About Castien Galondiir
PFS #: 70085-8
Racial and Class Features:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
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.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
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.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Feats, Traits, Skills, and Boons:
Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Weapon Focus (Longbow): You gain a +1 bonus on all attack rolls you make using the selected weapon.
SKILLS - Current ACP: 0
Transmutation (Enhancement) School:
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Physical Enhancement (Su, +2 Dex): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Cantrips (4/day): Light, Mage Hand, Message, Prestidigitation
1st-level (4+1/day): [ ] Enlarge Person, [ ] Grease (Ref DC 16), [ ] Heightened Awareness, [ ] Liberating Command, [ ] Vanish
2nd-level (3+1/day): [ ] Glitterdust (Will DC 17), [ ] Mage Armor (Extended), [ ] Mirror Image, [ ] Spider Climb
3rd-level (2+1/day): [ ] Flame Arrow [ ] Haste [ ] Stinking Cloud (Fort DC 18)
SPELLS AVAILABLE (* - denotes opposition school spells)
Gear and Encumbrance:
Current Encumbrance: Light
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 77-153 lbs.
Heavy Encumbrance: 154-230 lbs.
Backpack, Masterwork (4 lb.) (TOTAL: 30.0 lbs.)
Belt Pouch (0.75 lbs.) (TOTAL: 2.75 lbs.)
Spell Component Pouch (2 lbs.)
2013-12-29 - Scenario #3-21: The Temple of Empyreal Enlightenment
Awarded: 1XP, 2PP, 512GP
- Retrained equipment
2014-04-02 - Introductory Scenario: First Steps, Part I: In Service to Lore
2014-04-30 - Scenario #5-08: The Confirmation
2014-05-25 - Scenario #3-05: Tide of Twilight
2014-06-14 - Scenario #3-01: The Frostfur Captives
2014-06-30 - We Be Goblins!
2014-07-30 - Scenario #5-19: The Horn of Aroden
2014-09-13 - Scenario #5-99: The Paths We Choose
2014-10-17 - Scenario #6-02: The Silver Mount Collection
2014-11-26 - Scenario #6-06: Hall of the Flesh Eaters
2014-01-08 - Scenario #6-08: The Segang Expedition
2015-05-25 - Scenario #6-18: From Under Ice
2015-07-19 - Scenario #6-21: Tapestry's Toil
2016-02-26 - Scenario #7-07: Trouble in Tamran
2016-04-30 - Scenario #7-13: Captive in Crystal
1 - Fighter (Lore Warden) 1; Point Blank Shot, F-Rapid Shot
RETRAIN: Dex 18 -> 17, Int 14 -> 16
2 - Fighter (Lore Warden) 1/Wizard (Transmuter) 1; Arcane Bond, Arcane School (Enhancement) (Dex +1), Cantrips, Spell Focus (Conjuration)
3 - Fighter (Lore Warden) 1/Wizard (Transmuter) 2; Precise Shot
4 - Fighter (Lore Warden) 1/Wizard (Transmuter) 3; +1 Dex
5 - Fighter (Lore Warden) 1/Wizard (Transmuter) 4; Deadly Aim
6 - Fighter (Lore Warden) 1/Wizard (Transmuter) 5; Extend Spell
7 - Fighter (Lore Warden) 1/Wizard (Transmuter) 5/Eldritch Knight 1; Elven Accuracy, Weapon Focus (Composite Longbow)
8 - Fighter (Lore Warden) 1/Wizard (Transmuter) 5/Eldritch Knight 2; +1 Int
9 - Fighter (Lore Warden) 1/Wizard (Transmuter) 5/Eldritch Knight 3; Manyshot
10 - Fighter (Lore Warden) 1/Wizard (Transmuter) 5/Eldritch Knight 3/Arcane Archer 1;
11 - Fighter (Lore Warden) 1/Wizard (Transmuter) 5/Eldritch Knight 3/Arcane Archer 2; Weapon Specialization (Composite Longbow) or Arcane Strike (dependent on whether he's in the habit of casting quickened spells and/or regularly uses his longsword)
12 - Fighter (Lore Warden) 1/Wizard (Transmuter) 5/Eldritch Knight 3/Arcane Archer 3; +1 Int
[dice=Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot)]1d20+10+1-2[/dice]
[dice=Damage (+1 Composite Longbow (+2 Str), Point Blank Shot)]1d8+3+1[/dice]
[dice=Damage (+1 Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot)]2d6+3+1[/dice]