Full Name |
Arthemys Drazen |
Race |
Elf |
Classes/Levels |
Fighter 3 Wizard 2 |
Gender |
Male |
Size |
Medium |
Age |
127 |
Alignment |
Chaotic Good |
Deity |
Desna |
Location |
Magnimar |
Languages |
Common, Elf, Varisian, Draconic, Sylvian, Tian, Celestial. |
Occupation |
Elven Archeologist |
Strength |
14 |
Dexterity |
16 |
Constitution |
11 |
Intelligence |
17 |
Wisdom |
10 |
Charisma |
12 |
About Arthemys Drazen
When at last a Varisian caravan made diplomatic contact with a elven community in Varisia, the Sczarni asked for some favors for some trade agreements. Interested in researching elven artifacts outside of elven lands (and adventure), Arthemys accepted becoming a Sczarni agent in Pathfinder Society.
Arthemys Drazen
Male Elf Fighter (Archer) 4/Wizard 2
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +9
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Defense
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AC 16, touch 15, flat-footed 12 (+1 armor, +4 Dex, +1 deflection)
hp 42 (4d10+2d6+6)
Fort +6, Ref +6, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +7 (1d4+2/19-20)
Ranged trinity bow +11 (1d8+5/×3)
Wizard Spells Prepared (CL 2nd; concentration +7):
1st—gravity bow [S], gravity bow, true strike, vanish
0 (at will)—dancing lights, detect magic, message, ray of frost
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Statistics
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Str 14, Dex 18, Con 12, Int 17, Wis 10, Cha 12
Base Atk +5; CMB +7; CMD 22
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Spell Focus (transmutation), Weapon Focus (longbow), Weapon Specialization (longbow)
Traits focused mind, warrior of old
Skills Appraise +7, Intimidate +5, Knowledge (arcana) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +8, Linguistics +9, Perception +9, Spellcraft +12 (+14 to determine the properties of a magic item), Survival +4 (+6 to avoid becoming lost), Swim +6, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan, Tien, Varisian
SQ arcane bonds (arcane bond [trinity bow]), elven magic, opposition schools (conjuration, necromancy), weapon familiarity, physical enhancement, specialized schools (transmutation), telekinetic fist, trick shots (trick shot: disarm)
Combat Gear adamantine arrows (10), cold iron arrows (10), cold iron arrows (20), scroll of fireball (2), scroll of see invisibility, silver arrows (10), silver arrows (20), wand of disguise self (5 charges), wand of mage armor (23 charges), wand of reduce person (9 charges); Other Gear silken ceremonial armor, trinity bow, arrows (60), blunt arrows (20), dagger, belt of incredible dexterity +2, cloak of resistance +1, handy haversack, ring of protection +1, wayfinder, backpack, masterwork, bedroll, belt pouch, flint and steel, mess kit, pot, silk rope, soap, torch (2), trail rations (5), waterskin, 3,038 gp, 1 sp, 7 cp
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Special Abilities
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Arcane Bond (Trinity Bow) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Chronicler (empty) (1/session) May ask DM to repeat a detail you forgot.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Focused Mind +2 to Concentration checks
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Constitution) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scroll of fireball (2) Add this item to create a scroll with spells on it.
Scroll of see invisibility Add this item to create a scroll with spells on it.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (6/day) (Sp) 30' ranged touch attack, 1d4+1
Transmutation Transmuters use magic to change the world around them.
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Wand of disguise self (5 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (23 charges) Add this item to create a wand of a chosen spell.
Wand of reduce person (9 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
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