Rags the Mighty Fightin' Wizzie

A manly Dwarf of a Wizard, not afraid to take a swing or take a hit in combat.


RAGS Male dwarf Fighter 1/Wizard 3 N Medium humanoid

<<init>> +5 ; <<senses>> Perception +1

DEFENSE---—- <<ac>> 16, touch 13, flat-footed 13 (+2 armor, +1 shield, +3 dex) <<hp>> 39 (3d6+1d10+19)

<<fort>> +7, <<ref>> +4, <<will>> +4

OFFENSE---—- <<spd>> 20 ft./x4 <<melee>> Mwk Waraxe, dwarven +4 1d10+1 20/x3 <<ranged>> Crossbow, light +5 1d8 19-20/x2 <<ranged>> +1 Hammer, light +4 1d4+1 20/x2

STATISTICS---—- <<str>> 12, <<dex>> 16, <<con>> 18, <<int>> 18, <<wis>> 12, <<cha>> 9

<<base>> +2, <<cmb>> +3<<cmd>> +3

<<feats>> Arcane Armor Training (PFCR 118), Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Point Blank Shot (PFCR 131), Precise Shot (PFCR 131), Scribe Scroll (PFCR 132), Shield Proficiency (PFCR 133)

<<skills>> Appraise +9, Craft (alchemy) +9, Craft (armor) +8, Craft (weapons) +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +8, Knowledge (planes) +10, Ride +6, Spellcraft +10

<<languages>> Common, Draconic, Dwarven, Giant, Goblin, Gnoll

<<combat>> Mwk Waraxe, dwarven, Crossbow, light, +1 Hammer, light, Leather, Buckler

<<other>> Broach of Shielding—absorbs 16 points , Potion Cure Serious Wounds, Scroll: Invisiblility, Scroll: Fireball, Scroll: Lightning Bolt, Wand of Magic Missile: 5th lvl, 22 charges, Light Hammer +1, Ioun Stone +2 Initiative, Ring Featherfall,

GROUP GEAR, Halberd +1 (back at base hidden), Small Bag of Tricks, Pot. Pr. Evil, Pot. Bulls Strength, Pot. Bear’s Endurance, Pot. Invisibility, Pot. Prot. Energy: Fire, Pot. Cure Moderate x3,

Holy Symbol of Nethys, Book: +4 on Genies, 45 GP, Armor & Shield, Weapons

<<class>> • FIGHTER BONUS FEATS – At 1st level, and at every even levelr, a fighter gains a bonus feat from the Combat Feats list. (PFCR 55). • FIGHTER WEAPONS AND ARMOR – A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55). • ARCANE BOND – You have formed an arcane bond with a Weapon. You require the Weapon to cast (else, make a spellcraft check DC 20 + spell level to avoid losing the spell), but it can be used once per day to cast any one spell that the wizard knows and can cast that is not of the opposition school. Metamagic cannot be applied. (PFCR 78). • ARCANE SCHOOL – You are a wizard of the Evocation school, Evocation forbidden from using Necromancy or Abjuration schools. Preparing a spell from a forbidden school takes up two slots of the given level. You have the following school powers: – Intense Spells – +1 damage to evocation spells that deal damage (total, not per sub-unit like ray or missile). Type is as per spell. (PFCR 81). – Force Missile – Force missile does 1d4+1 Intense Spells force damage. Standard action. 7 times/day. (PFCR 81). (PFCR 79-82). • SCRIBE SCROLL – The wizard gets Scribe Scroll as a bonus feat. (PFCR 78). • SPELLBOOK – The wizard must prepare all spells from a spellbook, except Read Magic. (PFCR 79). • WIZARD BONUS LANGUAGES – The wizard can select Draconic as a bonus language at 1st level. (PFCR 78). • WIZARD CANTRIPS – The wizard can cast known 0-level spells at will. (PFCR 79). • WIZARD SPELLS – A wizard may know any number of spells, and cast them according to the spell progression in PFCR 78. (PFCR 78). • WIZARD WEAPONS AND ARMOR – Club, dagger, heavy crossbow, light crossbow, quarterstaff. Armor and shields interfere with spellcasting. (PFCR 78). <<traits>> • Reactionary (Combat) – +2 Initiative. (PFCT 4)


Rags the Mighty Fightin' Wizzie

Legacy of Fire Adventure Path Joethelawyer