Kreighton Shaine, Maste rof Spells

Cimrôdel's page

118 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Cimrôdel

Race

Elf

Classes/Levels

Wizard 2 (AC:15[T:15 FF:10] | HP: 18/18 (0NL) | F+1*, R+5*, W+2* | Init: +4 |Perc: +0 Low Light Vision)

Gender

Male

Size

6'1" 117lb

Age

133

Alignment

CG

Deity

Desna

Languages

Azlanti, Celestial, Common, Draconic, Elven, Knoll, Gnome, Goblin, Orc, Sylvan, Thassilonian

Occupation

Pathfinder

Strength 7
Dexterity 18
Constitution 11
Intelligence 24
Wisdom 7
Charisma 7

About Cimrôdel

Stats:

Cimrôdel
Male elf evoker (admixture[APG]) 2 (Pathfinder RPG Advanced Player's Guide 143)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +0
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Defense
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AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
hp 18 (2d6+8)
Fort +1, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4-2/19-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks intense spells (+1 damage)
Evoker Spells Prepared (CL 2nd; concentration +9)
. . 1st—grease, toppling magic missile, toppling magic missile (2)
. . 0 (at will)—detect magic, mage hand, ray of frost
. . Opposition Schools Divination, Enchantment
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Statistics
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Str 7, Dex 18, Con 11, Int 24, Wis 7, Cha 7
Base Atk +1; CMB +5; CMD 14
Feats Agile Maneuvers, Spell Focus (evocation), Spell Specialization[UM], Toppling Spell[UM], Weapon Finesse
Traits magical lineage, monument scholar
Skills Appraise +12, Fly +9, Knowledge (arcana) +13, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (history) +12, Knowledge (local) +11, Knowledge (nobility) +11, Knowledge (planes) +12, Knowledge (religion) +12 (+14 to identify undead and their special abilities), Linguistics +13, Perception +0, Spellcraft +12 (+14 to identify magic item properties), Survival -2 (+0 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Azlanti, Celestial, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan, Thassilonian
SQ arcane bond (amulet), elven magic, versatile evocation
Other Gear crossbow bolts (20), dagger, light crossbow, arcane bond amulet, cracked amethyst pyramid ioun stone, cracked gold nodule ioun stone, cracked scarlet and blue sphere ioun stone, ioun torch ioun stone[APG], wayfinder[ISWG], anthalusian quest, bedroll, ink, inkpen, masterwork backpack[APG], spell component pouch, 112 gp, 8 sp
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Special Abilities
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Admixture Associated School: Evocation
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Magic Missile) Pick one spell and cast it as if you were higher level
Toppling Spell Spell with the force descriptor knocks targets prone.
Versatile Evocation (10/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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Spells Prepared:

Evoker Spells Prepared (CL 2nd; concentration +9)
. . 1st—grease, toppling magic missile, toppling magic missile (2)
. . 0 (at will)—detect magic, mage hand, ray of frost
. . Opposition Schools Divination, Enchantment

Anthalusian Quest:

Here is Cimrôdel's full spell list with bolded spell names:

- Acid Splash - 0 - Conjuration
- Arcane Mark - 0 - Universal
- Bleed - 0 - Necromancy
- Dancing Lights - 0 - Evocation
- Daze - 0 - Enchantment
- Detect Magic - 0 - Divination
- Detect Poison - 0 - Divination
- Disrupt Undead - 0 - Necromancy
- Flare - 0 - Evocation
- Ghost Sound - 0 - Illusion
- Light - 0 - Evocation
- Mage Hand - 0 - Transmutation
- Mending - 0 - Transmutation
- Message - 0 - Transmutation
- Open/Close - 0 - Transmutation
- Prestidigitation - 0 - Universal
- Ray of Frost - 0 - Evocation
- Read Magic - 0 - Divination
- Resistance - 0 - Abjuration
- Touch of Fatigue - 0 - Necromancy
- Abundant Ammunition - 1 - Conjuration
- Air Bubble - 1 - Conjuration
- Ant Haul - 1 - Transmutation
- Detect Charm - 1 - Divination
- Endure Elements - 1 - Abjuration
- Enlarge Person - 1 - Transmutation
- Expeditious Construction - 1 - Conjuration
- Expeditious Excavation - 1 - Transmutation
- Expeditious Retreat - 1 - Transmutation
- Feather Fall - 1 - Transmutation
- Grease - 1 - Conjuration
- Hold Portal - 1 - Abjuration
- Hydraulic Push - 1 - Evocation
- Identify - 1 - Divination
- Jump - 1 - Transmutation
- Keep Watch - 1 - Enchantment
- Liberating Command - 1 - Transmutation
- Mage Armor - 1 - Conjuration
- Magic Missile - 1 - Evocation
- Magic Weapon - 1 - Transmutation
- Mindlink - 1 - Divination
- Monkey Fish - 1 - Transmutation
- Mount - 1 - Conjuration
- Protection from Evil - 1 - Abjuration
- Reduce Person - 1 - Transmutation
- Shield - 1 - Abjuration
- Speak Local Language - 1 - Divination
- True Strike - 1 - Divination
- Unseen Servant - 1 - Conjuration
- Vanish - 1 - Illusion
- Waterproof - 1 - Abjuration
- Windy Escape - 1 - Transmutation

Background:

Cimrôdel, a native of Magnimar, has not been back to his home city for nearly 20 years. Shortly after his majority, he joined the Pathfinder Society, and was immediately sent off to the Grand Lodge in Absalom, where he has worked for nearly two decades cataloging the reports and travels of other Agents. He recently has determined a desire in himself to become a Field Agent, and so he has applied for, and been assigned a position back in Magnimar where his talents can, hopefully, be put to use.

Combat Shortcuts:

[dice=Initiative]1d20+4[/dice]

Magic Missile

Split Missiles:

[dice=Missile 1]1d4+2[/dice]
[dice=Trip]1d20+2+7[/dice]

[dice=Missile 2]1d4+1[/dice]
[dice=Trip]1d20+2+7[/dice]

Full Barrage:

[dice=Two Missiles]2d4+3[/dice]
[dice=Trip]1d20+2+7[/dice]

[dice=Acid Splash]1d20+5;1d3[/dice] vs Touch

[dice=Ray of Frost]1d20+5;1d3+1[/dice] vs Touch

[dice=Dagger]1d20+5; 1d4-2[/dice] 19-20

[dice=Light Crossbow]1d20+5;1d8[/dice] 19-20

Skill Shortcuts:

[dice=Acrobatics]1d20+4[/dice]
[dice=Appraise]1d20+12[/dice]
[dice=Bluff]1d20-2[/dice]
[dice=Climb]1d20-2[/dice]
[dice=Diplomacy]1d20-2[/dice]
[dice=Disguise]1d20-2[/dice]
[dice=Escape Artist]1d20+4[/dice]
[dice=Fly]1d20+9[/dice]
[dice=Intimidate]1d20-2[/dice]
[dice=Knowledge (arcana)]1d20+13[/dice]
[dice=Knowledge (dungeoneering)]1d20+11[/dice]
[dice=Knowledge (engineering)]1d20+11[/dice]
[dice=Knowledge (history)]1d20+12+5[/dice]
[dice=Knowledge (local)]1d20+11[/dice]
[dice=Knowledge (nobles)]1d20+11[/dice]
[dice=Knowledge (planes)]1d20+11[/dice]
[dice=Knowledge (religion)]1d20+12[/dice] +2 to ID undead/abilities
[dice=Linguistics]1d20+13[/dice]
[dice=Perception]1d20+0[/dice]
[dice=Ride]1d20+4[/dice]
[dice=Sense Motive]1d20-2[/dice]
[dice=Spellcraft]1d20+12[/dice] +2 to ID magic item properties
[dice=Stealth]1d20+4[/dice]
[dice=Survival]1d20-2[/dice] +2 to avoid becoming lost
[dice=Swim]1d20-2[/dice]

Saving Throw Shortcuts:

+2 vs Enchantments

[dice=Fortitude]1d20+1[/dice]
[dice=Reflex]1d20+5[/dice]
[dice=Will]1d20+2[/dice]

Ability Check Shortcuts:

[dice=Strength]1d20-2[/dice]
[dice=Dexterity]1d20+4[/dice]
[dice=Constitution]1d20+0[/dice]
[dice=Intelligence]1d20+7[/dice]
[dice=Wisdom]1d20-2[/dice]
[dice=Charisma]1d20-2[/dice]

Advancement Plan:

3rd - Amulet of Spell Cunning
3rd - Scribe Scroll (need to take it again)
5th - Heighten Spell and Preferred Spell