Agath Stormarrow

Elf Mage, shoulder-length brown hair, favors clothing in shades of blue.

Male Elf Wizard 5
CG Medium Humanoid (elf)
Init +6; Senses Perception + 8, Darkvision 60 ft., low-light vision
AC 14 (18 mage armor), touch 14, flat-footed 10 (+0 armor, +4 dex)
hp 35 (5d6 + 10 – 1)
Fort + 3, Ref + 6, Will + 5 (+ 7 vs. enchantment)
Speed 30 ft. (6 squares)
Melee Masterwork Quarterstaff + 4 (1d8 + 1 / x2)
Ranged Hand of the Apprentice + 8 (1d8 + 1 / x2) 8/day
Wizard Spells Prepared (CL 5th; concentration +10)

 3rd — Fireball, Fly
 2nd — Scorching Ray, Glitterdust, Spider Climb
 1st — Mage Armor, Magic Missile, Feather Fall, Sleep, Protection from Evil
 0 — Mage Hand, Light, Prestidigitation, Detect Magic
Str 12, Dex 18, Con 14, Int 21, Wis 13, Cha 12
Base Atk + 2; CMB + 3; CMD 17
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Cypher Script, Empower Spell, Scribe Scroll
Skills Craft (Jewelry) + 9, Fly + 12, Kn(Arcana) + 15, Kn (History) + 15, Kn(Planes) + 18, Kn(Nature) + 11, Kn(Religion) + 14, Linguistics + 13, Perception + 8, Spellcraft + 15
Languages Aklo, Auran, Celestial, Common, Draconic, Elven, Giant, Gnome, Goblin, Orc, Sylvan, Undercommon
Gear Clothing (scholar’s outfit), wrist sheath (springloaded), backpack (masterwork), spellbook, Agath Inventory
Wizard Spells Known

 3rd — Fireball, Fly
 2nd — Scorching Ray, Glitterdust, Levitate, Spider Climb
 1st — Mage Armor, Magic Missile, Feather Fall, Shadow Weapon, Ray of Enfeeblement, Identify, Endure Elements, Detect Secret Doors, Sleep, Comprehend Languages, Protection from Evil, Shock Shield, Burning Hands, Detect Undead, Expeditious Retreat, Shield
 0 — Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation

Arcane Bond (Ring)

If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools.

Hand of the Apprentice (Su)

You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Weight: 10st 10lb
Height: 5’8"
Hair: Brown, Shoulder Length
Eyes: Blue
Distiguishing Features: burn scar in shape of seven-pointed star on base of sternum.


6,001/10,000 XP

Agath Stormarrow

Cathy's Game Aremedis