
Printed From:
http://www.dlnexus.com/fan/rules/character/14632.aspx
Master Horkin, Master-at-Wizardryby Victor
Special:Arcane aegis is of no use to Horkin as he has no positive Cha modifier. Armored spellcasting (-10%), battle magic 5/day +3/die, spells, summon familiar. Master Horkin has taken evocation as his specialized school (giving up enchantment and necromancy). Skills:Concentration +14,Decipher Script +7,Heal +7, Knowledge (arcana) +15, Listen +4, Spellcraft +15, Spot +4 Feats:Combat Casting, Eschew Materials, Silent Spell, Spell Mastery (fireball, mage armor - Horkin had a 14 Int when he took this feat), Still Spell, Weapon Focus (quarterstaff), Widen Spell LanguagesCommon, Camptalk, Magius SpellsWizard Spells Prepared (CL 10, 4/5/5/4/3/2 +6 melee touch, +6 ranged touch) 5th - Arcane staff (DC 17), wall of force x2 Weapons:Mwk quarterstaff +7/+2 melee (1d6+2) or dagger +6 melee (1d4+2/19-20) Possessions:ring of protection +4, mwk quarterstaff, dagger, leather armor, brown robes with Lunitari's symbol embroidered over left breast, silver medallion of Lunitari, variety of spellbooks. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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Palanthas