About Loriel Gilded-Leaf
Loriel Gilded-Leaf
Male elf diviner 6
LG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +3
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 30 (6d6+4)
Fort +4, Ref +8, Will +7; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee longsword +4 (1d8+1/19-20) or
. . melee touch attack +4 (varies by spell/ability)
Ranged +2 composite longbow +9 (1d8+3/×3) or
. . ranged touch attack +7 (varies by spell/ability)
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 6/day—diviner's fortune (+3)
Diviner Spells Prepared (CL 6th; concentration +11)
. . 3rd—ablative barrier[UC], arcane sight, haste, lightning bolt (DC 16)
. . 2nd—arrow eruption[APG], embrace destiny, glitterdust (DC 15), scorching ray, see invisibility
. . 1st—gravity bow[APG] (2), magic missile, shield, true strike
. . 0 (at will)—detect magic, light, mage hand, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 13, Dex 18, Con 10, Int 17, Wis 11, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Piercing Spell[UM], Point-blank Shot, Precise Shot, Rapid Shot, Spell Focus (divination)
Traits focused mind, warrior of old
Skills Appraise +7, Escape Artist +5, Fly +8, Knowledge (arcana) +12, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +12, Perception +3, Spellcraft +12 (+14 to identify magic item properties), Stealth +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Azlanti, Common, Draconic, Dwarven, Elven, Goblin, Orc, Osiriani, Sylvan, Undercommon, Varisian
SQ arcane bond (+2 composite longbow), elven magic, forewarned
Combat Gear +1 holy arrows (4), +1 seeking arrows (6), adamantine blanched arrow (20), cold iron blanched arrow (18), potion of cure light wounds, sandals of quick reaction, silver blanched arrow (19), wand of cure light wounds (47 charges), wand of mage armor (49 charges), wand of magic missile (50 charges); Other Gear +2 composite longbow (+1 Str), arrows (19), dagger, longsword, cloak of resistance +2, efficient quiver, handy haversack, bedroll, spell component pouch, trail rations (5), 5,704 gp
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Tracked Resources
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+1 holy arrows - 0/4
+1 seeking arrows - 0/6
Adamantine Blanched Arrow - 0/20
Arcane Bond (+2 composite longbow) (1/day) (Sp) - 0/1
Arrows - 0/19
Cold Iron Blanched Arrow - 0/18
Dagger - 0/1
Diviner's Fortune +3 (6/day) (Sp) - 0/6
Potion of cure light wounds - 0/1
Silver Blanched Arrow - 0/19
Trail rations - 0/5
Wand of cure light wounds (47 charges) - 0/47
Wand of mage armor (49 charges) - 0/49
Wand of magic missile (50 charges) - 0/50
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Special Abilities
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Arcane Bond (+2 composite longbow) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +3 (6/day) (Sp) As a standard action, touch grants ally +3 insight bonus to many checks for 1 round.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Focused Mind +2 to Concentration checks
Forewarned 3 (Su) Can always act in surprise rounds.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Spell Focus (Divination) Spells from one school of magic have +1 to their save DC.