Egerton Blanding GM Neutral Good
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CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Diviner2 Rogue2 9000 Human Medium / 5 ft. 5' 5" 155 lbs.
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
4 15000 28 Male Same as his skin Black, Dredlocks
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
10 +0 10 +0
DEX
Dexterity
16 +3 16 +3
CON
Constitution
18 +4 18 +4
INT
Intelligence
12 +1 12 +1
WIS
Wisdom
14 +2 14 +2
CHA
Charisma
14 +2 14 +2




WOUNDS/CURRENT HP


SUBDUAL DAMAGE


DAMAGE
REDUCTION


SPEED
HP
Hit Points
42




  
Walk 30 ft.
AC
Armour Class
14 : 10 : 14 = 10 + 0 + 0 + 3 + 0 + 0 + 1 + 0 + 0


0
+0


0
 

TOTAL
FLAT
TOUCH
BASE
ARMOR
BONUS

SHIELD
BONUS

STAT
BONUS

SIZE
BONUS

NATURAL
ARMOR

DODGE
BONUS

DEFLECTION
BONUS

MISC
BONUS

MISS
CHANCE

ARCANE
FAILURE

ARMOR
CHECK

MAX
DEX

SPELL
RESIST.

TEMP
INITIATIVE
Modifier
+4 = +3 + +1

TOTAL
DEX
MISC
BASE ATTACK
Bonus
+2


SKILLS

MAX
RANKS
4/4
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 3 = 3
+ 0
+ 0
  Appraise INT 5 = 1
+ 1
+ 3
  Bluff CHA 2 = 2
+ 0
+ 0
  Climb STR 0 = 0
+ 0
+ 0
  Craft (Untrained) INT 1 = 1
+ 0
+ 0
  Diplomacy CHA 6 = 2
+ 1
+ 3

  Disable Device DEX 8 = 3
+ 1
+ 4
  Disguise CHA 6 = 2
+ 1
+ 3
  Escape Artist DEX 3 = 3
+ 0
+ 0
  Fly DEX 3 = 3
+ 0
+ 0
  Heal WIS 3 = 2
+ 1
+ 0
  Intimidate CHA 6 = 2
+ 1
+ 3

  Knowledge (Dungeoneering) INT 6 = 1
+ 2
+ 3

  Knowledge (Local) INT 7 = 1
+ 3
+ 3

  Knowledge (Nobility) INT 6 = 1
+ 2
+ 3
  Perception WIS 14 = 2
+ 4
+ 8
  Perception (Trapfinding) WIS 15 = 2
+ 4
+ 9

  Perform (Oratory) CHA 6 = 2
+ 1
+ 3

  Perform (Sing) CHA 6 = 2
+ 1
+ 3
  Perform (Untrained) CHA 2 = 2
+ 0
+ 0

  Profession (Soothsayer) WIS 7 = 2
+ 2
+ 3
  Ride DEX 3 = 3
+ 0
+ 0
  Sense Motive WIS 9 = 2
+ 2
+ 5

  Spellcraft INT 6 = 1
+ 2
+ 3
  Stealth DEX 7 = 3
+ 1
+ 3
  Survival WIS 3 = 2
+ 1
+ 0
  Swim STR 0 = 0
+ 0
+ 0

  Use Magic Device CHA 6 = 2
+ 1
+ 3
= Useable Untrained
SAVING THROWS TOTAL
BASE
ABILITY
MAGIC
EPIC
MISC
TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+4 = +0 + +4 + +0
+ +0
+ +0
+
Reflex
Dexterity
+6 = +3 + +3 + +0
+ +0
+ +0
+
Will
Wisdom
+5 = +3 + +2 + +0
+ +0
+ +0
+

TOTAL
BASE ATTACK
STAT
SIZE
EPIC
MISC
TEMP
MELEE
ATTACK BONUS
+2 = +2
+ +0 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+5 = +2
+ +3 + +0
+ +0
+ +0
+
CMB
ATTACK BONUS
+5 = +2
+ +3 + +0
+ +0
+ +0
+
CMB +5 +5 +5 +5 +5 +5
CMD 16 16 16 16 16 16

GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+5
1d3
20/x2
5 ft.

*Rapier
HAND TYPE SIZE CRITICAL REACH
Primary
P
M
18-20/x2
5 ft.

1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +6
+2
+6
+0
+2
-4
 Dam 1d6
1d6
1d6
1d6
1d6
1d6
 Special Properties  

Dart
HAND TYPE SIZE CRITICAL
Carried
P
M
20/x2
  Range 20 ft.'
30 ft.'
40 ft.'
60 ft.'
80 ft.'
 Bonus +5
+3
+3
+1
-1
 Dam 1d4 1d4 1d4 1d4 1d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 


1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.
Created using PCGen 6.00.0 on Feb 16, 2013

SPECIAL ATTACKS
Sneak Attack (Ex) [Paizo Publishing - Core Rulebook, p.68]
     If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
SPECIAL QUALITIES
Arcane Bond (Su) [Paizo Publishing - Core Rulebook, p.78]
     You have selected to establish a powerful arcane bond with a creature.
Bonus Feat [Paizo Publishing - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Cantrips [Paizo Publishing - Core Rulebook, p.79]
     You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Divination School [Paizo Publishing - Core Rulebook, p.80]
     You have chosen to specialize in divination spells.
Diviner's Fortune (Sp) [Paizo Publishing - Core Rulebook, p.81]
     When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1 for one round. You can use this ability 4 times per day.
Evasion (Ex) [Paizo Publishing - Core Rulebook]
     You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Familiar [Paizo Publishing - Core Rulebook, p.82]
     A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Forwarned (Su) [Paizo Publishing - Core Rulebook, p.80]
     You can always act in the surprise round, but you are still considered flat-footed until you take an action. In addition, you receive a +1 bonus on initiative rolls.
Illusion Opposition School [Paizo Publishing - Core Rulebook, p.78]
     You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite.
Necromancy Opposition School [Paizo Publishing - Core Rulebook, p.78]
     You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Skilled [Paizo Publishing - Core Rulebook, p.27]
     Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Trapfinding (Ex) [Paizo Publishing - Core Rulebook, p.68]
     You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
FEATS
NAME DESCRIPTION
Agile Maneuvers You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Armor Proficiency, Light When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Scribe Scroll 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.
Simple Weapon Proficiency You make attack rolls with simple weapons without penalty.
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Rapier) You gain a +1 bonus on all attack rolls you make using the selected weapon.

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Rapier
Equipped
1
2
20
 Hawk Cloak
(Hides a Hawk in the Hood)
Equipped
1
2
30
 Traveler's Outfit
Equipped
1
5
0
 Spellbook (Wizard's/Blank)
Equipped
1
3
15
ITEM LOCATION QTY WT. COST
 Thieves' Tools
Equipped
1
1
30
 Walking Cane
(1d6 Damage, bonus spell)
Equipped
2
2
500
 Dart
Carried
6
0.5
0.5
TOTAL WEIGHT CARRIED/VALUE   20 lbs. 1128 gp
WEIGHT ALLOWANCE
Light 33 Medium 66 Heavy 100

MONEY

 

 



Spellbook Carried
Wizard
Level 0
Acid Splash (DC:)
Arcane Mark (DC:)
Bleed (DC:11)
Dancing Lights (DC:)
Daze (DC:11)
* Detect Magic (DC:)
* Detect Poison (DC:)
Disrupt Undead (DC:)
Flare (DC:11)
Ghost Sound (DC:11)
Light (DC:)
Mage Hand (DC:)
Mending (DC:11)
Message (DC:)
Open/Close (DC:11)
Prestidigitation (DC:11)
Ray of Frost (DC:)
* Read Magic (DC:)
Resistance (DC:11)
Touch of Fatigue (DC:11)
Level 1
* Comprehend Languages (DC:)
* Detect Secret Doors (DC:)
* Identify (DC:)
Magic Missile (DC:)
Magic Weapon (DC:12)
* True Strike (DC:)


* = Domain/Specialty Spell
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common
PROFICIENCIES
Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Grapple, Javelin, Longspear, Mace (Heavy), Mace (Light), Morningstar, Quarterstaff, Rapier, Rock, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Sword (Short), Unarmed Strike


Prepared Spells
Wizard
Level 0
Arcane Mark (DC:)
* Detect Magic (DC:)
Mage Hand (DC:)
* Read Magic (DC:)
Level 1
* Detect Secret Doors (DC:)
Magic Missile (DC:)
Magic Weapon (DC:12)
* True Strike (DC:)
* = Domain/Specialty Spell

Familiar: ()
FORT:
REF:
WILL:
HP:
AC:
INIT:
Special:   




Player: GM; Character Name: Egerton Blanding

Wizard Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 4+1 3+1 0 0 0 0 0 0 0 0
LEVEL 0
Acid Splash

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  You fire a small orb of acid at the target dealing 1d3 points of acid damage.
Source:  p.239
Target Area:   One missile of acid
Caster Level:   2
Arcane Mark

Save: None
Time: 1 standard action
Duration: Permanent
Rng: Touch
Comp: V, S
SR: No
School: Universal
☐☐☐
Effect:  This spell allows you to inscribe your personal rune or mark.
Source:  p.244
Target Area:   One personal rune or mark, all of which must fit within 1 sq. ft.
Caster Level:   2
Bleed
DC: 11
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  You cause a living creature that is below 0 hit points but stabilized to resume dying.
Source:  p.249
Target Area:   One living creature
Caster Level:   2
Dancing Lights

Save: None
Time: 1 standard action
Duration: 1 minute [D]
Rng: Medium (120 ft.)
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  You create up to four lights that resemble lanterns or torches.
Source:  p.263
Target Area:   Up to four lights, all within a 10-ft.-radius area
Caster Level:   2
Daze
DC: 11
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (30 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
Source:  p.264
Target Area:   One humanoid creature of 4 HD or less
Caster Level:   2
* Detect Magic

Save: None
Time: 1 standard action
Duration: Concentration, up to 2 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You detect magical auras.
Source:  p.267
Target Area:   Cone-shaped emanation
Caster Level:   2
* Detect Poison

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   2
Disrupt Undead

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  You direct a ray of positive energy dealing 1d6 points of damage to Undead.
Source:  p.273
Target Area:   Ray
Caster Level:   2
Flare
DC: 11
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V
SR: Yes
School: Evocation
☐☐☐
Effect:  This cantrip creates a burst of light.
Source:  p.284
Target Area:   Burst of light
Caster Level:   2
Ghost Sound
DC: 11
Save: Will disbelief
Time: 1 standard action
Duration: 2 rounds [D]
Rng: Close (30 ft.)
Comp: V, S, M
SR: No
School: Illusion
☐☐☐
Effect:  Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Source:  p.289
Target Area:   Illusory sounds
Caster Level:   2
Light

Save: None
Time: 1 standard action
Duration: 20 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes a touched object to glow like a torch.
Source:  p.304
Target Area:   Object touched
Caster Level:   2
Mage Hand

Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  You point your finger at an object and can lift it and move it at will from a distance.
Source:  p.306
Target Area:   One nonmagical, unattended object weighing up to 5 lbs.
Caster Level:   2
Mending
DC: 11
Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object.
Source:  p.312
Target Area:   One object of up to 2 lb.
Caster Level:   2
Message

Save: None
Time: 1 standard action
Duration: 20 minutes
Rng: Medium (120 ft.)
Comp: V, S, F
SR: No
School: Transmutation
☐☐☐
Effect:  You can whisper messages and receive whispered replies.
Source:  p.313
Target Area:   2 creatures
Caster Level:   2
Open/Close
DC: 11
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S, F
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
Source:  p.317
Target Area:   Object weighing up to 30 lbs. or portal that can be opened or closed
Caster Level:   2
Prestidigitation
DC: 11
Save: See text
Time: 1 standard action
Duration: 1 hour
Rng: 10 ft.
Comp: V, S
SR: No
School: Universal
☐☐☐
Effect:  Prestidigitations are minor tricks that novice spellcasters use for practice.
Source:  p.325
Target Area:   See text
Caster Level:   2
Ray of Frost

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
Source:  p.330
Target Area:   Ray
Caster Level:   2
* Read Magic
DC:
Save:
Time: 1 standard action
Duration: 20 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
☐☐☐
Effect:  You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Source:  p.330
Target Area:   You
Caster Level:   2
Resistance
DC: 11
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source:  p.334
Target Area:   Creature touched
Caster Level:   2
Touch of Fatigue
DC: 11
Save: Fortitude negates
Time: 1 standard action
Duration: 2 rounds
Rng: Touch
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  You channel negative energy through your touch, fatiguing the target.
Source:  p.360
Target Area:   Creature touched
Caster Level:   2
LEVEL 1
* Comprehend Languages
DC:
Save:
Time: 1 standard action
Duration: 20 minutes
Rng: Personal
Comp: V, S, M/DF
SR:
School: Divination
☐☐☐
Effect:  You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Source:  p.258
Target Area:   You
Caster Level:   2
* Detect Secret Doors

Save: None
Time: 1 standard action
Duration: Concentration, up to 2 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect secret doors, compartments, caches, and so forth.
Source:  p.268
Target Area:   Cone-shaped emanation
Caster Level:   2
* Identify

Save: None
Time: 1 standard action
Duration: 6 rounds [D]
Rng: 60 ft.
Comp: V, S, M
SR: No
School: Divination
☐☐☐
Effect:  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.
Source:  p.299
Target Area:   Cone-shaped emanation
Caster Level:   2
Magic Missile

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (120 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  1 missiles that do 1d4+1 damage each.
Source:  p.309
Target Area:   Up to five creatures, no two of which can be more than 15 ft. apart
Caster Level:   2
Magic Weapon
DC: 12
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 2 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
Source:  p.310
Target Area:   Weapon touched
Caster Level:   2
* True Strike
DC:
Save:
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: V, F
SR:
School: Divination
☐☐☐
Effect:  You gain temporary, intuitive insight into the immediate future during your next attack.
Source:  p.363
Target Area:   You
Caster Level:   2
* = Domain/Specialty Spell