Giseil Voslil

Amanorn Preyedan's page

174 posts. Alias of thegreenteagamer.


Classes/Levels

Ftr/Wiz/EKngt/ArcArch | HP: 71/71 | AC: 22, T: 17 I, FF: 17 | Fort: 8, Reflex: 10, Will: 7 | CMB: 9, CMD:24 | Init: +8 | Perception: +14

Gender

Sanity Lost: 3

Strength 12
Dexterity 20
Constitution 12
Intelligence 22
Wisdom 10
Charisma 8

About Amanorn Preyedan

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Background:
FILL IN LATER

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Amanorn Preyedan
Male Elf
Fighter (Lore Warden) 1/Wizard 1/Eldrich Knight 5/Arcane Archer 2

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Stats
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Size / Type: Medium Humanoid (Elf)
Alignment: CN
Deity: Calistria
Age: 224
Speed: 30 Ft.
Initiative: +8 (Can always act in surprise round)
Senses: Perception +14, Low-light vision
Passive Perception: 24
Languages: Common, Elven, Celestial, Draconic, Goblin, Orc, Sylvan, Infernal

Attributes
STR 12 (+1)
DEX 20 (+5)
CON 12 (+1)
INT 22 (+6)
WIS 10 (+0)
CHA 08 (-1)

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Offense
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BAB: +8

Masterwork Spiked Gauntlets
Attack: 1d20 + 10 (8 BAB + 1 Str + 1 MW)
Damage: 1d4 + 1 (+ 1 Str)
Crit: x2
Range: Melee

+1 Cold Iron Rapier
Attack: 1d20 + 10 (8 BAB + 1 Str + 1 Magic)
Damage: 1d6 + 2 (+1 Str + 1 Magic)
Crit: 18-20/x2

Bonded Greenwood +3 Ghost Touch Adaptive Composite Longbow
Attack: 1d20 + 17 (8 BAB + 5 Dex + 3 Magic +1 Weapon Focus)
Damage: 1d8 + 4 (+ 1 Str + 3 Magic)
Crit: x3
Range: 110ft

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Defense
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HP: 71 (8d10 + 1d6 + 1 Con per Level + 1 Favored Class)
AC: 22 (10 Base + 5 Dex + 3 Armor +2 Natural Armor +2 Deflection)
Touch: 17 / Flat-Footed: 17
CMB: +9 (8 BAB + 1 Str)
CMD: 24 (10 Base + 8 BAB +1 Str + 5 Dex)

Fort: +8 (+5 Base +1 Con +2 Magic)
Refl: +10 (+3 Base +5 Dex +2 Magic)
Will: +7 (+5 Base +0 Wis +2 Magic)

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Skills
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Per Level: 8 (2 Base + 5 Int + 1 Item) + 2 per Arcane Archer level + 2 per Fighter level

Skills List:
Acrobatics: +5 (+0 Ranks +5 Dex)
Appraise: +10 (+1 Ranks +3 Class Skill +6 Int)
Bluff: -1 (+0 Ranks -1 Cha)
Climb: +5 (+1 Ranks +3 Class Skill +1 Str)
Craft (any): +6 (+0 Ranks +6 Int)
Diplomacy: -1 (+0 Ranks -1 Cha)
Disable Device: +5 (+0 Ranks +5 Dex)
Disguise: -1 (+0 Ranks -1 Cha)
Escape Artist: +4 (+0 Ranks +5 Dex)
Fly: +17 (+9 Ranks +3 Class Skill +5 Dex)
Handle Animal: +3 (+1 Ranks +3 Class Skill -1 Cha)
Heal: +0 (+0 Ranks +0 Wis)
Intimidate: +3 (+1 Ranks +3 Class Skill -1 Cha)
Knowledge (arcana): +12 (+3 Ranks +3 Class Skill +6 Int)
Knowledge (dungeoneering): +12 (+3 Ranks +3 Class Skill +6 Int)
Knowledge (engineering): +11 (+2 Ranks +3 Class Skill +6 Int)
Knowledge (geography): +11 (+2 Ranks +3 Class Skill +6 Int)
Knowledge (history): +11 (+2 Ranks +3 Class Skill +6 Int)
Knowledge (local): +11 (+2 Ranks +3 Class Skill +6 Int)
Knowledge (nature): +11 (+2 Ranks +3 Class Skill +6 Int)
Knowledge (nobility): +11 (+2 Ranks +3 Class Skill +6 Int)
Knowledge (planes): +12 (+3 Ranks +3 Class Skill +6 Int)
Knowledge (religion): +11 (+2 Ranks + 3 Class Skill +6 Int)
Linguistics: +10 (+1 Ranks +3 Class Skill +6 Int)
Perception: +14 (+9 Ranks +3 Class Skill +0 Wis +2 Keen Senses)
Perform (any): -1 (+0 Rank -1 Cha)
Profession (any): +0 (+0 Rank +0 Wis)
Ride: +9 (+1 Ranks +3 Class Skill +5 Dex)
Sense Motive: +12 (+9 Ranks +3 Class Skill +0 Wis)
Sleight of Hand: +5 (+0 Ranks +5 Dex)
Spellcraft: +18 (+9 Ranks +3 Class Skill +6 Int)
Stealth: +18 (+9 Ranks +3 Class Skill +5 Dex +1 Trait)
Survival: +4 (+1 Ranks +3 Class Skill +0 Wis)
Swim: +5 (+1 Ranks +3 Class Skill +1 Str)
Use Magic Device: -1 (+0 Rank -1 Cha)

Notes:
Additional +1 to Stealth in hills or mountains.
Additional +2 to Spellcraft to identify items.
All ranks in Fly are from headband.

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Traits
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Warrior of Old:
Warrior of Old (Elf Racial) - As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. Benefit: You gain a +2 trait bonus on initiative checks.

Magical Knack:
Magical Knack - Wizard (Magic) - You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Highlander:
Highlander (Regional) - You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

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Feats
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Point Blank Shot:
Point Blank Shot: You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. (Level 1 Fighter Bonus Feat)

Precise Shot:
Precise Shot: You are adept at firing ranged attacks into melee. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other. (Level 1 Feat)

Scribe Scroll:
Scribe Scroll: You can create magic scrolls. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. (Level 1 Wizard Bonus Feat)

Weapon Focus (Longbow):
Weapon Focus (Longbow): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. (Level 1 Eldrich Knight Bonus Feat)

Spell Penetration:
Spell Penetration: Your spells break through spell resistance more easily than most. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. (Level 3 Feat)

Arcane Strike:
Arcane Strike: You draw upon your arcane power to enhance your weapons with magical energy. Benefit: As a swift action, you can imbue your weapons 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. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. (Level 5 Feat)

Riving Strike:
Riving Strike: When you infuse your weapon with arcane might, your attacks make foes more susceptible to magic. Benefit: If you have a weapon that is augmented by your Arcane Strike feat, when you damage a creature with an attack made with that weapon, that creature takes a –2 penalty on saving throws against spells and spell-like abilities. This effect lasts for 1 round. (Level 5 Eldrich Knight Bonus Feat)

Deadly Aim:
Deadly Aim: You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed. Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (Level 7 Feat)

Bullseye Shot:
Bullseye Shot: You slow your breath, calm yourself, and hit the bullseye, just as you were trained to do. Benefit: You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn. (Level 9 Feat)

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Special Abilities
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Proficiencies:
Proficiencies - Amanorn is proficient with all simple and martial weapons and light armor, but not shields.

Elven Immunuties:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses:
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Elven Magic:
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.

Low-Light Vision:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day

Arcane Focus:
Weapon Familiarity Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Spells:
Spells:A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Arcane Bond - Bonded Item (Bow):
Arcane Bond - Bonded Item [bow] (Ex or Sp): At 1st level, wizards form a powerful bond with an object. A bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School (Divination/Scrying):
Arcane School (Divination/Scrying): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Divination School:
Divination Arcane School
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prohibited Schools:
Enchantment and Necromancy

Scrying Subschool:
Scrying Arcane Subschool

Diviner's Fortune Send Senses (Sp): As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairvoyance spell with a caster level equal to your wizard level.

You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cantrips:
Cantrips (Sp): Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Spellbooks:
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard's Spellbook:

Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).

Spells Gained at a New Level:

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll:

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.

Diverse Training:
Diverse Training (Ex): An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.

Enhance Arrows:
Enhance Arrows: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer's magic arrows only function for him.

In addition, the arcane archer's arrows gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the arcane archer prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.

At 3rd level, every non-magical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock.

At 5th level, every non-magical arrow fired by an arcane archer gains the distance weapon quality.

At 7th level, every non-magical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.

At 9th level, every non-magical arrow fired by an arcane archer gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The arcane archer cannot choose an ability that is the opposite of his alignment (for example, a lawful good arcane archer could not choose anarchic or unholy as his weapon quality).

The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.

Imbue Arrow:
Imbue Arrow (Su): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.

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Spells
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DC: 10 + Spell Level + Intelligence Modifier
Effective Caster Level = HD-1
Spell Slots = HD-3

Level 0:
Known: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

Level 0 (At Will Per Day +1 Specialty, 4 Prepared; DC 16)
Acid Splash
Message
Ghost Sound
Prestidigitation

Detect Magic

Level 1:
Known: Burning Hands, Color Spray, Grease, True Strike, Unseen Servant, Magic Missile, Obscuring Mist, Silent Image
Level 1 (4 Prepared +2 Bonus +1 Specialty; DC 17)
Burning Hands
Grease
Obscuring Mist
Magic Missle
Color Spray
Silent Image

True Strike

Level 2:
Known: Blood Transcription, Create Pit, Detect Thoughts, Glitterdust, Invisibility, Knock, Mirror Image, Resist Energy
Level 2 (3 Prepared + 1 Bonus +1 Specialty; DC 18)
Create Pit
Glitterdust
Mirror Image
Resist Energy

Detect Thoughts

Level 3:
Known: Fly, Haste, Stinking Cloud, Tongues, Dispel Magic
Level 3 (2 Prepared + 1 Bonus +1 Specialty; DC 19)
Dispel Magic
Haste
Stinking Cloud

Tongues

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Equipment
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Gold: 1072.9

Equipment:

+2 Haramaki
Light Armour, 1lb
+3 AC, No Max Dex, 0 Check Penalty

+2 Mithral Buckler
Shield, 2.5lbs
+3 AC, No Max Dex, 0 Check Penalty

Amulet of Natural Armor +2
Amulet Slot
+2 AC

Ring of Protection +2
Ring Slot
+2 AC

Belt of Incredible Dexterity +2
Belt Slot
+2 Dexterity

Headband of Vast Intelligence +2
Headband Slot
+2 Intelligence (Fly Skill)

Quick Runner's Shirt
Chest Slot
1/day move as a swift action.

Arrows, Common (x95)
Arrows, Barbed (x20)
Arrows, Blunt (x60)
Arrows, Dye (x5)
Arrows, Pheromone (x4)
Arrows, Pronged (x40)
Arrows, Raining (x10)
Arrows, Smoke (x5)
Arrows, Tangleshot (x5)
Arrows, Whistling (x20)
Ammunition

Handy Haversack
Container

Efficient Quiver
Container

Bedroll
Rope, Silk 50'
Candle (x20)
Helmet, Candle
Rations, Wandermeal (x20)
Rations, Trail (x5)
Waterskin

Scroll of Blood Transcription (x4)
Scroll of Obsidian Flow
Scroll of Scrying
Scroll of Black Tentacles
Scrolls

Pearl of Power Level 1