Halfling

Daeron Gwadestael's page

361 posts. Alias of randall793.


Full Name

Daeron Gwadestael

Race

Elf

Classes/Levels

Wizard 3 (Transmuter-Enhancement) / AC13->17(mage armor) / HP23->full

Gender

Male

About Daeron Gwadestael

[ Tracking Info | Party | Personal ]

Name: Daeron Gwadestael

Str (14), Dex (17), Con (12), Int (18), Wis (10), Cha (10) +1DEX for Transmuter

Senses low-light vision; Perception +5
Init +5; Speed 30 ft.
BAB +1; CMB +3; CMD 16
Concentration +6
Fort +1, Ref +4, Will +2 (+2 vs Enchantments)
Immune: magical sleep effects
AC 13, ff 10, touch 13; (+3 Dex)
hp 23/23 ( HD:3)

Melee Quarterstaff +3 (1d6+3, 20×2)
Range 030 +2STR MW Composite Longbow +6 (1d8+2+1, 20×3)
Range 110 +2STR MW Composite Longbow +5 (1d8+2, 20×3)
Range 220 +2STR MW Composite Longbow +3 (1d8+2, 20×3)

ARCANE POWER

Prepared Spells:


  • Level 0 (4)
    - Dancing Lights (DC:)
    - Detect Magic (DC:)
    - Spark (DC:)
    - * Mending

  • Level 1 (4)
    - * Enlarge Person
    - Mage Armour
    - Grease (DC:15)
    - Magic Missile
  • Level 2 (3)
    - Glitterdust
    - Create Pit
    - * Gravity Bow

Spellbook: 35/100 pages:

Spells:

  • All 0-Level Cantrips
  • 1st-Level
    - Color Spray(DC:17)(std)
    - Mage Armor (3hrs_std)
    - * Feather Fall(2medium creatures/30ft/3rnds)
    - * Gravity Bow (3mins_std)
    - Magic Missile (130ft/2missile_std)
    - Magic Weapon (3mins_std)
    - * Enlarge Person (3mins_rnd)
    - Grease(DC:17)(3mins_std)
    - * Expeditious Excavation (30ft/5ftcube_std)
    - Alarm

  • 2nd-Level
    - Glitterdust(DC:17)(130ft/3rnds/10ft/std)
    - Create Pit(DC:17)(130ft/10x10ftx10ft/4rnds/std)

Race: Male
   Age: Adult (appears to be about in human terms)
   Size: Medium, 5' 5", 123 lbs
   Type: Humanoid (Elf)
Level: 3
   Classes: Wizard (Transmuter-Enhancement)
   Favored: WIzard
Social:
   Faith: Nethys, not so pious
   Home: Kyonin
   Jobs: Looking for adventure
Languages: Common, Celestial, Draconic, Elven, Gnome, Sylvan, Dwarven

Looks:
Considered on the shorter end for Elves, Daeron prefers to keep his dark brown hair shoulder length in a manageable loose tie. Having a minimal whitish sclera typical of his race, his large black eyes is often expressive, especially when trying to recall a past memory or while concentrating. Usually a bow is slung across his back while his travelling stick is kept close at hand, either as support or to prod the underbrush while walking through the woods. Often garbed in clothing descriptive of a scholar, Daeron sometimes is seen in more form fitting clothes especially during archery practice.

SKILLS
+3 Acrobatics ( ) ( ) [ ]
+8 Appraise ( ) ( ) [ ]
+0 Bluff ( ) ( ) [ ]
+2 Climb ( ) ( ) [ ]
+0 Diplomacy ( ) ( ) [ ]
+0 Disguise ( ) ( ) [ ]
+3 Escape Artist ( ) ( ) [ ]
+6 Fly ( ) ( ) [ ]
+0 Heal ( ) ( ) [ ]
+0 Intimidate ( ) ( ) [ ]
+8 Craft:Bow ( ) ( ) [ ]
       Knowledge:
+9 Arcana ( ) ( ) [ ]
+8 Dungeoneering ( ) ( ) [ ]
+8 Nature ( ) ( ) [ ]
+9 Planes ( ) ( ) [ ]
+8 Religion ( ) ( ) [ ]
+8 Local ( ) ( ) [ ]
+8 History ( ) ( ) [ ]

+8 Linguistics=Dwarven ( ) ( ) [ ]
+5 Perception ( ) ( ) [ ]
+3 Ride ( ) ( ) [ ]
+2 Sense Motive ( ) ( ) [ ]
+10 Spellcraft ( ) ( ) [ ]
+4 Stealth ( ) ( ) [ ]
+0 Survival ( ) ( ) [ ]
+2 Swim ( ) ( ) [ ]
  
FEATS


    * Alertness
    You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. [Paizo Publishing - Core Rulebook, p.117]

    * Point-Blank Shot
    You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. [Paizo Publishing - Core Rulebook, p.131]

    * Scribe Scroll
    You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information. [Paizo Publishing - Core Rulebook, p.132]

    * Precise Shot
    You are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

TRAITS


    * Magical Lineage (Magic Missile)[Paizo Publishing LLC - Advanced Player's Guide, p.329]
    One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Magic Missile, treat its actual level as 1 lower for determining the spell's final adjusted level.

    * Warrior of Old [Paizo Publishing LLC - Advanced Player's Guide, p.331]
    As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.

RACIAL TRAITS


    * Elven Immunities [Paizo Publishing - Core Rulebook, p.22]
    Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

    * Elven Magic [Paizo Publishing - Core Rulebook, p.22]
    Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

    * Keen Senses [Paizo Publishing - Core Rulebook, p.22]
    Elves receive a +2 bonus on Perception skill checks.

    * Weapon Familiarity [Paizo Publishing - Core Rulebook, p.22]
    Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

CLASS ABILITIES


    * Arcane Bond [Paizo Publishing - Core Rulebook, p.78]
    You have selected to establish a powerful arcane bond with a creature.

    * Augment [Paizo Publishing LLC - Advanced Player's Guide, p.145]
    As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. This augmentation lasts 1 rounds. You can use this ability 7 times per day.

    * Cantrips [Paizo Publishing - Core Rulebook, p.79]
    You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

    * Familiar [Paizo Publishing - Core Rulebook, p.82]
    A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

    * Transmutation School [Paizo Publishing - Core Rulebook, p.82]
    You have chosen to specialize in transmutation spells.

    * Physical Enhancement [Paizo Publishing - Core Rulebook, p.82]
    You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). You can change this bonus to a new ability score when you prepare spells.

    * Precise Shot - Precise Shot (Combat) - You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

    * Necromancy Opposition School [Paizo Publishing - Core Rulebook, p.78]
    You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

    * Enchantment Opposition School [Paizo Publishing - Core Rulebook, p.78]
    You have chosen enchantment spells as an opposition school. Preparing an enchanment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Baldric/ Carried: 12 lbs:

Baldric: (1 lbs)

  • Melee Weapons:
    — Quarterstaff (4 lbs)
    — spring loaded wrist sheath with +1 silver ghost touch dagger with Pharasmian markings
    — Adamantine Dagger in combat scabbard

  • Ranged Weapons:
    — STR 14 MW Composite Longbow (2 lbs)

  • 2 x Quiver
    — 22 Arrows
    — 19 Cold Iron Arrows
    — 10 Mithril Arrows
  • Spell Component Pouch (2 lbs)


Belt Pouch: 5 lbs:

Belt Pouch: (0.5 lbs empty)

  • Candle(5) Increases light level (5') for 1 hr. (0 lbs)
  • Chalk(1) (0 lbs)
  • Charcoal Stick
  • Ink (1 oz. Vial) (0 lbs)
  • Ink-pen (0 lbs)
  • Waterproof Bag
    — Spell-book (3 lbs)
  • potion of remove paralysis
  • potion of remove disease
  • Mithril Dagger +10ft thrown range

Pack/Droppable: 44.5 lbs:

Backpack: (2 lbs empty)

  • hooded lantern
  • lamp oil (10 pints)
  • silver blanch (2)
  • 3 quivers of cold iron arrows (60 arrows)
  • masterwork artisan tools
  • 2 unstrung composite longbows [str 18]
  • 1 unstrung MW composite longbows [str 18]
  • 1 unstrung shortbow
  • Bedroll (5 lbs)
  • Rations(12) (Trail/Per Day) (12 lbs)
  • String (50 ft.) (0.5 lbs)
  • Twine (50 ft.) (0.5 lbs)
  • Torch(10) (10 lbs)
  • Waterskin(2) (8 lbs)
  • Quiver with 32 arrows(5 lbs)
  • Adamantine Scroll Case
  • Quiver with 20 adamantine arrows(3 lbs)
  • Shirish's adamantine longsword and heavy shield
  • Case (Map or Scroll) (0.5 lbs)
    - Parchment(2) (Sheet) (0 lbs)
    - Paper(4) (Sheet) (0 lbs)

WEALTH
pP:
gP: 1450
sP:
sP:

EQUIPMENT

Equipped/Worn: lbs:

Magic Item Slots:
  • Head:

  • Headband:

  • Eyes:

  • Neck:

  • Shoulders:

  • Body:

  • Armor:

  • Chest:

  • Waist:

  • Wrists:

  • Hands:

  • Rings:


  • Feet:

Non-Slotted Items:








Capacity
(1) —[/b] light: 3, medium: 6, heavy: 10
(2) —[/b] light: 6, medium: 13, heavy: 20
(3) —[/b] light: 10, medium: 20, heavy: 30
(4) —[/b] light: 13, medium: 26, heavy: 40
(5) —[/b] light: 16, medium: 33, heavy: 50
(6) —[/b] light: 20, medium: 40, heavy: 60
(7) —[/b] light: 23, medium: 45, heavy: 70
(8) —[/b] light: 26, medium: 53, heavy: 80
(9) —[/b] light: 30, medium: 60, heavy: 90
(10) —[/b] light: 33, medium: 66, heavy: 100
(11) —[/b] light: 38, medium: 76, heavy: 115
(12) —[/b] light: 43, medium: 86, heavy: 130
(13) —[/b] light: 50, medium: 100, heavy: 150
(14) — light: 58, medium: 116, heavy: 175
(15) —[/b] light: 66, medium: 133, heavy: 200
(16) —[/b] light: 76, medium: 153, heavy: 230
(17) —[/b] light: 86, medium: 173, heavy: 260
(18) —[/b] light: 100, medium: 200, heavy: 300
(19) —[/b] light: 116, medium: 233, heavy: 350
(20) —[/b] light: 133, medium: 266, heavy: 400
(21) —[/b] light: 153, medium: 306, heavy: 460
(22) —[/b] light: 173, medium: 346, heavy: 520
(23) —[/b] light: 200, medium: 400, heavy: 600
(24) —[/b] light: 233, medium: 466, heavy: 700
(25) —[/b] light: 266, medium: 533, heavy: 800
(26) —[/b] light: 306, medium: 613, heavy: 920
(27) —[/b] light: 346, medium: 693, heavy: 1,040
(28) —[/b] light: 400, medium: 800, heavy: 1,200
(29) —[/b] light: 466, medium: 933, heavy: 1,400
(30) —[/b] light: 533, medium: 1,066, heavy: 1,600

BACKGROUND

History:

Hailing from the elven nation of Kyonin, Daeron was born as a middling child from the union of talented battlemages, who was also known for its large number of offspring. As tradition, the family pressed their children in the arcane arts. Unfortunately for Daeron, his sibling all possessed some degree magical talent inherited from their parents. Unable to shine, Daeron decided to travel, seeking knowledge and experience which he hopes would give him an edge. Little known to him was the latent magical talent within him that just needed the right touch of experience to burst out.

Motivation:

Daeron currently is focused on seeking new spells and sources of arcane power. Hearing of an expedition to the forgotten mines, he hopes that some forgotten spells may reside within, if not else for the experience it may bring.

FAMILIAR

Ghema, Bat:

GHEMA
Male Bat Animal 3
NG Diminutive magical beast
Init +2; Senses Blindsense (20 ft.), Low-Light, Perception +6,

DEFENSE
AC 18, touch 16, flat-footed 16 (+4 size, +2 Dex, +2 natural, )
hp 11
Fort +0, Ref +4, Will +4
Defensive Abilities Improved Evasion,
OFFENSE
Speed 5 ft. Fly 40 ft. (Good)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5
Base Atk +1; CMB -1; CMD 4
Feats Weapon Finesse
Skills Acrobatics +3, Acrobatics (Jump) -10, Appraise -1, Bluff -3, Climb +3, Craft (Untrained) -2, Diplomacy -3, Disguise -3, Escape Artist +3, Fly +17, Heal +2, Intimidate -3, Knowledge (Arcana) -1, Knowledge (Dungeoneering) -1, Knowledge (Nature) -1, Knowledge (Planes) -1, Perception +8, Perform (Untrained) -3, Ride +2, Sense Motive +2, Spellcraft -1, Stealth +16, Survival +2, Swim +2,
Communication Empathic Link,
Special Qualities Empathic Link, Share Spells, Deliver Touch Spells
SPECIAL ABILITIES


    * Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
    * Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
    * Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
    * Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.