Cale the Calistrian

Caradeum Genwyllian's page

435 posts. Organized Play character for Hawkwen Agricola.


Full Name

Caradeum Genwyllian

Race

Elf

Classes/Levels

Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Gender

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9

Size

Med

Age

124

Alignment

NG

Deity

Nethys

Strength 12
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 11
Charisma 10

About Caradeum Genwyllian

Caradeum Genwyllian
PFS# 65114-8
Male elf (Snowcaster) eldritch knight 2/fighter (lore warden) 1/wizard 6
NG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +14
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Defense
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AC 19, touch 18, flat-footed 14 (+1 deflection, +5 Dex, +1 insight, +1 luck, +1 natural)
hp 53 (9 HD; 6d6+3d10+9)
Fort +6, Ref +8, Will +7; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 agile elven curve blade +12/+7 (1d10+6/18-20) or
. . dagger +11/+6 (1d4+2/19-20) or
. . quarterstaff +8/+3 (1d6+3)
Ranged +1 adaptive composite longbow +12/+7 (1d8+3/×3)
Spell-Like Abilities (CL 9th; concentration +9)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Wizard Spells Prepared (CL 7th; concentration +11)
. . 4th—acid pit (DC 19), greater false life, river of wind (DC 18)
. . 3rd—fireball (DC 17), haste, invisibility sphere, tongues
. . 2nd—flurry of snowballs (DC 16), invisibility, mirror image, see invisibility, web (DC 17)
. . 1st—abundant ammunition[UC], charm person (DC 15), magic missile, snowball (DC 16), snowball (DC 16), vanish[APG] (DC 15)
. . 0 (at will)—daze (DC 14), detect magic, ray of frost, read magic
. . Opposition Schools Metal
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Statistics
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Str 14, Dex 20, Con 12, Int 18, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 27
Feats Alertness, Arcane Strike, Point-blank Shot, Precise Shot, Rapid Shot, Rime Spell[UM], Spell Focus (conjuration), Toppling Spell[UM], Vital Strike, Weapon Finesse
Traits magical lineage, vagabond child (urban)
Skills Acrobatics +6, Appraise +8, Climb +6, Disable Device +20, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +14, Perception +14, Sense Motive +3, Spellcraft +15, Stealth +14; Racial Modifiers +2 Perception
Languages Aquan, Azlanti, Common, Draconic, Elven, Hallit, Kelish, Osiriani, Osiriani, Ancient, Sylvan, Thassilonian, Tien, Varisian
SQ arcane bond (sylvilagus, rabbit), flexible enhancement, splintered spear
Combat Gear +2 evil outsider-bane arrows (2), cold iron arrows (30), cold iron arrows (30), extend metamagic rod (lesser), jingasa of the fortunate soldier, oil of daylight, potion of cure light wounds (4), potion of fly, potion of hide from undead, scroll of aram zey’s focus, aram zey’s focus, aram zey’s focus, aram zey’s focus, aram zey’s focus, scroll of endure elements, endure elements, endure elements, endure elements, scroll of touch of the sea (x3), scroll of water breathing, wand of burning hands (CL 3rd, 4 charges), wand of infernal healing (50 charges), wand of mage armor (50 charges), wand of magic missile (CL 3rd, 25 charges), air crystal (2), weapon blanch (adamantine), weapon blanch (ghost salt), weapon blanch (silver); Other Gear +1 adaptive composite longbow, +1 agile elven curve blade, dagger, quarterstaff, dusty rose prism ioun stone, amulet of natural armor +1, belt of giant strength +2, efficient quiver, headband of vast intelligence +2, pathfinder pouch, ring of protection +1, wayfinder, bandolier, familiar satchel, ink, black, inkpen, masterwork backpack, masterwork thieves' tools, spell component pouch, spellbook, sunrod (2), traveler's outfit, waterproof bag, wrist sheath, spring loaded, wrist sheath, spring loaded, 877 pp, 8 gp, 4 sp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Flexible Enhancement +2 (Dexterity) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Flurry of Snowballs) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metal Five-Element opposition school for: Wood

You must spend 2 slots to cast spells from the Metal school.
Pathfinder pouch (1 @ 17.78 lbs) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
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.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Splintered Spear +1 (7/day) (Su) As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your S
Toppling Spell Spell with the force descriptor knocks targets prone.
Vital Strike Standard action: x2 weapon damage dice.

Spellbook:
0-level: All
1st level: Abundant Ammunition, Charm Person, Color Spray, Comprehend Languages, Magic Missile, Prot. from Evil, Sleep, Snowball, Touch of the Sea, Vanish
2nd level: Acid Arrow, Blur, Cat's Grace, Continual Flame, Darkvision, Entangle, Flurry of Snowballs, Invisibility, Mirror Image, Scorching Ray, See Invisibility, Slipstream, Summon Monster II,
3rd level:Dispel Magic, Fireball, Fly, Haste, Invisibilty Sphere, Lightning Bolt, Monstrous Physique I, Summon Monster III, Tongues, Water Breathing, Wind Wall

Sylvilagus:
Sylvilagus
Rabbit
N Tiny Magical Beast ((animal))
Init +3; Senses low-light vision; Perception +5
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Defense
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AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 3 (1d8-1)
Fort +1, Ref +5, Will +3
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Offense
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Speed 50 ft.
Melee Bite (Rabbit) -2 (1d3-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. Trip)
Feats Run
Skills Acrobatics +3 (+11 jump, +7 to jump with a running start), Disable Device +2, Fly +7, Perception +5, Spellcraft -1, Stealth +15
Languages
SQ improved evasion
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Special Abilities
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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.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.