Baldus Grimalkin the Magnificent
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Character
Name: Baldus Grimalkin (alias: the Magnificent)
Race: Human
Alignment: Chaotic Neutral
Worships: Kord
Class: Arcane Swordmage
Level: AS 3
Hair: Bald
Eyes: Blue
Beard: Yes
Current XP:
Next Level:
Vital Statistics
Attributes (Base/Magic/Temp Total)
- Strength 16/0/0 16 (+3)
- Dexterity 14/0/0 14 (+2)
- Constitution 14/0/0 14 (+2)
- Intelligence 14/0/0 14 (+2)
- Wisdom 8/0/0 8 (-1)
- Charisma 8/0/0 8 (-1)
Defense
Health Points: 30 (3d8+6)
Armor Class: 15 (10 +2 Dex +3 Misc)
Init: 3 (2 Dex +1 Bonus)
Saving Throws (Base/Bonus/Magic/Temp Total)
- Fortitude 1/2/0/0 3
- Reflex 3/2/0/0 5
- Will 3/-1/0/0 2
Combat (BAB/Bonus/Size/Misc Total)
- Melee 2/3/0/0 5
- Ranged 2/2/0/0 4
Equipment
Weapons
Mithral Spiked Gauntlets
- Damage 1d4, Crit: x2, Type: Piercing
- Weight: .5 lbs, Cost 505 gp
Spiked Mithral Chainmail
- Damage: +1d6, Crit: x2, Type: Piercing
- Weight: 17.5 lbs, Cost: 1150 gp
Protective Gear
Spiked Mithral Chainmail
- AC 4, Max Dex 6, Armor Check: 0
- Arcane Spell Failure: 10%
- Weight: 17.5 lbs, Cost: 1150 gp
Miscellanea
Potions
Adventuring Gear
Books
- Muscular Spellbook
Wealth
- Gold 1045
- Silver 0
- Tin 0
- Copper 0
Abilities
Skills
- Ballance (Dex) 3 +2
- Climb (Str) 3 +3
- Concentration (Con) 7 +2
- Craft (Taxidermy, Int) 7 +2
- Decipher Script (Int) 7 +2
- Knowledge (Nature, Int) 7 +2
- Intimidate (Cha) 7 -1
- Profession (Strongman, Str) 7 +3
- Spellcraft (Int) 7 +2
- Swim (Str) 1 +3
Feats
- Weapon Proficiency (Simple, Martial) - Proficient in Simple and Martial Weapons.
- Armor Proficiency (Simple) - Proficient in Light Armor.
- Lost Tradition (Strength) - Use Strength for casting and class features.
- Improved Unarmed Strike - Considered armed while unarmed. Optionally deal lethal or nonlethal damage.
- Improved Grapple - No attack of opportunity for grappling.
Features
- Familiar (Octopus) - +3 to Grapple.
- Spellbook - As Wizard spellbook, save the spells are pictograms.
- Develop Workout - Scribe Scroll as Wizard, only valid for Strength-based casting traditions. The writing consists of calisthenic diagrams.
- Quick to Act (Ex) - +1 Init at level 1. Adds another +1 at level 5, 10, 15 and 20.
- Armored Mage (Ex) - Light Armor does not give Spell Failure.
- AC Bonus (Ex) - Add Strength to AC as long as wearing light armor, using a shield and not encumbered.
Spells
Known Spells
- 0th: All
- 1st: Enlarge Person, Fist of Stone, Identify, Shocking Grasp, Power Word (Pain), Tongue Tendrils
- 2nd: Fearsome Grapple, Babau Slime
Memorized Spells (0th x4/1st x2 +1/2nd x1 +1/3rd x0 +1)
- 0th: Create Water, Prestidigitation, Preserve Organs, Read Magic
- 1st: Enlarge Person x1, Fist of Stone x1, Power Word (Paint) x1, Tongue Tendrils x1
- 2nd: Fearsome Grapple x1, Babau Slime x1