"Chill out."
User: Frost
Race: Avalonian
Gender: Male
Role: Other
Class/Level: Wizard/6
Class/Level: Wizard/6
Race: Avalonian
Sex: Male
Alignment: LN
Height: 6’ 3”
Weight: 195 lbs.
Hair: white
Skin: pale blue
Eyes: silver
Age: 32
Patron Deity: Aram Kor (God of Ice and the Seasons)
Familiar Regions Valon, City State, Viridistan
Languages: Common, Avalonian, Draconic, Sylvan, Viridian, Aquan
Initiative: +3
Senses: Listen +1 (+3 with familiar close by), Spot +1 (+3 with familiar close by)

AC: normal 13 (17 with Mage Armor), touch 13 , flat-footed 10 (14 with Mage Armor)
HP: 27 + d4+2
Saving Throws: Fort +2, Ref +5 (includes +2 from weasel familiar), Will +7 (includes +1 from Disciplined feat)

Speed: 30 ft.
Main Weapon: quarterstaff, attack bonus +3, 1d6; Rod of Frost 2d6 (see Wiki)
Base Attack Bonus: +3
Grapple Bonus: +3

Str 11
Dex 16
Con 14
Int 18
Wis 12
Cha 15

Feats: Alertness (familiar must be within arm's reach), Scribe Scroll (class), Combat Casting (level 1), Disciplined [PGtW] (class; level 5), Enlarge Spell (class), Spell Focus - Conjuration [level 6]

Skills: Bluff +4, Concentration +13(+17 for casting), Knowledge-Arcana +7, Knowledge-History [Imperial] +6, Knowledge-History [Distant] +6, Knowledge-History [Modern] +6, Knowledge-History [Recent] +6, Knowledge-Local [Valon] +6, Knowledge-Local [City State] +6, Knowledge-Local [Viridistan] +6, Sail +4, Search +5, Spellcraft +13

spell component bandolier [PGWBS], quarterstaff, dagger, backpack, trail rations (8 days), flint & steel, wineskin, belt pouch (for weasel), light horse, riding saddle, 43 gp

Everburning Torch, Eternal Wand - Mage Armor (CL1)[MIC], Eternal Wand - Knock (CL1) [MIC], Rod of Frost [MIC], Arcanist Gloves [MIC], Dimension Stride Boots [MIC], Aberrant Sphere [MIC], Potion of Cure Light Wounds

Spells Per Day: 4/3/3/2 + Bonus Spells 0/+2/+1/+1

Level 0 [DC 14]:Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Filch [RRII], Frost touch [ES], Shock touch [ES], Spark [ES]

Level 1 [DC 15]: Tenser's Floating Disk, Enlarge Person, Identify, Charm person, Seeking Ray [PHII], Frostfire [ES], Fist of Stone [ES], Ice Shards [ES], Ice [F&F]

Level 2 [DC 16]: Web, Fox's Cunning, Death March [ES], Iceshards [RRII]

Level 3 [DC 17]: Fireball, Icelance [SC], Invisibility Sphere, Summon Monster III

[key: PGWBS = Player's Guide to Wizards, Bards, and Sorcerers; PGtW = Player's Guide to the Wilderlands; MIC = Magic Item Compendium; PHII = Player's Handbook II; ES = Eldritch Sorcery; RRII = Relics & Rituals II; F&F = Frost & Fur; SC = Spell Compendium]

Nicholas the Weasel (Familiar)
Size/Type: Tiny Animal
Hit Dice: 5d8
HP: Half of Kref’s HP
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent,
Familiar-specific Qualities: Improved evasion, share spells, empathic link, deliver touch spells, speak with master
Saves: Fort +2, Ref +4, Will +5 (Will adjusted per Kref’s Will Save)
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3
Feats: Agile, Weapon Finesse(B)

Attach (Ex)
If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

Wanderer the Light Horse
Size/Type: Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof -2 melee (1d4+1*)
Full Attack: 2 hooves -2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run

Carrying Capacity
A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.