Mage Sniper

Lanarial's page

417 posts. Alias of Rhanloi Ehlyss.


Full Name

Lanarial

Race

Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 |

Classes/Levels

0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Strength 12
Dexterity 12
Constitution 14
Intelligence 19
Wisdom 14
Charisma 16

About Lanarial

Lanarial
Elf transmuter 2
CG Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +4
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 18 (2d6+6)
Fort +4, Ref +2, Will +6; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee mwk longsword +3 (1d8+1/19-20)
Ranged darkwood shortbow +3 (1d6/×3)
Arcane School Spell-Like Abilities (CL 2nd; concentration +8)
. . 7/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 2nd; concentration +8)
. . 1st—break[APG] (DC 15), feather fall, magic weapon, shield
. . 0 (at will)—dancing lights, mage hand, message, open/close (DC 14)
. . Opposition Schools Conjuration, Divination
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Statistics
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Str 12, Dex 12, Con 14, Int 19, Wis 14, Cha 16
Base Atk +1; CMB +2; CMD 13
Feats: Scribe Scroll, Spell Mastery
Traits: focused mind, forlorn
Skills
Knowledge (arcana) +9
Knowledge (engineering) +8
Knowledge (geography) +8
Knowledge (history) +8
Knowledge (local) +8
Knowledge (nature) +9
Knowledge (planes) +8
Perception +4
Profession (sailor) +6
Spellcraft +9 (+11 to identify magic item properties)
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages: Common, Draconic, Elven, Gnoll, Goblin, Sylvan
SQ: arcane bond (amulet), elven magic, physical enhancement (+1)
Magic items:wand of burning hands (lvl 1 - 6 charges. 'Ingeitum'); wand of magic missile (6 charges); wand of alarm; scroll of magic weapon, protection from evil, surmount affliction ; cloak of resistance +1; potion of cure moderate wounds; unidentified bone ring
Combat Gear: Alchemist's fire (2), tanglefoot bag (3)
Other Gear: arrows (40), darkwood shortbow, mwk longsword, - arcane bond amulet -, backpack, bedroll, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), ink, inkpen, parchment (5), scroll case, soap, spell component pouch, spellbook, trail rations (5), waterskin (2)
Treasure: 144 gp, 7 sp, 9 cp

Special Abilities:

Arcane Bond (Amulet) (1/day) (Sp): Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Conjuration: You must spend 2 slots to cast spells from the Conjuration school.
Divination: You must spend 2 slots to cast spells from the Divination school.
Elven Immunities - Sleep: You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Physical Enhancement +1 (Dexterity) (Su): When preparing spells, chosen physical attribute gains enhancement bonus.
Spell Mastery (Break, Feather Fall, Magic Weapon, Shield): You can prepare the chosen spells without a spellbook.
Telekinetic Fist (1d4+1 bludgeoning, 7/day) (Sp): As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation: Transmuters use magic to change the world around them

Spell Book:

Level 0 DC14
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.

Level 1 DC15
Alter Winds: Increase/decrease strength of natural winds.
Animate Rope: Makes a rope move at your command.
Break: Gives an object the broken condition.
Enlarge Person: Humanoid creature doubles in size.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Acrobatics checks.
Magic Weapon: Weapon gains +1 bonus.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.


Aquired spellbook:
A book containing the creature's collection of spells:
2nd: scare, spectral hand;
1st: chill touch, decompose corpse, interrogation, jump, cause fear, magic missile, ray of enfeeblement, ray of sickening
0: acid splash, bleed, detect magic, mage hand