL 1]Blind Fight
[FL 1]Shield Focus +1 ac with shield
[FL 2]Combat expertise -1 att = +1 ac
[CL 3]Somatic Weapon (Longsword) use weapon for somatic spell comp complete mage pg 47
[WZ 1](Bonus) Scribe scroll
Racial Traits:
Human
Class Features:
Fighter Archetype: archetypal
bonus feats [combat]: Level 1, 2
Bravery 1: +1 will vs fear
Wizard
Arcane Bond: Silver amulet on a silver chain: within a circle is a dragon with wings outstretched, a rose in one claw and a sword in the other. the dragon touches the circle at the head, wig tips, rose stem and sword hilt
School specialization: Transmutation
Restricted Schools: enchantment, Necromancy
lv 1:
Telekinetic Fist:
Damage 1d4+2; Range: 30 '; uses per day: 3+3[int] = 6
Physical Enhancement:
+1 to dex, str or con - changeable when prep spells
Spellcasting:
Wizard level: 2; Caster Level: 2; Conc. +5
Gear:
Longsword "Broy's arm" ** (4 lb)
Mithral Chain Shirt "Broy's coat" (12.5 lb)
+1 Light Steel Shield "Broy's wall" (15 lb)
Daggers x 4 (4 lb)
Club (3 lb)
Longbow, Composite, [+3 STR Rating] (3 lb)
Ammunition
--20 Arrows, Durable (3 lb)
-- 20 Arrows, Barbed (3 lb)
Back pack (2 lb)
water flasks X 4 (4 lb)
spell book(3 lb)
Componant pouches x2(4 lb)
Parchment X 10 (-- lb)
ink x 2 (-- lb)
ink pen x 2(-- lb)
Rope, silk 100 ft (10 lb)
hammers x 2 (4 lb)
Rations x14(14 lb)
ever-burning torch [fired clay of intertwining bronze dragons] (1 lb)
climber's kit (5 lb)
Funds:
1633 [saving money for spells]
Total Weight Carried: 94.5 lb
Carrying Capacity:
Light load: 76 lb or less
Medium load: 77-153 lb
Heavy load: 154-230 lb
Lift over head: 230 lb
Lift off ground: 460 lb
Push or drag: 920 lb
Appearance:
Backstory:
born in a community, that was a network of communities, he was chosen for his skills and willingness to learn. His desire to defend his neighbor was seen as exemplary and notable. He and several of his fellows of similar age would band together and defend when and where they could, until they, the whole band were ambushed by bandit.
He and his band defeated the bandits at great cost - he was the lone survivor. turning over the weapons to the network of villages with the instruction of training more defenders, he left in self imposed exile and shame. Now he has found others that do not know what he had been through, and so his journey begins.
---------------------------------------------------------------
Spellbook
34 pages used
0 Level wizard spells
PRIMARY
**Transmutation**
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
SECONDARY
**Abjuration**
Resistance: Subject gains +1 on saving throws.
**Conjuration**
Acid Splash: Orb deals 1d3 acid damage.
**Divination**
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
**Evocation**
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
**Illusion**
Ghost Sound: Figment sounds.
**Universal**
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks
*****************************************************************************
1st-Level Wizard Spells
Primary
**Transmutation**
Animate Rope: Makes a rope move at your command.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Magic Weapon: Weapon gains +1 bonus.
SECONDARY
**Abjuration**
Mage Armor
Endure Elements: Exist comfortably in hot or cold regions.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
**Conjuration**
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
*Mount: Summons riding horse for 2 hours/level.
*Summon Monster I: Summons extraplanar creature to fight for you.
**Divination**
*Comprehend Languages: You understand all spoken and written languages..
*Identify: Gives +10 bonus to identify magic items.
-True Strike: +20 on your next attack roll.
**Evocation**
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
**Illusion**
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures