Monk

Aldiran Teldessar's page

419 posts. Alias of Edeldhur.


Full Name

Aldiran Teldessar

Classes/Levels

Female Elf Ranger (Trapper) 1/Wizard 1/Archmage 1: Init +6 | Perc +11 | AC 15 / T 14 / FF 11 | HP 23 | Saves F +4 / R +6 / W +4 | Mythic: 5/5

Gender

Female

Strength 14
Dexterity 19
Constitution 14
Intelligence 19
Wisdom 15
Charisma 9

About Aldiran Teldessar

Aldiran Teldessar
Female Elf Ranger (Trapper) 1/Wizard 1/Champion 1 (Pathfinder RPG Ultimate Magic 0)
NG Medium humanoid (elf)
Init +6; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 23 (1d10+1d6+9)
Fort +4, Ref +6, Will +4; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
Weakness light sensitivity
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Offense
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Speed 30 ft., shift
Melee longsword +3 (1d8+2/19-20)
Ranged darkwood composite longbow +6 (1d8+2/×3)
Special Attacks favored enemy (fey +2), mythic power (5/day, surge +1d6)
Wizard Spells Prepared (CL 2nd; concentration +6):
. . 1st—gravity bow[APG], grease[S], shield
. . 0 (at will)—acid splash, detect magic, message
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Statistics
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Str 14, Dex 19, Con 14, Int 19, Wis 15, Cha 9
Base Atk +1; CMB +3; CMD 17
Feats Breadth of Experience[APG], Dual Path[M], Lost Legacy, Point-Blank Shot, Precise Shot, Scribe Scroll
Traits magical knack, reactionary, warded against witchery
Skills Bluff +0, Diplomacy +1, Disable Device +12, Disguise +0, Heal +6, Intimidate +0, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +10, Knowledge (nobility) +6, Knowledge (planes) +10, Knowledge (religion) +10, Perception +11, Sense Motive +4, Spellcraft +9 (+11 to determine the properties of a magic item, +10 to identify spells cast by evil arcane spellcasters.), Stealth +12, Survival +7; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan
SQ arcane bonds (arcane bond [familiar]), arcane focus, elven magic, opposition schools (enchantment, necromancy), specialized schools (teleportation), summoner's charm, track +1, trapfinding +1, wild empathy +0
Combat Gear cold iron arrows (40), silver arrows (10), alchemist's fire, holy water; Other Gear haramaki, buckler, arrows (40), darkwood composite longbow, longsword, backpack, masterwork, bandolier, crowbar, ink, black, inkpen, paper (10), scroll case, signet ring, silk rope (50 ft.), spell component pouch, spellbook, thieves' tools, masterwork, travelling spellbook, waterproof bag, 721 gp
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Special Abilities
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Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+1 bonus, ignore cover/conceal & bypass all DR).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Favored Enemy (Fey +2) (Ex) +2 to rolls vs Favored Enemy (Fey).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5', 7/day) (Sp) Short-range teleport
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Teleportation Associated School: Conjuration
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Warded Against Witchery +1 to spellcraft to ID spells of evil arcane spellcasters, +1 to save vs thier spells and abilities.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Aldiran pre re-crunch:

Aldiran
Female Human Bard (Sound Striker) 2
CG Medium Humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
hp 19 (2d8+5)
Fort +3, Ref +6, Will +5; +4 vs. bardic performance, sonic, and language-dependant effects
Resist cold 2
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Offense
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Speed 20 ft.
Melee Longspear +0 (1d8-1/x3) and
. . Scorpion whip +0 (1d4-1/x2)
Ranged Sling +4 (1d4-1/x2)
Special Attacks bardic performance (standard action) (10 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 15), bardic performance: inspire courage +1
Bard (Sound Striker) Spells Known (CL 2):
1 (3/day) Hideous Laughter (DC 15), Grease (DC 15), Cure Light Wounds
0 (at will) Mage Hand, Detect Magic, Read Magic, Ghost Sound (DC 14), Light
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Statistics
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Str 9, Dex 16, Con 15, Int 17, Wis 14, Cha 19
Base Atk +1; CMB +0; CMD 13
Feats Eldritch Heritage, Flagbearer, Lingering Performance, Lost Legacy, Skill Focus (Knowledge [nature]) (Focused Study)
Traits Militia Veteran (any town or village) (Survival), Northern Ancestry, Two-World Magic (Acid Splash)
Skills Acrobatics +0 (-4 jump), Bluff +10, Climb -4, Craft (bows) +1, Diplomacy +10, Disguise +5, Escape Artist +0, Fly +0, Handle Animal +6, Intimidate +10, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +8, Knowledge (nature) +11, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +7, Perform (act) +5, Perform (comedy) +10, Perform (dance) +10, Perform (oratory) +10, Ride +0, Sense Motive +7, Spellcraft +8, Stealth +0, Survival +8, Swim -4, Use Magic Device +10
Languages Abyssal, Common, Giant, Sylvan
SQ bardic knowledge, versatile performance abilities (comedy), well versed
Combat Gear Wand of Cure Light Wounds; Other Gear Lamellar (leather) armor, Buckler, Longspear, Scorpion whip, Sling, Backpack, masterwork (empty), 25 GP
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Flagbearer Grant bonuses to allies who see your flag
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Versatile Performance (Comedy) +10 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.