Fladre Voicnayk  

Details
Class: Race: Alignment: Deity:
Wizard/Alienist Human Chaotic Good None
Level: Size: Age: Gender:
7 Medium 17 Male
Height: Weight: Eyes: Hair:
5'1" 132 lbs. Blue-Green Red

Abilities
STR 8 -1
DEX 10 +0
CON 16 +3
INT 18 +4
WSD 2 -4
CHA 16 +3
 
Hit Points
TOTAL wounds subdual
40 17 0
Initiative
TOTAL dex other SPEED
0 0 0 30
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
10 10 0 0 0 0 0 0 0

Battle Scores
MELEE = base + str + magic + other
2 3 -1 0 0
RANGED = base + dex + magic + other
3 3 0 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 5 1 3 0 1
REFL 2 1 0 0 1
WILL 11 7 3 0 1

Weapons
No Weapons Assigned.

Armor
No Armor Assigned

Feats & Special Abilities
Feat / Ability Description/Notes
Spell Focus (Conjuration) Choose a school of magic, such as illusion. Your spells of that school are more potent than normal. <p> Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. <p> Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Augment Summoning Your summoned creatures are more powerful than normal. <p> Prerequisite: Spell Focus (conjuration). <p> Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Force of Personality You have cultivated an unshakable belief in your self-worth. Your sense of self and purpose are so strong that they bolster your willpower. <p> Prerequisite: Cha 13. <p> Benefit: You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind-affecting spells and abilities.
Dimensional Reach You can transport small objects to you with an act of will. <p> Prerequisite: Ability to cast 3rd-level spells. <p> Benefit: As long as you have a conjuration (summoning) spell of 3rd level higher available to cast, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell. <p> As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells.
Acidic Splatter You can channel magical energy into orbs of acid. <p> Prerequisite: Ability to cast 2nd-level spells. <p> Benefit: As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest level acid spell you have available to cast and deals ld6 points of damage per level of that acid spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Concentration Con 13 3 10
Decipher Script Int 13 4 9
Knowledge (the planes) Int 14 4 10
Spellcraft Int 16 4 10 2
Knowledge (arcana) Int 14 4 10
Knowledge (dungeoneering) Int 14 4 10

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Acid Splash 0 yes 1 Standard Close None You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
Caltrops 0 yes 3 Standard Short None You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes.A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.

A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.

For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum).

Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.

Orb of Acid, Lesser 1 yes 1 Standard Close None Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target.

For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

Summon Monster I 1 yes 3 1 Round Close None This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. Information on these creatures can be found in the Monster Manual.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a celestial porpoise may only be summoned in an aquatic environment.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, a summon monster I is a lawful and evil spell when cast to summon a fiendish dire rat.

Wall of Smoke 1 yes 1 Standard Close Fortitude You wave your hand in a circular motion, and black smoke swirls into existence as a dark wall.

This spell creates a thin wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other. A creature can pass through a wall of smoke, but it must make a Fortitude save to avoid being nauseated for 1 round.

A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round.

This spell does not function underwater.

Melf's Acid Arrow 2 yes 1 Standard Long None A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
Summon Monster II 2 yes 3 1 Round Close None This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Acid Breath 3 yes 1 Standard Close Reflex 1/2 You pop the fire ants into your mouth and exhale quickly. The ants distill into drops of pure acid in midair, spattering against your foes and leaving smoking holes. You breathe forth a cone of acidic droplets. The cone deals 1d6 points of acid damage per caster level (maximum 10d6).
Summon Monster III 3 yes 2 1 Round Close None This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Orb of Acid 4 yes 1 Standard Close Fort (P) An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target.

A creature struck by the orb takes damage and becomes sickened by the acid’s noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.

Summon Monster IV 4 yes 1 1 Round Close None This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Gear
No Gear Assigned.

Treasure/Money
No Treasure Assigned.

Experience
Current Next Level
21,000 28,000

Description
No Description Assigned.

Personality
No Personality Assigned.

Background
No Background Assigned.