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Amras Qualmumbar EPIC

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Amras.jpg

Personal Info

Class: Lvl 20 Wizard
Hometown: Glor
Race: Elf
Alignment: True Neutral
Height: 5'4"
Weight: 135 lbs
Age: 145
Skin Color: Pale
Eye Color: Blue

Background

Amras, cousin to Jim 'Santana' Qualmumbar, is a branch family member and was born and raised in the Elven city of Glor. The Qualmumbar family is a noble family of this city, and it's influence can be seen in all areas of the city, but especially in the government.

Amras grew up well and fit into his role as a noble. He attended the University in Glor and excelled in his studies. It was at the University the he learned the craft of wizardry. After finishing his studies, Amras went on to become a great patron of the University through donations. He was elected to become a Regent of the University, but turned the position down to fulfill his role inside the family.

The family to which Amras was born into serves as the main guard to the main family members. His father was once head of the archery corp. It was expected of Amras to hold a similar role. So far he has lived up to his expectations, quickly becoming the third seat of the Mage Corp of the family guard.

Amras has now been given a new task to help defend the family. The evil Shebay has killed Jim. Amras now joins the party to avenge both his cousin and help protect the Qualmumbar family.

Stats

Experience

Current = 190,000
Next Level = 210,000

Abilities

Ability Score Modifier
Str 12 +1
Dex 18 +4
Con 18 +4
Int 36 +13
Wis 13 +1
Cha 10 +0

HP

HP 153
Current HP 153

AC

AC 28
Flat Footed 24
Touch 14
Natural Armor 8

AC W/ Mage Armor and Shield

AC 36
Flat Footed 32
Touch 14
Natural Armor 8

Combat

Initiative +4
Base Attack +10/5
Melee +11/6
Ranged +14/9
Gapple +11/6

Saving Throws

Fort Reflex Will
Total 17 19 20
Ability Mod 4 4 1
Base Save Bonus 6 6 12
Misc 7 9 7

Skill Points

All Skills are Class Skills

Skill Modifier
Appraise 13
Balance 27
Bluff 0
Climb 24
Concentration 27
Craft 13
Decipher Script 23
Diplomacy 0
Disable Device 13
Disguise 0
Escape Artist 27
Forgery 13
Gather Information 0
Handle Animal 23
Heal 1
Hide 4
Intimidate 0
Jump 24
Knowledge (Arcana) 36
Knowledge (Government) 29
Listen 24
Move Silently 4
Open Lock 4
Perform 0
Profession 0
Ride 4
Search 36
Sense Motive 24
Sleight of Hand 4
Spellcraft 36
Spot 24
Survival 1
Swim 24
Tumble 27
Use Magic Device na
Use Rope 11

Known Languages

Common
Elven
Draconic
Goblin
Orc
Sylvan

Equipment

Personal Items

Magical Items

Headband of Intellect +4
Value: 16,000 gp
Location: Forehead
+4 to Int.

Glasses of Intellect +2
Value: 4,000 gp
Location: Face
+2 to Int.

Amulet of Health +4
Value: 16,000 gp
Location: Neck
+4 to Con.

Vest of Resistance +7
Value: 49,000 gp
Location: Torso
+7 to all saving throws

Belt of Intellect +3
Value: 9,000 gp
Location: Waist
+3 to Int.

Bracers of Intellect +3
Value: 9,000 gp
Location: Foreamrs
+3 to Int.

Gloves of Natural Armor +6
Value: 36,000 gp
Location: Hands
+6 Natural Armor bonus to AC

Ring of Intellect +4
Value: 16,000 gp
Location: Fingers
+4 to Int.

Ring of Natural Armor +2
Value: 4,000 gp
Location: Fingers
+2 Natural Armor bonus to AC

Boots of Dexterity +2
Value: 4000 gp
Location: Feet
+2 to Dex.

Cloak of Armor +6
Value: 36,155 gp
Location: Shoulders
+6 Armor bonus to AC

Party Items

None

Spells

School Specialization: None

  • Lvl 0 (4/day) Save DC: 23
  • Lvl 1 (8/day) Save DC: 24
  • Lvl 2 (7/day) Save DC: 25
  • Lvl 3 (7/day) Save DC: 26
  • Lvl 4 (7/day) Save DC: 27
  • Lvl 5 (7/day) Save DC: 28
  • Lvl 6 (6/day) Save DC: 29
  • Lvl 7 (6/day) Save DC: 30
  • Lvl 8 (6/day) Save DC: 31
  • Lvl 9 (6/day) Save DC: 32


Feats

Spell Penetration
+2 to caster level checks for overcoming SR.

Greater Spell Penetration
+2 to caster level checks for overcoming SR. Stacks with Spell Penetration.


Enlarge Spell
You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

Improved Counterspell
When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Blistering Spell
extra 2 pts of fire damage/lvl of spell. Any creature that fails its save gets -2 on attk and checks until your next turn. Blistering Spells take up 1 spell slot higher than the spell's actual level.


Extend
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.


Silent Spell
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.

Improved Toughness
+1 HP/HD.

Lightning Reflexes
+2 on all Reflex Saving Throws

Jack of All Trades
All Skills are considered class skills. All "Trained Only" skills are no longer considered as such.

This feat may only be selected as the feat granted at Level 1. This feat CANNOT be selected when retraining a feat.

Still Spell
A stilled spell can be cast with no somatic components.

Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

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This page was last modified on 15 August 2009, at 09:16.
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