spick

6ft tall with long black haar usuly in a ponytayol, dark blow eyes almost look black, alwys waers a long black trench coat and a book of spels

Description:
  • Classes:Wiz 1
  • Hit Points:19
  • Attack:dayger+2 1d4
  • Experience:0
  • Strength:14+2
  • Dexterity:15+2
  • Constitution:12+1
  • Intelligence:12+1
  • Wisdom:16+3
  • Charisma:9-1
  • Reflex:10/d20
  • Will:12/d20
  • appraise:
  • balance:
  • bluff:
  • climb:
  • concentration:
  • craft:
  • decipher script:
  • diplomacy:
  • disable device:
  • disguise:
  • escape artist:
  • forgery:
  • gather information:
  • handle animal:
  • heal:
  • hide:
  • intimidate:
  • jump:
  • knowledge arcana:
  • knowledge architecture:
  • knowledge dungeoneering:
  • knowledge geography:
  • knowledge history:
  • knowledge local:
  • knowlege nature:
  • knowlege nobilty:
  • knowledge religion:
  • knowledge planes:
  • listen:
  • move silently:
  • open lock:
  • perform:
  • profession:
  • ride:
  • search:
  • sense motive:
  • sleight of hand:
  • speak language:
  • spellcraft:
  • spot:
  • survival:
  • swim:
  • tumble:
  • use magic device:
  • use rope:
  • maximize spell: +1

stuff:

Bio:
  • Detect Secret Doors
  • Level: Sor/Wiz 1
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: Concentration, up to 1 min./level (D)
  • Saving Throw: None
  • Spell Resistance: No

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
1st Round
Presence or absence of secret doors.
2nd Round
Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round
The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

  • Detect Undead
  • Level: Clr 1, Pal 1, Sor/Wiz 1
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: Concentration, up to 1 minute/ level (D)
  • Saving Throw: None Spell

undead creatures. The amount of information revealed depends on how long you study a particular area.
1st Round
Presence or absence of undead auras.
2nd Round
Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round
The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

  • Burning Hands
  • Level: Fire 1, Sor/Wiz 1
  • Casting Time: 1 standard action
  • Range: 15 ft.
  • Area: Cone-shaped burst
  • Duration: Instantaneous
  • Saving Throw: Reflex half
  • Spell Resistance: Yes

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

  • Shocking Grasp
  • Level: Sor/Wiz 1
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature or object touched
  • Duration: Instantaneous
  • Saving Throw: None
  • Spell Resistance: Yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

spick

bob bob