Cale the Calistrian

Amarandlon Svethaniel's page

198 posts. Organized Play character for The Norv.

Full Name

Amarandlon Svethaniel




Wizard (Spellbinder) 4

HP: 19/19 | AC/T/FF: 14/14/11 | Fort 0, Ref +4, Will +3 (+4 vs. spells and SLAs, +5 vs. illusions) | CMD: 16 | Reveal Weakness used: 0/7














Common, Elven, Celestial, Draconic, Gnome, Sylvan



Strength 12
Dexterity 16
Constitution 8
Intelligence 18
Wisdom 8
Charisma 15

About Amarandlon Svethaniel

Amarandlon is a tall, slightly built young elf with deep black eyes and hair so blonde as to appear white. He typically wears robes of grey or white, sometimes with simple patterns, under a jet-black scholarly overrobe.

Amarandlon Svethaniel
Elf Wizard (Spellbinder) 4
Favored class: Wizard
N Medium Humanoid (Elf)
Height: 5'7" Weight: 130 lbs.
Init +3 (+1 when in Cheliax); Senses Perception +1
XP: 9 Prestige: 16 Fame: 16 FCB: 3 skill ranks, 1 hit point

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 deflection)
HP 19 (4d6-3+3+1)
Fort 0, Ref +4, Will +3 (+1 vs. illusions)

Speed 30'
Melee Rapier +3 (1d6+1 P/18-20)
Ranged Longbow +5 (1d8/100'/x3)

Str 12 Dex 16 Con 8 Int 18 Wis 8 Cha 15
Base Attack +2; CMB +3; CMD 16
Feats Spell Focus (Enchantment) [PFS Wizard bonus], Point-Blank Shot, Toughness
Traits Arcane Archivist, Bruising Intellect
Trained Skills Knowledge (Arcana) +11 [4 rank, 4 INT, 3 CS], Knowledge (Geography) +10 [3 rank, 4 INT, 3 CS], Knowledge (History) +11 (+1 to ID cultural significance of art/objects; +2 re: Cheliax) [4 rank, 4 INT, 3 CS], Knowledge (Planes) +11 [4 rank, 4 INT, 3 CS], Profession (Scribe) +3 [1 rank, -1 WIS, 3 CS], Spellcraft +11 (+13 to ID magic devices) [4 rank, 4 INT, 3 CS], Use Magic Device +8 [2 rank, 2 CHA, 3 CS, 1 trait], Knowledge (Nature) +9 [2 rank, 4 INT, 3 CS], Knowledge (Religion) +9 [2 rank, 4 INT, 3 CS], Knowledge (Local) +8 [1 rank, 4 INT, 3 CS]
Languages Common, Elven, Celestial, Draconic, Gnome, Sylvan
Gear Longbow, rapier, 31 arrows, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, spell component pouch, 10 torches, 5 days' trail rations, waterskin, spellbook, journal, parchment (10 sheets), leather scroll case, wand of burning hands (CL 3, 1 charge), ring of protection +1, pearl of power (1st), potion of lesser restoration, wayfinder, scholar's outfit, courtier's outfit, jewelry worth 50 gp. This scenario:
Cash 3,459 gp
Encumbrance: 42.5 lbs.
Special Abilities

Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
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.
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.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Arcane Archivist: You have spent years handling magic items and know how to test their functions while avoiding catastrophic results. You gain a +1 trait bonus on Use Magic Device checks, and this skill becomes a class skill for you.
Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Spell Bond (Su): At 1st level, a spellbinder selects any one spell that he knows as a bonded spell. As a full-round action, the spellbinder may replace a spell of the same or higher level as his bonded spell with his bonded spell. For example, a spellbinder who selects magic missile as his bonded spell could spend a full-round action to exchange any 1st-level or higher spell that he has prepared with magic missile. At 3rd level, and every two levels thereafter, a spellbinder may select another spell he knows and add it to his list of bonded spells, to a maximum of nine bonded spells at 17th level.

Upon reaching 4th level, and every two levels thereafter, a spellbinder can choose to select a new spell as a bonded spell in place of one with which he is already bonded. In effect, the spellbinder loses the bond with the old spell (though it is still one of his spells known) in exchange for forging a spell bond with a new spell. The new spell’s level must be the same as that of the spell being exchanged. A spellbinder may swap only one spell bond at any given level, and must choose whether or not to swap the spell bond at the same time that he gains two new spells known for the level. This ability replaces arcane bond.
Bonded spells: Gravity Bow, shield

Arcane School: Void Magic
Opposed School: Earth
Void Awareness (Su): Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess. At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.
Reveal Weakness (Su): When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus (7 times).

Spell Focus (Enchantment): Amarandlon adds +1 to the save DCs of any enchantment spells he casts.
Point-Blank Shot: Amarandlon gains a +1 bonus to attack and damage rolls with ranged attacks against any target within 30'.
Toughness: You gain 3 hit points. For every hit die you have beyond 3, you gain an additional 1 hit point.


0-level (4/day, DC 14): All wizard cantrips but acid splash, as well as guidance
1-level (4+School/day, DC 15): gravity bow*, shield*, identify, comprehend languages, hypnotism (DC 16), sleep (DC 17), memory lapse (DC 16), keen senses*, mage armor, expeditious retreat, magic missile, color spray, charm person (DC 16), burning hands.
2-level (3+school/day, DC 16): Invisibility*, Arcane Disruption (DC 17), scorching ray, see invisibility, false life, hideous laughter (DC 17).

Read Magic
Detect Magic
Dancing Lights

1st Level:
Charm Person [X]
Color Spray [X]
Magic Missile [X]
[Shield] [ ]

2nd Level
See Invisibility [ ]
[Invisibility] [X] [X]

[ ] [ ] [ ] Ally of the Green: Amarandlon has communed with the leshys of Anglemire, and they gave him a parting gift: three gourd seeds infused with their magic. As a standard action, you can check one of the boxes that precedes this boon and consume a seed as if it were a goodberry, though it heals 1d4+1 points of damage. Alternatively, you can feed it to an adjacent plant creature to grant that creature 5 temporary hit points and the effects of divine favor for 1 minute. Once you've checked all three boxes, cross this boon off you sheet.
Archaeological Expert: Amarandlon has proven himself to be a capable archaeologist, in line with the Pathfinder Society's strongest traditions. He gains a +1 bonus on Appraise and Knowledge (History) checks to identify the cultural significance of art and objects. If he would fulfill the primary success conditions for a scenario but fail the secondary ones, he can cross this boon off to attempt an Appraise/Knowledge (History)/Profession (Archaeologist) check (DC=10 + 2xcharacter level). If he succeeds, he makes a small but significant archaeological find that allows him to gain the full Prestige Award anyway.
Imperium Initiate: Amarandlon's time spent studying the Jistka Imperium has taught him useful techniques. He can cross this boon off before casting a spell to make it especially potent against constructs and divs. Such creatures take a -2 penalty on saving throws against the spell for 1 round. Alternatively, he can cross the boon off to treat the hardness and DR of all constructs or divs as 5 lower for 1 round.
[ ] Delvehaven Star: In recognition of his role in one of the Society's first sanctioned missions in Cheliax in years, the Society carves Amarandlon's wayfinder with the Delvehaven Star. He gains a +2 bonus on Knowledge (History, Nobility, and Local) checks associated with Cheliax, and a +1 bonus to initiative checks while adventuring in Cheliax. He can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (min. 0).
Eye for Traitors: Amarandlon is naturally suspicious, and gains a permanent +1 bonus on Sense Motive checks to tell whether someone is lying and on Will saves against illusions. He can cross this boon off to reroll a failed saving throw against an illusion effect and take the second result.

Build Plan: