Scarred Spear Initiate (Dagger Guild)
Female Human Warmage 1
LN Medium Humanoid
Listen -1, Spot -1
17 (+2 Dex, +4 armor, +1 shield), Touch 12, Flat-footed 15
7 (1 HD)
Mwk Light Crossbow +2 (1d8) or Spell +3Melee
Mwk Shortspear +1 (1d6) or Spell +0
Mwk Light Crossbow, Mwk Shortspear, Potions of Cure Light Wounds
(x2), 10 bolts
1st (4/day, DC 13) -- Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Lesser Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire, Lesser Orb of Sound, Shocking Grasp, True Strike
0 (5/day, DC 12) -- Acid Splash, Disrupt Undead, Light, Ray of Frost
Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15
Combat Casting, Weapon Focus (ray)
Concentration +5 (+9 casting defensively), Intimidate +4, Knowledge (arcana) +5, Knowledge (history) +3, Listen -1, Spellcraft +5, Spot -1
combat gear plus Chain Shirt, Buckler, 4 pp, 9 gp.
Armored mage (light)
: As long as she is wearing light armor or wielding light shields, the Scarred Spear Warmage does not suffer an arcane spell failure chance with her warmage spells.
: Whenever a warmage casts a spell that deals hit point damage, she adds her Intelligence bonus (if any) to the amount of damage dealt.