Elvish Fighter

Taerel Morgenfrei's page

326 posts. Organized Play character for PJP.


Full Name

Taerel Morgenfrei

Race

Elf

Classes/Levels

Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Gender

Male

Size

Medium

Age

130

Strength 15
Dexterity 16
Constitution 11
Intelligence 17
Wisdom 12
Charisma 7

About Taerel Morgenfrei

#150786-9
XP 16 / PP 26 / FP 32

Taerel Morgenfrei
CG Male Elf Wizard 5 / Fighter 1

Init +3
Languages Common, Elven, Draconic, Celestial, Sylvan, Infernal (Linguistics)
Faction Grand Lodge

HP 33 (1d6 = 6 W1 +1 FC / +6 F1 / +4 W2 +1 FC / +4 W3 +1 FC / +4 W4 +1 FC / +4 W4 +1 FC)

DEFENSE
AC 19 (+5 Armor +3 Dex +1 Dodge), touch 14, flat-footed 15
CMD 18
Fort +3 (+2 Fighter +1 Wizard +0 Con)
Ref +4 (+1 Wizard +3 Dex)
Will +5 (+4 Wizard +1 Wis)

Defensive Abilities
Immune magical sleep
Resist +2 racial saving throw bonus against enchantment spells and effects

OFFENSE
Speed 60 ft 30 ft
Base Attack +3 (+1 Fighter +2 Wizard); Melee Touch +6 (+3 BAB +3 Str*); Ranged Touch +6 (+3 BAB +3 Dex)
CMB +4

Melee
MW Longsword 1-H Att +7, P/S, Crit 20/x2 (Att: +3 BAB, +1 enhancement, +3 Str)
Dmg 1d8+5 (Dmg: +3 Str, +1 Arcane Strike +1 enhancement)
2H Dmg 1d8+6 (Dmg: +4.5 Str, +1 Arcane Strike +1 enhancement)
+1 damage magic weapon

Ranged
Longbow Att +7, Dmg 1d8+4, P, Crit 20/x3 (Att: +3 BAB +3 Dex +1 ; Dmg: +3 Str +1 Arcane Strike)
Telekinetic Fist Att +6, Dmg 1d4 (Att: +3 BAB +3 Dex) up to 30' Ranged Touch Attack
6 of 6 per day remaining

As a swift action, imbue weapon with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. Or use Swift action to reduce Spell failure to 0%.

SPELLCASTING
Arcane school: Transmutation (*)
Opposition schools: Necromancy, Illusion (-)

Prepared spells
0 (4+1+1*) DC 14/15: Ray of Frost, Dancing Lights, Detect Magic, Mage Hand*, Acid Splash, Read Magic
1 (3+1+1*) DC 15/16: Burning Hands, Magic Missile, Expeditious Retreat*, Feather Fall, Enlarge Person*
2 (2+1+1*) DC 16/17: Scorching Ray, Bull's Strength*, Cat's Grace*, Glitterdust
3 (1+1+1*) DC 17/18: Heroism, Heroism, Fly*

Bonded object spell: Unused (May cast any spell (not in opposition school) once per day without preparation, but cannot have metamagic feats applied.)

STATISTICS
Abilities Str *16 (+3), Dex 16 (+3), Con 11 (+0), Int 18 (+4), Wis 12 (+1), Cha 7 (-2)
* Unless otherwise noted, transmutation ability makes Str 16/+3. Otherwise, it is 15/+2

SKILLS 36 (2 + 4 Int / 6 / 6 / 6 / 6 / 6)
Acrobatics +4 (1 ranks +3 Dex)
Appraise* +8 (1 ranks + 4 Int +3 class)
Bluff -2 (-2 Cha)
Climb* +7 # (1 ranks +2 or +3 Str +3 class)
Craft* (Bowyer) +8 (1 ranks + 4 Int +3 class)
Diplomacy -2 (-2 Cha)
Disguise -2 (-2 Cha)
Escape Artist +3 (+3 Dex)
Fly* +7 (1 rank +3 Dex +3 class)
Handle Animal* +2 (1 ranks -2 Cha +3 class)
Heal +1 (+1 Wis)
Intimidate* +2 (1 rank -2 Cha +3 class)
Knowledge (Arcana)* +9 (2 ranks + 4 Int +3 class)
Knowledge (Dungeon)* +8 (1 ranks + 4 Int +3 class)
Knowledge (Geography)* +8 (1 ranks + 4 Int +3 class)
Knowledge (Engineering)* +8 (1 ranks + 4 Int +3 class)
Knowledge (History)* +8 (1 ranks + 4 Int +3 class)
Knowledge (Local)* +10 (3 ranks + 4 Int +3 class)
Knowledge (Nature)* +8 (1 ranks + 4 Int +3 class)
Knowledge (Nobility)* +8 (1 ranks + 4 Int +3 class)
Knowledge (Planes)* +9 (2 ranks + 4 Int +3 class)
Knowledge (Religion)* +8 (1 ranks + 4 Int +3 class)
Linguistics* +8 (1 ranks + 4 Int +3 class)
Perception* +12 (6 ranks +1 Wis +1 trait +2 racial +3 class)
Ride* +7 (1 Rank +3 Dex +3 class)
Sense Motive +1 (+1 Wis)
Spellcraft* +12/+14 (5 ranks + 4 Int +3 class +2 racial to identify the properties of magic items)
Stealth +3 (+3 Dex)
Survival* +5 (1 rank +1 Wis +3 class)
Swim* +7# (1 ranks +2 or +3 Str +3 class)

EQUIPMENT
+1 mithral Chain Shirt (2,100gp, +5 AC, +6 max dex, -0 ACP, 10% ASF)
Longsword +1 (Bonded object)
Darkwood composite longbow (3 Str rating)
Arrows (20)

Backpack
Bedroll
Waterskin

Spellbook
Spell Component Pouch
Scrolls (Mage Armor, Enlarge Person, 2 Magic Missles, Comprehend Languages, Endure Elements)
Sack
4 torches
Flint and steel
10 pieces of Chalk

Lesser rod of extend (3 of 3 uses remain)
Wand, Cure Light Wounds (42 charges)
Wand, Shield (48 charges)

COINS
PP – 0
GP – 14,883
SP – 6
CP – 6

FEATS
Spell Focus - Evocation (Wizard 1 bonus)
Arcane Strike (Level 1 Choice)
Dodge (Fighter 1 Bonus)
Combat Casting (Level 3 Choice)
Arcane Armor Training (Level 5 Choice)
Extend Spell (Wizard 5 Bonus feat) - any good choice here??

TRAITS
Focused Mind: You gain a +2 trait bonus on concentration checks.
Observant: You gain a +1 trait bonus on all checks for Perception, and it becomes a class skill for you.

SPELLBOOK * = Specialty school Transmutation
Cantrips
Acid Splash (Conj): Orb deals 1d3 acid damage.
Arcane Mark (Uni): Inscribes a personal rune on an object or creature (visible or invisible).
Daze (Ench): A single humanoid creature with 4 HD or less loses its next action.
Dancing Lights (Evo): Creates torches or other lights.
Detect Magic (Div): Detects all spells and magic items within 60 ft.
Detect Poison (Div): Detects poison in one creature or small object.
Flare (Evo): Dazzles one creature (–1 on attack rolls).
Light (Evo): Object shines like a torch.
Mage Hand (Tran): * 5-pound telekinesis.
Mending (Tran): * Makes minor repairs on an object.
Message (Tran): * Whisper conversation at distance.
Open/Close (Tran): * Opens or closes small or light things.
Prestidigitation (Uni): Performs minor tricks.
Ray of Frost (Evo): Ray deals 1d3 cold damage.
Resistance (Abj): Subject gains +1 on saving throws.
Read Magic (Div): Read scrolls and spellbooks.

1st Level
1: 1, 2, 3, i1, i2, i3
Burning Hands (Evo): 1d4/level fire damage (max 5d4).
Cause fear(-) (Necro)
Charm person (Ench)
Comprehend Languages (Div)
Endure Elements (Abj)
Enlarge Person (Trans): * Humanoid creature doubles in size.
Expeditious Retreat (Trans)
Grease (Conj): Makes 10-ft. square or one object slippery.
Feather Fall (Trans)
Identify (Div)
Magic Missle (Evo): 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon (Trans): * Weapon gains +1 bonus.
Mage Armor (Conj): Gives subject +4 armor bonus.
Protection from Chaos/Evil/Good/Law (Abj): +2 to AC and saves, plus additional protection against selected alignment.
Shocking Grasp (Evo): Touch delivers 1d6/level electricity damage (max 5d6).

2nd Level
Bear’s endurance*: Subject gains +4 to Con for 1 min./level.
Bull's Strength*: Subject gains +4 to Str for 1 min./level.
Cat's Grace*: Subject gains +4 to Dex for 1 min./level.
False Life
Glitterdust (Conj): Blinds creatures, outlines invisible creatures.
Invisibility
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).

3rd Level
Fly
Heroism
Tongues

4th Level
Dimension Door

SPECIAL ABILITIES
Low light vision
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: 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: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: 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.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Transmuters use magic to change the world around them.
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity,or Constitution).
This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level.
You can change this bonus to a new ability score when you prepare spells.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

DESCRIPTION

BACKGROUND

BOONS
Explore, Report, Cooperate (01-1)
Prized Find (01-1)
Tapestry Traveller (03-2)
Warm Friend in a Cold Land (03-2)

Dragonkiller (04-1): You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and
gained special insight into how to kill others of her kind. You may add an extra 1d6 points
of damage to a single damage roll made against a true dragon at any time in the future. This
damage stacks with other bonus damage such as sneak attack and is not multiplied on a
critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.

EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a
circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the
check. You also halve your armor check penalty for the purpose of this skill check. (+2 currently)

Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.

Debt of Cyphers +2 bonus on Knowledge(arcana) and Linguistics when you consult Gurukaza in Riddleport. Also, +2 Diplomacy checks to gather information in Riddleport.

Riddleport Respect: +2 intimidate in Riddleport.

HISTORY
01-1. The Wounded Wisp (+1XP/+2PP/+2FP/+450GP)
Sack, 4 torches, Flint and steel, 10 pieces of Chalk
01-2. GM Sior's Delirium's Tangle (PFS CORE #1-45) (+1XP/+2PP/+2FP/+522GP)
Bought: Scrolls (Mage Armor, Enlarge Person, 2 Magic Missles, Comprehend Languages, Endure Elements) -150gp
Scribed spells from Dunkel Diggerson (15208-18): comprehend languages, expeditious retreat and feather fall. -30gp
01-3. #13 The Prince of Augustana (+1XP/+2PP/+2FP/+467GP)
-- purchased Wand, CLW (2 PP)

02.1 - Applied GM Credit for Frostfur Goblins (+1XP/+2PP/+2FP/+502GP)
-- purchased Wand, Shield (2 PP)
02.2 - The Icebound Outpost 3-19 (+1XP/+2PP/+2FP/+529GP)
-- purchased cold-weather gear (8gp)
-- Scribed spells from loot found: Bear’s endurance (40 gp), Cause fear (10 gp), Charm person (10 gp), False Life (40 gp), Identify (10 gp), Tongues (90 gp) - 200 total
-- used 1 charge of Shield
02.3 - Applied GM Credit for Before the Dawn Part 1 (+1XP/+2PP/+2FP/+506GP)
-- 2606 gp total

Level 3: Added Wizard level (new spells: Protection from Evil/etc, Grease)
-- Used scroll of Endure Elements to copy into spellbook (10gp)

03.1 - 6–08 The Segang Expedition 3-19 (+1XP/+2PP/+2FP/+514GP) 2596 start .. 3110 gp end

03.2 - From Under Ice (+1XP/+2PP/+2FP/+1198GP) 3110 start .. 4,308 gp end

03.3 - #51: The City of Strangers (CORE) (+1XP/+2PP/+2FP/+1268GP) — GM Crucible Start: 4,308 End 5,376
-- Used 2 CLW charges
-- spent 200 gp to add Invisibility and Dimension Door to spellbook

Level 4: +1 Int, Spells: Cat's Grace, Scorching Ray

04.1 - GM Chronicle for Shades of Ice Part 2 (+1XP/+2PP/+2FP/+1872GP) Start 5,376 End: 7,248
2 PP on darkwood composite longbow +3

04.2 - #52: The City of Strangers 2 (CORE) (+1XP/+2PP/+2FP/+1350GP) — GM Crucible Start: 7,248 End 8,598

04.3 - GM Chronicle for #7-00 The Sky Key Solution (+1XP/+2PP/+2FP/+1250GP) Start 8,598 End: 9,848

Level 5: Added Wizard level, Spells:
Bought +1 mithral chain shirt (2100gp)

05.1 - #4-15: The Cyphermage Dilemma (+1XP/+2PP/+2FP/+1960GP) Start: 7,748 End: 9,708
Used 1 charge CLW on woman

05.2 - #7-25 Orders from the Gate (+1XP/+2PP/+2FP/+2577GP) Start: 9,708 End: 12,285
Used 4 charges CLW after chimera
Used 1 charge shield wand
Used 1 charges CLW after orcs

05.3 - #10-05 Mysteries under Moonlight Part 1 GM Chron (+1XP/+2PP/+2FP/+3314GP) Start: 12,285 End: 15,599

Level 6: Added Wizard 5, Spells: Haste, Heroism

06.1 - #10-07 Mysteries under Moonlight Part 2 GM Chron (+1XP/+2PP/+2FP/+3284GP) Start: 15,599 End: 18,883

06.2 - current Start 18,883
- 1000 to upgrade bonded longsword to +1
- 3000 lesser rod of extend metamagic (3x add double duration to spell level 3 and under)

Planning:

Bonded longsword can become +1 for only 1000 gp, but not until caster level 5 :(
upgrade to +2 at caster level 6 for 4000 gp
Fighter 1/Wizard 5/Eldrich Knight 6 end result