Cale the Calistrian

Cheliandroshel Daggelorian's page

43 posts. Alias of Kelarith.


Full Name

Cheliandroshel Daggelorian

Race

Elf

Classes/Levels

Conjurer/3

Gender

Male

Size

Medium (6'1, 120)

Age

124

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

About Cheliandroshel Daggelorian

Cheliandroshel Daggelorian
Elf (Taldan) conjurer 3
CG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 23 (3d6+9)
Fort +3, Ref +4, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged greenwood longbow +5 (1d8/×3)
Arcane School Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—acid dart (1d6+1 acid)
Conjurer Spells Prepared (CL 3rd; concentration +7)
. . 2nd—aggressive thundercloud[ACG] (DC 16), create pit[APG] (DC 16), invisibility
. . 1st—grease, mage armor, protection from evil, silent image (DC 15)
. . 0 (at will)—acid splash, daze (DC 14), detect magic, prestidigitation
. . Opposition Schools Necromancy, Transmutation
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Scribe Scroll
Traits local ties, reactionary
Skills Craft (alchemy) +8, Craft (armor) +6, Craft (baskets) +6, Craft (blacksmith) +6, Craft (bookbinding) +6, Craft (bows) +7, Craft (calligraphy) +6, Craft (carpentry) +6, Craft (clockwork) +8, Craft (clockwork) +6, Craft (cloth) +6, Craft (clothing) +6, Craft (firearms) +6, Craft (gemcutting) +6, Craft (glass) +6, Craft (jewelry) +6, Craft (leather) +6, Craft (stonemasonry) +6, Craft (tattoo) +6, Craft (traps) +6, Craft (weapons) +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +10, Perception +3, Spellcraft +10 (+12 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Orc, Sylvan
SQ arcane bond (scalloch, scorpion, greensting), elven magic, summoner's charm (1 round)
Combat Gear potion of cure light wounds (3), wand of color spray, durable arrow; Other Gear greenwood longbow, bracers of armor +1, bedroll, belt pouch, flint and steel, harrow deck[UE], ink, inkpen, masterwork backpack[APG], mess kit[UE], parchment (5), sack, scroll case, scroll case, soap, spell component pouch, spellbook (2), star charts[ARG], trail rations (5), traveling spellbooks[UE], waterskin, 149 gp, 3 sp
--------------------
Special Abilities
--------------------
Acid Dart (1d6+1 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Local Ties (Knowledge [engineering]) You are considered to have the technologist feat for Knowledge (engineering)
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.
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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Traveling Spellbooks, 1 Books (Conjurer) A traveling spellbook is lighter and less cumbersome than its full-size counterpart. It has 50 pages.

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.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.