| Full Name |
Amarthangol |
| Race |
Elf |
| Classes/Levels |
Wizard 1 |
| Gender |
Male |
| Size |
Medium |
| Age |
124 |
| Alignment |
Chaotic Good |
| Deity |
Desna |
| Strength |
8 |
| Dexterity |
14 |
| Constitution |
12 |
| Intelligence |
20 |
| Wisdom |
12 |
| Charisma |
7 |
About Amarthangol
Amarthangol
Male Elf Wizard 1
CG Medium Humanoid (elf)
Init +5; Senses low-light vision; Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 20 ft.
Melee Dagger -1 (1d4-1/19-20/x2)
Wizard Spells Prepared (CL 1):
1 (3/day) Magic Missile, Enlarge Person (DC 16), Comprehend Languages, Snapdragon Fireworks (DC 16)
0 (at will) Read Magic, Mage Hand, Detect Magic
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Statistics
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Str 8, Dex 14, Con 12, Int 20, Wis 12, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Run (Fleet-Footed), Scribe Scroll, Spell Focus (Evocation)
Traits Fate's Favored, Magical Lineage (Fireball)
Skills Acrobatics -1 (+3 to jump with a running start, -5 jump), Climb -4, Craft (alchemy) +9, Escape Artist -1, Fly -1, Knowledge (arcana) +9, Knowledge (nature) +9, Knowledge (planes) +9, Perception +2, Ride -1, Spellcraft +9 (+11 to determine the properties of a magic item), Stealth -1, Swim -4, Use Magic Device -1
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ +3 to sight-based perception checks in bright ligh, arcane bonds (Faronaewen, hawk), elven magic, empathic link with familiar, forewarned +1, opposition schools (enchantment, necromancy), prescience (8/day), share spells with familiar, specialized schools (foresight)
Combat Gear Acid (4), Oil (4), Sunrod (2); Other Gear Dagger, Bell, Candle (10), Chalk (10), Earplugs, Fishhook (10), Flint and steel, Hooded lantern, waterproof, Parchment (10), Sewing needle (2), Signal whistle, Silent whistle, Thread (50 ft.), Tindertwig (5), Wizard's kit, 8 SP, 4 CP
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Special Abilities
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+3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities +2 save bonus vs Enchantments.
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.
Fate's Favored Increase luck bonuses by 1.
Foresight Associated School: Divination
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
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Amarthangol has always had remarkable insight and frequently has dreams that prove to be quite prescient. One night while sleeping in a bower in the deep woods of Kyonin, he received a vivid dream telling him to travel to Brevoy and present himself to the Sword Lords.
Amarthangol is cheerful and lighthearted, often appearing to be disconnected to any serious work at hand, Yet he is swift to act when he senses Destiny at work in himself, in others or in the flow of events.
He is also a sensualist, delighting in food, women, song, dance and the pleasures of beauty and nature. Only his native elvish disdain for sleep gives him time for all these pursuits and also the deep study necessary to the growth of his magical abilities.
While Amarthangol would make an indifferent leader, he is well-suited to advising such a leader to wise and well-informed actions.
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Faronaewen
Hawk
N Tiny Magical Beast ((animal))
Init +3; Senses low-light vision; Perception +14
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Defense
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AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 3 (1d8)
Fort +2, Ref +5, Will +4
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Offense
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Speed 10 ft., flight (60 feet, average)
Melee Talon x2 (Hawk) +5 x2 (1d4-2/x2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Acrobatics +3 (-5 jump), Fly +7, Perception +14, Spellcraft -1, Stealth +11, Use Magic Device -1; Racial Modifiers +8 Perception
Languages
SQ improved evasion
Other Gear You have no money!
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Special Abilities
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Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.