Haarlan diBarzaan

Description:
Level 1 Human Sorcerer (Sage Bloodline)
Haarlan diBarzaan
0
Experience Total
+0
10
Strength
+1
13
Dexterity
+1
12
Constitution
+5
20
Intelligence
+0
10
Wisdom
-1
8
Charisma
HIT POINTS
Total
10
Non-Lethal
0
Temporary
0
Current
28
+1
Initiative
+1 Dexterity
30'
Speed
Human base speed: 30'
SKILLS
TOTAL    RANKS
0
+1
Acrobatics
1
+12
Appraise
0
-1
Bluff
0
+0
Climb
1
-1
Diplomacy
0
-1
Disguise
0
+1
Escape Artist
0
+1
Fly
0
+0
Heal
0
-1
Intimidate
1
+11
Knowledge: Arcana
1
+9
Knowledge: Nobility
1
+9
Linguistics
3
+6
Perception (with familiar)
(3)
+4
Perception (without familiar)
0
+0
Perform: Any
3
+4
Profession (Merchant)
0
+1
Ride
0
+7
Sense Motive (with familiar)
(0)
+5
Sense Motive (without familiar)
0
+1
Sleight of Hand
3
+11
Spellcraft
0
+1
Stealth
0
+0
Survival
0
+0
Swim
LANGUAGES
Automatic
Common (Taldane)
Bonus
Kelesh, Osirani, Dwarven, Elven, Draconic
Cosmopolitan Feat
Infernal, Sylvan
Linguistics
Azlanti
11
Armor Class
10 + 0 Armor + 1 Dex
+3
Fortitude
Base 1 + 2 Con
+3
Reflex
Base 1 + 2 Dex
+3
Will
Base 3 + 0 Wis
+9
Concentration
Level 3 + 4 Int + 2 Trait
+1
Combat Maneuver Bonus
BAB 2 + 0 Str -1 Size
13
Combat Maneuver Defense
10 + BAB 2 + 0 Str + 2 Dex – 1 Size
RACE FEATURES
Strength -2, Constitution +2, Charisma +2
Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Low-light Vision
Gnomes can see twice as far as humans in conditions of dim light.
Keen Senses
Gnomes receive a +2 bonus on Perception checks.
Small Size
+1 Attack/AC, +4 Stealth Checks, x3/4 Lift/Carry.
Academician
Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. (Knowledge: Nature.)
Illusion Resistant
Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Gnome Magic
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is 1. The DC for these spells is 10 (11 for Speak with Animals).
Gnome Weapon Familiarity
Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Gift of Tongues
Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
CLASS FEATURES
Arcane Bond
Your snake familiar grants +3 bonus on Bluff checks.
Arcane School
You are a wizard of the Conjuration (Teleportation) school. You gain an additional slot per spell level which much be used for a spell of the Conjuration school. However, spells from the Evocation or Necromancy schools school take up two slots of the given level.
Summoner’s Charm
+1 round to duration of Conjuration (summoning) spells.
Shift
You can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability 7 times per day.
Wizard Proficiencies
Wizards are proficient with the following weapons: Club, dagger, heavy crossbow, light crossbow, quarterstaff. They are not familiar with armor or shields.
FEATS
Cosmopolitan
You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. (Diplomacy, Perception.)
Scribe Scroll
You may create scrolls.
Spell Focus (Conjuration)
Add +1 to the Difficulty Class for all saving throws against spells you cast from the Conjuration school.
[Alertness]
You gain +2 on Perception checks and +2 on Sense Motive checks when your familiar is within arm’s reach.
TRAITS
Reactionary
+2 Initiative.
Focused Mind
+2 Concentration.
Friend of the Silvertrees
Once per game day you may reroll one d20 roll. The second result must be used.
ATTACKS
1d4
+2
Club
1d6
+4
Light Crossbow
As spell
+4
Ray
EQUIPMENT
Necklace of fireballs
2d6 (3)
Spell component pouch
Scroll case
Contents: Ink vial, inkpen (5), parchment (10), Protection from Evil (CL1), Identify (CL1)
Backpack
Contents: Spellbook, abacus, chess set, kite, string (100’), bedroll, Wand of Mage Armor (9 charges, CL 1), [Spider figurine (Lg. spider, 1hr/day)]
SPELLBOOK
Cantrips
Acid Splash*, Arcane Mark, Daze, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance
First level spells
Charm Person, Color Spray, Enlarge Person, Grease*, Identify, Mage Armor*, Obscuring Mist*, Protection from Evil, Stumble Gap*
Second level spells
Glitterdust*, Invisibility, Web*
MEMORIZED SPELLS
Cantrips
Daze, Detect Magic, Read Magic, Resistance
First level spells
Color Spray, Enlarge Person, Grease*, [Obscuring Mist*]
Second level spells
[Glitterdust*], [Invisibility], [Web*]
MONEY
Platinum
9
Gold
52
Silver
6
Copper
8
Bio:

Haarlan diBarzaan

Miscellaneous Systole