|Class:||Wizard (Necromancer) 2|
|Played by Ibis|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + Dexterity = 14|
|Dex = +4|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|X||Decipher Script (Int)||+5||+5||+0||+0||+10|
|C||Disable Device (Int)||+0||+5||+0||+0||+5|
|C||Escape Artist (Dex)||+0||+4||+0||+0||+4|
|C||Gather Information (Cha)||+0||+0||+0||+0||+0|
|C||Handle Animal (Cha)||+0||+0||+0||+0||+0|
|X||Knowledge (Stuff) (Int)||+5||+5||+0||+0||+10|
|C||Move Silently (Dex)||+0||+4||+0||+0||+4|
|C||Open Lock (Dex)||+0||+4||+0||+0||+4|
|C||Sense Motive (Wis)||+0||+0||+0||+0||+0|
|C||Sleight of Hand (Dex)||+0||+4||+0||+0||+4|
|C||Speak Language (n/a)||+0||+0||+0||+0||+0|
|C||Use Magic Device (Cha)||+2||+0||+0||+0||+2|
|C||Use Rope (Dex)||+0||+4||+0||+0||+4|
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Literacy, Draconic, Infernal, Celestial, Sylvan, Undercommon
Skill Point Total: Total Here
1st 32, 2nd 8
Knowledge: Arcane, Religion
Bonus: Scribe Scroll
Human: Point Blank Shot
1st: Precise Shot
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the above table. In addition, she receives bonus spells per day if she has a high Intelligence score, see: Bonus Spells.
Like all other spellcasters in Therafim, the Wizard casts spells spontaneously however a full nights sleep is still required to recover spent spell slots.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar: A wizard can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.
To add a spell to your spellbook, it requires the use of special inks that cost 100 gold pieces per level of the spell. To copy a spell from an existing spellbook, the cost is 50 gold pieces/level. This does not apply to the two spells normally gained per level, as these are considered part of normal living expenses.
A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.
A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.
A wizard can never give up divination to fulfill this requirement.
Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.
ACF: Focused Specialist
This class advances as the Wizard normally does, except as listed below:
Every wizard who calls himself a specialist takes pride in wielding his preferred form of magic. Those who are exceptionally pure of purpose take this specialization to an entirely new level, disdaining breadth of skill in favor of even greater focus.
Special Requirement: You must be a specialist Wizard, 1st Level
- You lose one spell slot from each level of wizard spells you can cast. if you later gain the ability to cast higher-level spells, you lose one spell slot from each new level of spells you can cast.
- You must also choose another prohibited school of magic, which can't be divination.
- You can prepare two additional spells of your specialty school per spell level each day. These extra spells are in addition to those normally granted to a specialist wizard. This benefit doesn't apply to spells gained from classes other than wizard.
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Dagger||+1||1d4||19/20 x2||S or P|
|Light Crossbow||+5||1d8||19/20 x2||P|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Item name goes here||Brief item description|
|Shoulders||Item name goes here||Brief item description|
|Torso||Item name goes here||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Item name goes here||Brief item description|
|Right Ring||Item name goes here||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||Item name goes here||Brief item description|
|Pack||Item name goes here||Brief item description|
List of Items Here:
30 Crossbow Bolts
Statistics of Items Here:
Spells per Day:
10 + Int + Spell Level =
Touch of Fatigue
Repair Minor Damage
Abilities: Alertness, Improved Evasion, Share Spells, Empathic Link
Skills: Listen +5, Spot +7
Wizard Ability: Master gains a +3 bonus on Appraise checks
Languages: Can speak Common
In an ideal world, one’s childhood is supposed to be a time of wonderment and innocence, a time where a child discovers a bit about who they are, and about the vastness of the world. The child spends time with their parents, and perhaps other siblings, and together they help the child along on its first steps through life. Sadly, childhoods don’t always go as planned.
Exhibit A: Sanori. Sanori grew up in a small cottage with her parents near the border of Pixis. Her life was relatively happy for the first five years, her parents loving and kind. Her father was a simple herbalist, while her mother was an artist, somewhat famous for her sculptures she’d carve from wood by hand. For all intents and purposes, she had a promising future.
Tragedy struck, however, just prior to Sanori turning 6. A marauding insane highway man broke into the cottage of the family, a hulking fellow who most likely had a few screws loose in the head. Sanori herself was quietly tucked underneath her parent’s bed, but the man easily physically overpowered her parents, and from her hiding spot, Sanori was forced to watch the horrors of both her parents being skinned alive by hand with a rusty blade, before their flesh was carved from their bones, and roasted before her very eyes. It was a wonder the girl was able to keep from making a sound as the depraved man ate her parent’s flesh before her eyes, using her family’s own kitchen to do so.
When the man decided to take a nap after his grotesque meal, Sanori slipped from under the bed as quietly as she could, a dead look in her eyes. The girl wasn’t even old enough to chop veggies by herself, let alone normally touch a knife, but the things she saw changed her, and she would shed no tear as she cut the throat of the man who killed her parents in the worst way. She wouldn’t even bat an eye as she stabbed the man’s dead corpse 41 times more.
Barefoot, and covered in blood, Sanori left her home, the only one she ever knew, for the last time in her life, eventually making her way to the road, where she was discovered and picked up by some gnome traders. The girl didn’t speak a word, no matter what they asked or questioned of her. She barely ate anything, and anyone that talked to her for a long period of time was often unnerved by her vacant stare.
She spent many years with the gnomes, who were able to provide her with a basic education. She would eventually take entrance exams into the Trevalis Academy, passing, and even attending for a short time. However, within months she left the prestigious school, more of a conflict of interest than anything else. How Sanori saw the world and magic was just so alien to her teachers. Sanori doesn’t mind this though. She’s seen the dark depths of the mortal soul; she knows what evils a mortal is capable of. Baseless conjecture about her chosen craft means nothing in the face of true evil.