Bendalis
Female elf fighter 1/transmuter 1
NG Medium humanoid (elf)
Init +4;
Senses low-light vision; Perception +2
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Defense
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee elven curve blade +5 (1d10+3/18-20)
Ranged darkwood composite longbow +6 (1d8+2/×3)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 1st; concentration +6)
. . 1st—enlarge person (DC 16), feather fall, floating disk, silent image (DC 16)
. . 0 (at will)—arcane mark, detect magic, light, mending, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 15, Dex 18, Con 12, Int 20, Wis 11, Cha 12
Base Atk +1; CMB +3; CMD 17
Feats Point-blank Shot, Scribe Scroll, Weapon Finesse
Skills Acrobatics +1 (-3 to jump), Climb +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +2, Profession (sailor) +4, Ride +5, Spellcraft +9 (+11 to identify magic item properties), Swim +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan
SQ arcane bond (ring), elven magic, physical enhancement (+1)
Combat Gear cold iron arrows (48/50) (2 arrowheads), oil (4); Other Gear scale mail, darkwood composite longbow (+2 Str), elven curve blade, - arcane bond ring -, backpack, belt pouch, candle (10), crowbar, grappling hook, hammer, hemp rope (50 ft.), ink, black, inkpen (2), miner's pick, piton (4), sack, sack, shovel, sledge, spell component pouch, spellbooks, torch (10), trail rations (7), 3 gp, 6 sp
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
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 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Spellbooks, 1 Books (Transmuter) A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).
Note: This gear item calculates the number of pages and books required to store your spells. It then increments the weight based on the number of books you must carry to store your spells.
Telekinetic Fist (1d4 bludgeoning, 8/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
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