Aravashnial

Zephyr the White's page

220 posts. Organized Play character for Saving Cap'n Crunch.


Full Name

Zephyr

Race

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:

Classes/Levels

Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Size

Medium

Age

45

Languages

Common, Elven, Celestial, Auran, Draconic, Azlanti, Infernal, Wayang, Aklo

Occupation

Pathfinder, Kalistocrat, Jeweler

Strength 8
Dexterity 14
Constitution 16
Intelligence 20
Wisdom 12
Charisma 10

About Zephyr the White

Statistics:
Male Half-Elf Transmuter 7
LN Medium Humanoid (Human, elf)
Init +6; Senses Perception +3
------------------------------
DEFENSE
------------------------------
AC 13, touch 12, flat-footed 11 (+2 dex, +1 armor)
hp 58
Fort +10, Ref +7, Will +9 (+2 vs. enchantment, +1 vs. divine spells)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Club +2 (1d6-1)

Ranged Telekinetic Fist +6 touch (1d4+3) 8/day
------------------------------
STATISTICS
------------------------------
Str 8, Dex 14, Con 16 (14), Int 20 (18), Wis 12, Cha 10
Base Atk +3; CMB +2; CMD 14
Traits History of Heresy, Mathematical Prodigy
Feats Spell Focus (necromancy), Skill Focus (Knowledge [arcana]), Spell Penetration, Great Fortitude, Improved Initiative
Skills (49) Appraise +9 (1), Craft (jewelry) +15/17 (7), Linguistics +10 (2) Spellcraft +15 (7), Perception +3 (0), Knowledge (arcana) +19 (7), Knowledge (engineering) +13 (4), Knowledge (history, local, planes, religion) +12 (4 each/16), Knowledge (nobility) +10 (2) Knowledge (dungeoneering, geography, nature) +9 (1 each/3)

ACP 0

Languages: Common, Elven, Celestial, Auran, Draconic, Azlanti, Infernal, Wayang, Aklo

Special Abilities:

------------------------------
SPECIAL ABILITIES
Elven Immunities, Keen Senses, Multitalented (wizard, bard), Physical Enhancement +2 (Con), Telekinetic Fist 8/day, Opposition Schools (Abjuration, Divination), Arcane Bond (ring)
------------------------------

Spells Prepared:

------------------------------
Spells
------------------------------
Cantrips (5/day, one must be transmutation)
Detect Magic (takes up two slots), Message, Dancing Lights, Prestidigitation

1st (7/day, one must be transmutation)
Enlarge Person, Magic Missile (2), Air Bubble, Silent Image (DC 16), Grease (DC 16), Shield

2nd (5/day, one must be transmutation)
Levitate, Invisibility, Blindness/Deafness (DC 18), Mirror Image, False Life

3rd (4/day, one must be transmutation)
Haste, Fireball, Suggestion, Heroism

4th (3/day, one must be transmutation)
Elemental Body I, Enervation (2)

Spells Known:

------------------------------
Spells
------------------------------
Cantrips
Resistance, Detect Magic, Detect Poison, Read Magic, Acid Splash, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

1st
Air Bubble, Cause Fear, Enlarge Person, Expeditious Retreat, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Grease, Obscuring Mist, Color Spray, Feather Fall, Floating Disk, Silent Image

2nd
Levitate, False Life, Scorching Ray, Blindness/Deafness, Invisibility, Bull's Strength, Spectral Hand, Mirror Image

3rd
Blood Biography, Haste, Protection from Energy, Fireball, Suggestion, Daylight, Heroism, Fly, Displacement

4th
Elemental Body I, Enervation

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb.
Current Load Carried lb.

Money 1338 GP 4 SP 0 CP (4k, up to date)

Possessions: Spellbook, Noble's Outfit, Traveler's Outfit, Ring, Haramaki, Masterwork Haramaki, 20 Blunt Arrows, Cloak of Resistance +2, Lesser Extend Metamagic Rod, Headband of Vast Intelligence +2 (Knowledge (arcana)), 3 flasks Acid, 3 flasks Alchemist's Fire, 3 flasks Holy Water, 3 Antitoxins, 12 Antiplagues, Smokestick, 10 Tindertwigs, 50 feet Silk Rope, Thunderstone, Tanglefoot Bag, Alexandrite Gem, Lucky Horseshoe, Dust of Emulation, Masterwork Artisan's Tools, Climber's Kit, Masterwork Manacles, Backpack, Bedroll, Mirror, Vermin Repellent, Tracking Powder, 2 Potions of Cure Light Wounds, 4/5 Scroll of Scorching Ray, 5/5 Scroll of Resist Energy, Wand of Cure Light Wounds (2, one full, one with 6 charges), Wand of Acid Arrow (3 charges), Wand of Magic Missile (9 charges), Wand of Magic Missile (10 charges, CL 3rd) Wand of Mage Armor (8 charges), Wand of Disrupt Undead (29 charges), Wand of Produce Flame (10 charges), Wand of True Strike (50 charges), Wand of Lesser Restoration (10 charges)