Priest of Desna

Celewen's page

139 posts. Organized Play character for Archmage of Entropy.

Full Name



Male Halfling | Cleric 1 / Wizard 1 |HP: 14/14 | AC12 T 12 FF 11 | F+4 R+1 W+7 | Init +2 | Perc +5 | SM +6 | CMB -1 | CMD 9 | Speed 30






Neutral Good



Homepage URL

Inventory Tracking Sheet

Strength 10
Dexterity 10
Constitution 13
Intelligence 16
Wisdom 14
Charisma 14

About Celewen

Name Celewin
Male Halfling Cleric 1 / Wizard 1
(Around 6th level, consider Mystic-Theurge
Neutral Good, Small (5')
Init +2; Senses Normal

AC 12, touch 12, flat-footed 11 (+1 armor, +1 size) [Arcane Spell Failure: 5%]
hp 14
Fort +4, Ref +1, Will +7
+2 vs fear

Base Atk +0; CMB -1 ; CMD 9
Speed 30 ft.
Sickle +1 (1d4 / 20x2)

Sling (30/+1 50/+1 100/-1 150/-3 200/-5 ....500/-17) (1d3/20 x2)
Alchemist's Fire (10/+2 20/+0 30/-2 40/-4 50/-6) (1d6/20 x2) (+1d6 next round) (splash 1pt)
Hand of the Apprentice (sickle) +3 (1d4 / 20x2)



Str 10
Dex 10
Con 13
Int 16
Wis 14
Cha 14


Selective Channeling (omit 2 people)


Focused Mind (+2 concentration)
Reactionary (+2 init)

Special Abilities
Agile Feet: Agile Feet (Su):As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 5 times per day. [Paizo Inc. - Core Rulebook, p.47]
Bit of Luck: Bit of Luck (Sp):You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 5 times per day. [Paizo Inc. - Core Rulebook, p.45]
Channel Positive Energy: Channel Positive Energy (Su):You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day. [Paizo Inc. - Core Rulebook, p.40]
Hand of the Apprentice (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 6 times per day. [Paizo Inc. - Core Rulebook, p.82]
Bonded Object: 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.


Acrobatics: 2
Appraise: 3
Bluff: 2
Climb: 2
Diplomacy: 6 (1 rank)
Disguise: 2
Escape Artist: 0
Fly: 2
Heal: 7 (2 ranks)
Intimidate: 2
Linguistics: 7 (1 rank - giant)
Perception: 6 (2 ranks)
Perform (untrained): 2
Profession, Driver: 6 (1 rank)
Ride: 0
Sense Motive: 6 (1 rank)
Spellcraft: 8 (2 ranks)
Stealth: 4
Survival: 2
Swim: 0


Common, Halfling, Tien, Kelish, Varisian, Giant


Combat Gear
Padded armor, Sickle, Holy Symbol (silver), Sling & bullets
Acid Flask, Alchemist's Fire, Holy Water, Antitoxin
Scrolls: Cure Light Wounds (x2), Remove Fear, detect undead, hide from undead, magic weapon x2, protection from evil
Wands: Cure light wounds, Mage Armor, Magic Missile, Burning Hands (CL3), Cure Light Wounds (CL3)
Potions: Darkvision

Other Gear
Backpack, waterskin, 5 days rations, belt pouch, extra Holy Symbol (wooden), Scroll Case, grappling hook, 50' silk rope, Spellbook, Gold Ring (Bonded Object)
Scrolls: Comprehend Languages,

1252.4 GP

Known Wizard Spells:

1: Charm Person, Enlarge Person, Feather Fall, Obscuring Mist, Silent Image, Mage Armor

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HitPoints: 14/14
AC/T/F: 12/12/11
Speed: 30' = (20 + 10(Travel Domain) )
Equipped Weapon: none
Active Effects: none
Light: (in unlit areas) Light spell (20' normal, next 20' +1 light level)

Spells Prepared
Orisons (DC12): Guidance, Light(10 minutes), Stabilize
Cleric Level 1 (DC13): Longstrider(1 hour), Remove Fear, Shield of Faith(1 minute)

Arcane Spell Failure: 5%
Cantrips (DC13): Read Magic, Detect Magic, Message
Wizard Level 1 (DC14): Enlarge Person (1min), Feather Fall

Acid Flask: 5/5
Alchemist's Fire: 4/4
Holy Water: 1/1
Agile Feet: 5/5
Bit of Luck: 5/5
Channel Positive Energy: 5/5
Hand of the Apprentice: 6/6
Bonded Object: 1/1
Sling Bullets: 8/8
Wand of Cure Light Wounds: 47/47
Wand of Cure Light Wounds (CL3): 5/5
Wand of Mage Armor: 8/8
Wand of Burning Hands (CL3): 4/4
Wand of Magic Missile: 50/50
Magic Stones: 0/3 (30 minutes) (2d6+2 vs undead)



Pathfinder Society Number: 53482-7
Faction: Scarab Sages
Inventory Tracking Sheet: Sheet
Paizo Character Profile: Celewen

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Celewen is a light-hearted halfling that loves to travel. When he first heard of Desna, he was immediately smitten. He can sometimes be excessively chatty. He believes himself too small to do great things. This believe is not filled with shame, anger, or any kind of self-deprecation; it is just a fact. Up is up, down is down, the sky is blue, grass is green, and Celewen cannot do great things.
He does, however, want to support those who are capable of doing great things to do so. This would make him very happy.