Umbral Dragon

Serill Elamaer's page

396 posts. Alias of Diamondust.


Full Name

Serill Elamaer

Race

half-Umbral Dragon Human

Classes/Levels

Wizard(Exploiter/Pact)/Alchemist(Mindchemist/Internal) 4 HP: 59[+12 temp]/59 Saves: 12/10/8 AC: 24/16/20 CMD: 24 Initiative: +10 Perception: +9 AR: 5/7

Gender

Male

Size

Medium

Age

30

Special Abilities

Luck 12

Alignment

Neutral

Deity

The Mistress

About Serill Elamaer

horns are the wrong way and no mane

Serill Elamaer:

Male Half-Umbral Dragon Human Wizard (Exploiter/Pact) 4 | Alchemist (Mindchemist/Internal Alchemist) 4
N Medium Dragon
Init +10; Senses darkvision 60 ft., low-light vision, Perception +9
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Defense
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AC 24[26], touch 16, flat-footed 20[22] (+4 mage armor, +4 dex, +2 insight, +4[+6] natural armour)
hp 59/59 (8+3d8+24+3d8)
Fort +12, Ref +10, Will +8 +2 vs. poison and disease
Defensive Abilities
Immune Sleep, Paralysis, negative energy damage, strength drain
Weaknesses Light Blindness
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Offense
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Speed 30ft., fly 60 ft. (average)
Melee Bite +10[+9] (1d6+7[+6]), 2 Claws +10[+9] (1d4+7[+6])
Melee Spell Touch +9
Ranged Light Crossbow +9 (1d8+2/19-20x2)
Ranged Bomb +9 (2d6+9[+11] fire/x2) DC 19 Reflex for half
Special Attacks Arcane Reservoir 5/7, Potent Magic (1 point), Disguise 4hr/day, breath weapon (30-foot cone, 6d8 negative energy, Reflex DC 18 half)
Spell-like Abilities
1/day mage armor, unseen servant
At Will acid splash
Cleric Bonus Orison
0 (at will)— Guidance
Wizard Spells Prepared (CL 4th; concentration +11) spell prepared as if Int is 6 higher
2nd— Resist Energy, Frost Fall, Mirror Image, Invisibility, OPEN
1st— Protection from Evil, Grease, Vanish, OPEN, OPEN, OPEN
0 (at will)— Dancing Lights, Detect Magic, Penumbra, Prestidigitation, Resistance
Alchemist Extracts Prepared (CL 4th; concentration +11) spell prepared as if Int is 6 higher
2nd— Lesser Restoration, Ironskin, Fox's Cunning, OPEN
1st— Cure Light Wounds x2, Anticipate Peril, Expeditious Retreat, Shield, OPEN
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Statistics
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Str 20[18], Dex 19, Con 22, Int 24[28], Wis 14, Cha 14 Luck 12
Base Atk +3; CMB +10; CMD 24
Feats Improved Initiative, Spell Focus (Illusion), Extra Exploit (Quick Study), Brew Potion
Traits Reactionary, Greater Adept of the Society
Skills 15/level (* = class skill)
Acrobatics +4, (0 ranks, +4 Dex)
Appraise* +7[9], (0 ranks, +7 Int)
Bluff +2, (0 ranks, +2 Cha)
Climb +5, (0 ranks, +5 Str)
Craft (Alchemy)* +18[20], (4 ranks, +3 class, +7 Int, +4 alchemist)
Diplomacy +2, (0 ranks, +2 Cha)
Disable Device* +4, (0 ranks, +4 Dex)
Disguise +2, (0 ranks, +2 Cha)
Escape Artist* +11, (4 ranks, +3 class, +4 Dex)
Fly* +11, (4 ranks, +3 class, +4 Dex)
Handle Animal +2, (0 ranks, +2 Cha)
Heal* +2, (0 ranks, +2 Wis)
Intimidate +2, (0 ranks, +2 Cha)
Knowledge (arcana)* +21[25], (4 ranks, +3 class, +14 Int)
Knowledge (dungeoneering)* +21[25], (4 ranks, +3 class, +14 Int)
Knowledge (engineering)* +21[25], (4 ranks, +3 class, +14 Int)
Knowledge (geography)* +21[25], (4 ranks, +3 class, +14 Int)
Knowledge (history)* +21[25], (4 ranks, +3 class, +14 Int)
Knowledge (local)* +21[25], (4 ranks, +3 class, +14 Int)
Knowledge (nature)* +21[25], (4 ranks, +3 class, +14 Int)
Knowledge (nobility)* +21[25], (4 ranks, +3 class, +14 Int)
Knowledge (planes)* +21[25], (4 ranks, +3 class, +14 Int)
Knowledge (religion)* +21[25], (4 ranks, +3 class, +14 Int)
Linguistics* +7[9], (0 ranks, +7 Int)
Perception* +9, (4 ranks, +3 class, +2 Wis)
Perform +2, (0 ranks, +2 Cha)
Profession* +2, (0 ranks, +2 Wis)
Ride +4, (0 ranks, +4 Dex)
Sense Motive +9, (0 ranks, +2 Wis)
Sleight of Hand* +4, (0 ranks, +4 Dex)
Spellcraft* +14[16], (4 ranks, +3 class, +7 Int)
Stealth +4, (0 ranks, +4 Dex)
Survival* +2, (0 ranks, +2 Wis)
Swim +5, (0 ranks, +5 Str)
Use Magic Device* +2, (0 ranks, +2 Cha)
Languages English, German, Common, Elvish, Dwarvish, Orcish, Draconic, Aklo, Giant, Undercommon
SQ
Combat Gear Light Crossbow, Bolt Quiver, Bolts(20)
Other Gear Explorer's Outfit, Backpack, Mithral Tablet (contains all spells), Pearl of Power (1st), Pearl of Power (2nd), Cloak of the Hedge Wizard(Conjuration)
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Special Abilities
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Favoured Class Bonus (Wizard) 4 skill ranks in Knowledge (Engineering).
Boon (Guess the Gift) +1 to Intelligence for guessing the DM's christmas gift.
Boon (Cleanse Erastil's Temple) +1 to Dexterity for cleansing Erastil's Temple after being desecrated.
Youthful Draught (+2 Dex, +2 Con) Gain +4 to physical stats and +2 to mental stats for 24 hours. After this time choose 2 physical stats to gain a permanent +2 increase.
Intelligence's Edge (Ex) +2 Your mind is lightning fast, giving you an edge in battle in both offense and defense. Add your intelligence modifier to your armour class, saving throws, attack rolls and weapon damage rolls as an insight bonus up to a maximum of half your HD. Once per combat, you can add this insight bonus to any skill check.
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Wizard Abilities
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Arcane Reservoir (Su) 5/7 At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level.
Exploiter Exploit At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits.
Potent Magic (Su) Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.
Quick Study (Su) The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Effortless Magic (Ex) Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.
Patron (Shadow [Shadowbound]) 2nd-silent image, 4th-darkness, 6th-deeper darkness, 8th-shadow conjuration, 10th-shadow evocation, 12th-shadow walk, 14th-shadow conjuration (greater), 16th-shadow evocation (greater), 18th-shades; At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower.
Disguise (Su) 4hr/day A witch can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.
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Alchemist Abilities
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Alchemy (Su) When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Cognatogen (Su) +4 Int, -2 Str, +2 natural armor The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score.
Bomb (Su) 2d6+6 10/day Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Brew Potion (Ex) At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.
Discovery (Su) At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Acid Bomb When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Frost Bomb When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. The mindchemist can also use this ability when making an Intelligence check to remember something.
Poison Resistance (Ex) At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Disease Resistance At 3rd level, an internal alchemist gains a bonus on all saving throws against disease equal to his alchemist class bonus against poison. When he gains the poison immunity alchemist class ability, he becomes immune to disease as well.