Infernal Healing 48/50 : Mage Armor 48/50 : MM 44/50
Arcane Reservoir:
3/5
Prescience:
7/8
Gender
Elf Male School Savant Arcanist Foresight of the Dark Archive 2 HP 3/12 | AC 14 17 MA T 13 FF 11 14 MA | Fort +2 Ref +4 Will +3 | Init +12 | Per -1 Low Light Vision | Spells 1st 2/5
Size
Medium
Age
170
Special Abilities
Forewarned (Su) ; Prescience (Su) 8/day
Alignment
NG
Strength
8
Dexterity
16
Constitution
12
Intelligence
20
Wisdom
9
Charisma
7
About Celstri Fredricks
Celstri Fredricks
Male Elf School Savant (Diviner [Foresight]) Arcanist 2
NG Medium humanoid (Elf)
Init +12; Senses Keen Senses, Low Light Vision, Perception -1
ITS and Chronicles
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 dexterity)
hp 12 (2d6+2)
Fort +2, Ref +4, Will +3
Armor Masterwork Haramaki, Light
Defenses Elven Immunities, +2 saves against enchantment effects, Farwarned
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger 0 (1d4-1/19-20x2)
Ranged Sling +4 (1d4-1/20x2)
Spells [Foresight School (Divination)] (CL 2) (Concentration +9)
1st 5/day - Color Spray (DC 16), Shield, True Strike (Specialization)
0th at will- Arcane Mark, Acid Splash, Detect Magic, Presdigitation, Read Magic
Scrolls
Scroll of Magic Missile x2
Scroll of Obscurring Mist
Scroll of Shield x5
Scroll of Shocking Grasp x5
Wands
Infernal Healing 48/50
Mage Armor 48/50 (wrist sheath)
Magic Missile 44/50 (wrist sheath)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 20, Wis 9, Cha 7
Base Atk 1; CMB 0; CMD 13
Feats Improved Initiative
Traits Focused Mind, Reactionary
Skills Alchemy +9, Knowledge Arcana +10, Knowledge Dungeoneering +10, Knowledge History +9, Knowledge Local +9, Knowledge Nature +9, Knowledge Religion +9, Linguistics +9, Spellcraft +9
Languages Aklo, Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan, Varisian
Combat Gear Acid Flask, Scroll of Magic Missile (3), Scroll of Obscurring Mist, Scroll of Shield (5), Scroll of Shocking Grasp (5), Wand of Magic Missile (50/50), Spellbook, spell component pouch
Magical Gear Cloak of Resistance +1
Other Gear spring loaded wrist sheath (2), traveler's outfit, masterwork backpack, waterskin, bedroll, flint/steel
--------------------
Special
--------------------
Elf Racial Traits:
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Elven Immunities: Elves are immune to magic sleep effects and get 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.
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Diviner (Foresight):
Foresight School
Associated School: Divination.
Replacement Powers: The following school powers replace the diviner's fortune and scrying adept powers of the divination school.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
Spellbook (25/100):
0-Level
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
1st Level
Bungle: Target takes a -20 penalty on its next attack roll or check.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Liberating Command
Mage Armor: Gives subject +4 armor bonus.
Protection from Evil
Reduce Person
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates minor illusion of your design.
Summon Minor Monster
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.
Vanish: As invisibility for 1 round/level (5 max).