Leucar D'Lucher Chaotic Good
Character Name Alignment Player
Wizard (12) Not set Not set
Character Level Deity Homeland Campaign
Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes
Ability Score Mod. Temp. Temp.
Name Score Mod. HP
Hit Points
72 Movement
STR
Strength
14 +2 Total nonlethal Damage
30 ft. 6 sq. 30 ft. 6 sq.
Base Speed Armor Speed Burrow
DEX
Dexterity
13 +1
Wounds / Current HP
CON 12 +1 Initative 5 1 4 Fly Maneuverability Swim Climb Temp. Mods
Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
25 +7 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 1 =DEX 1 +0 +0
WIS 14 +2
Wisdom Power 1 x Appraise 15 =INT 7 +5 +3
CHA
x Artistry 7 =INT 7 +0 +0
Charisma
11 +0 Power 2
Bluff 0 =CHA 0 +0 +0
Climb 2 =STR 2 +0 +0
AC
Armor Class
11 =10+ 0 + 0 + 1 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 18 =INT 7 +8 +3
x Craft (b) 7 =INT 7 +0 +0
Touch AC 11 Flat Footed AC 10
x Craft (c) 7 =INT 7 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 0 =CHA 0 +0 +0
FortitudeConstitution
5 = 4 + 1 + 0 + 0 + Disable Device* =DEX + +
Disguise 0 =CHA 0 +0 +0
Reflex 5 = 4 + 1 + 0 + 0 +
Dexterity
Escape Artist 1 =DEX 1 +0 +0
Will 10 = 8 + 2 + 0 + 0 +
x Fly 16 =DEX 1 + 12 +3
Wisdom
Handle Animal* =CHA + +
Spell Energy Heal 2 =WIS 2 +0 +0
B.A.B. 6 Resistance Resistance
Intimidate 0 =CHA 0 +0 +0
CMB 8 = 6 + 2 + 0 + 0 x Knowledge (arcana) 22 =INT 7 + 12 +3
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering) 17 =INT 7 +7 +3
CMD 19 =10+ 6 + 2 + 1 + 0 + 0 x Knowledge (engineering) 11 =INT 7 +1 +3
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography) 13 =INT 7 +3 +3
Weapon x Knowledge (history) 15 =INT 7 +5 +3
x Knowledge (local) 18 =INT 7 +8 +3
Critical Type Range Ammo
x Knowledge (nature) 14 =INT 7 +4 +3
x Knowledge (nobility) 15 =INT 7 +5 +3
Attack Damage
x Knowledge (planes) 23 =INT 7 + 13 +3
x Knowledge (religion) 16 =INT 7 +6 +3
Weapon x Linguistics 17 =INT 7 +4 +6
x Lore 20 =INT 7 + 10 +3
Critical Type Range Ammo Perception 2 =WIS 2 +0 +0
Perform (a) 0 =CHA 0 +0 +0
Attack Damage
Perform (b) 0 =CHA 0 +0 +0
x Profession (a) 8 =WIS 2 +3 +3
Weapon x Profession (b)* =WIS + +
Ride 1 =DEX 1 +0 +0
Critical Type Range Ammo Sense Motive 2 =WIS 2 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 23 =INT 7 + 13 +3
Stealth 1 =DEX 1 +0 +0
Weapon
Survival 2 =WIS 2 +0 +0
Swim 2 =STR 2 +0 +0
Critical Type Range Ammo Use Magic Device* =CHA + +
X Class Skill *Trained Only
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Critical Type Range Ammo
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Totals 0 0 0% 0 lbs.
Feats Familiar Equipment Qty. lbs. Head Qty. lbs.
Combat Casting Familiar
Elemental Spell Familiar: Linguistics checks +3 bonus
Headband Qty. lbs.
Empower Spell Schools
Extend Spell Universalist
Improved Initiative Other Specials Eyes Qty. lbs.
Maximize Spell Hand of the Apprentice
Quicken Spell Metamagic Mastery
Shoulders Qty. lbs.
Scribe Scroll Spellbooks
Weapon Focus: Ranged Touch Attack
Weapon Proficiency, Martial:
Neck Qty. lbs.
Longsword
Chest Qty. lbs.
Body Qty. lbs.
Belt Qty. lbs.
Wrist Qty. lbs.
Hands Qty. lbs.
Feet Qty. lbs.
Rings Qty. lbs.
Play Notes
Racial Traits
Skilled
Background Traits
Light 58 lbs. or less Lift Over 175 lbs.
Load Head PP 0 Experience Points
GP 0
Medium 59-116 lbs. Lift Off 350 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
117-175 lbs. Drag or
Push
875 lbs. CP 0 315.000 (Medium Progression)
Wizard Spell Book
Spell Level 0 1 2 3 4 5 6 7 8 9
Spells per day (adjusted) ∞ 4 (6) 4 (6) 4 (6) 3 (4) 3 (4) 2 (3) - - -
Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC
Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC
Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC
Prepared Spell Level 3 Metamagic School Duration Cast time Range/Area Save SR DC
Prepared Spell Level 4 Metamagic School Duration Cast time Range/Area Save SR DC
Prepared Spell Level 5 Metamagic School Duration Cast time Range/Area Save SR DC
Prepared Spell Level 6 Metamagic School Duration Cast time Range/Area Save SR DC
Known Spells
FEATS
COMBAT CASTING
Requirements: None
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the
defensive or while grappled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
ELEMENTAL SPELL
Requirements: None
Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type
or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a
spell slot one level higher than the spell's actual level.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing,
LLC
EMPOWER SPELL
Requirements: None
All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving
throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell
slot two levels higher than the spell's actual level.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
EXTEND SPELL
Requirements: None
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
IMPROVED INITIATIVE
Requirements: None
You get a +4 bonus on initiative checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
MAXIMIZE SPELL
Requirements: None
All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not
affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the
spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus
half the normally rolled result.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
QUICKEN SPELL
Requirements: None
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same
round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 fullround action cannot be
quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened
spell doesn't provoke an attack of opportunity.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SCRIBE SCROLL
Requirements: Caster level 1st.
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.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
WEAPON FOCUS
Requirements: Proficiency with selected weapon, base attack bonus +1.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
WEAPON PROFICIENCY, MARTIAL
Requirements: None
You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Open Game License and Copyright details available at: [Link]
Description
A PFRPG character build.
Notes
No build notes.