Durval

Description:

DURVAL    CR 1/2
Male Human Wizard 1
CE Medium Humanoid (Human)
Init + 4; Senses Perception + 0


DEFENSE

AC 10, touch 10, flat-footed 10
hp 8 (1d6 + 1)
Fort + 1, Ref + 0, Will + 1

OFFENSE

Spd 30 ft.
Melee Unarmed Strike – 1 (1d3 – 1/20/x2)
Wizard Spells Known (CL 1, – 1 melee touch, 0 ranged touch):

STATISTICS

Str 9, Dex 11, Con 12, Int 15, Wis 8, Cha 10
Base Atk + 0; CMB - 1; CMD 9
Feats Combat Casting, Improved Initiative, Scribe Scroll, Wizard Weapon Proficiencies
Skills Appraise + 6, Fly + 4, Knowledge: Arcana + 6, Perception + 0, Spellcraft + 6
Languages Common, Draconic, Elven
SQ Bonded Object: Ring (1/day) (Sp), Conjuration, Evocation, Force Missile (5/day) (Sp), Intense Spells + 1 (Su), Transmutation
Other Gear Ring

SPECIAL ABILITIES

Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (5/day) (Sp) Magic Missile hits for 1d4+1
Intense Spells + 1 (Su) + 1/2 wizard level to spell damage (minimum +1).
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

ADDITIONAL DETAILS

RP Info If prodded to talk about himself, he asks if anyone else survived. When it becomes clear that he has lost everything he ever cared for, he withdraws from the world, only taking actions that might get him killed. He tries to get a dagger to stab himslef in the heart, or he’ll jump into a gorge, or simple run back into the fire.

Bio:

Durval

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