Daemariel Fiondi's page

160 posts. Alias of i.jason.


Wizard (Diviner – Foresight School) 6 HPs:33/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9





About Daemariel Fiondi

A strangely detached fellow, with an almost endless supply of curiosity, combined with an Asperger's-like immunity to social cues. He seems to be deeply well-informed about magic - divination in particular - and curious to learn any aspects he hasn't mastered.

Daemariel (Daymar) Fiondi
male elf Wizard (Diviner – Foresight School) N
hgt: 6’ wgt: 132 lbs
eyes: Green-Grey
hair: Grey/White, Long, messily braided
age: 152

Languages: (2 Racial, 5 Int, 6 Linguistics)
Abyssal (L)
Aquan (L)
Auran (L)
Celestial (I)
Common (R)
Draconic (I)
Elven (R)
Gnome (I)
Ignan (L)
Infernal (L)
Orc (I)
Sylvan (I)
Terran (L)


CLASS: Wizard (DivinerForesight School) 6
*Opposed Schools: Illusion + Necromancy
Str 8: -1
Dex 16: +3
Con 12: +1
Int 23: +6 (21 + 2 from Headband)
Wis 12: +1
Cha 8: -1

SENSES Perception +12, Low-Light Vision

AC 13/17* Touch 13 FF 10/14* (+3 Dex, *+4 Mage Armor) (Can add +4 for Shield)
CMD 15 (10 +3 BAB -1 STR +3 DEX)
HP: 40

Fort: +4
Ref: +6
Will: +7

Elven Immunities: Immune to Sleep, +2 vs. Enchantments

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.

Init: +10 (+3 Dex, +3 Forewarned, +4 Improved Init)
Speed: 30'

Dagger +6 (1d4-1, 19-20/x2) P or S

Thrown Dagger +6 (1d4-1, 19-20/x2) P or S, Range 10’

BAB: +3 CMB: +2

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. (9/Day)

Racial Traits:

Traits, Feats and Skills:

Seeker (Social)
Magical Lineage (Magic) – Magic Missile

Elephant in the Room feat tax rules
Breadth of Experience
Scribe Scroll
Improved Initiative
Brilliant Spell Preparation
Toppling Spell (Metamagic)

Skills: (60 total (42+12 bg +6 Headband), ACP -0)

*Acrobatics +9
Craft: Calligraphy +11
Fly +11
Knowledge: arcana +17
Knowledge: dungeoneering +16
Knowledge: engineering +8
Knowledge: geography +8
Knowledge: history +15
Knowledge: local +8
Knowledge: nature +16
Knowledge: nobility +8
Knowledge: planes +16
Knowledge: religion +15
Linguistics +15
Perception +12
Profession: Any +3
Ride +4
Spellcraft +15

- Elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
*6 Ranks in Acrobatics from Headband
May use Knowledge and Profession skills untrained (Breadth of Experience)
Skill Unlocks:

Acrobatics: Move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). Not denied Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Fly: A successful DC 20 Fly check allows making a 45-degree turn without sacrificing movement.

Knowledge: Successfully identify a creature, gain one additional piece of information for every 5 ranks in that Knowledge skill. (Arcana, Dungeoneering, Nature, Planes)

Linguistics: Can use Linguistics instead of Sense Motive to intercept and interpret secret messages (as the Bluff skill). +1 insight bonus on Perception and Disable Device checks to detect or disarm written magical traps.

Perception: Remain alert to sounds even in sleep, and the normal DC increase to Perception checks when sleeping is halved. The distance modifier on the DC of Perception checks is reduced to +1 per 20 feet.

Spellcraft: Identifying magic items takes 1 full round, and the time required to learn a spell from a spellbook is halved.


Worn equipment
Headband of Aerial Agility +2
Cloak of Resistance +1
Pearl of Power (L1)
Bonded Ring
Explorer’s outfit
Wand, Reduce Person (14 Charges)
Wand, Prot:Evil (15 Charges)
Ioun Torch

Carried equipment

Alchemist’s Fire x2
Holy Water x2
Thunderstone x2
Wand, Color Spray (5 Charges)

Handy Haversack
Rod, Metamagic, Lesser: Silent Spell
Rod, Metamagic, Lesser: Extend Spell
Scrollcase, Wooden
-Scroll, Grease (CL1) x 4
Scrollcase, Leather
-Scroll, Comp. Lang (CL1) x2
-Scroll, Secluded Grimoire (CL1) x2
Spell Book
a flint and steel
an iron pot
mess kit
torches (10)
trail rations (5 days)
Kit, Forger’s
Rope, Silk, 50'
Rope, Hemp, 25'
Rope, Hemp, 10' (x2)
Rope, Hemp, 5'

belt pouch
spell component pouch

Scroll Case, Spring Loaded
-Scroll, Glitterdust (CL3)



Spells Per Day
0: 4
1: 5+1
2: 5+1
3: 3+1
Ring: 1
Pearl: 1 (L1)

Spells Prepared
0 Level
Detect Magic (D)
Ray of Frost

1st Level
*Brilliant Spell Preparation Slot*
Heightened Awareness (D)
Mage Armor
Magic Missile (Toppling) Drake
Magic Missile (Toppling) x2

2nd Level
Acid Arrow
Detect Thoughts (D)
Protection:(X), Communal
Rope Trick

3rd Level
Cleromancy (D)
Summon Monster III

Spells in Book (63/100 Pages Used)
Cantrips (18 Pages)
--All Standard, Except Opposed Schools (Illusion/Necro)
Scrivener’s Chant

1st Level (16 Pages)
Arcane Pocket
Comprehend Languages (D)
Feather Fall
Heightened Awareness (D)
Identify (D)
Keep Watch
Kreighton's Perusal (D)
Mage Armor
Magic Missile (F)
Reduce Person
Secluded Grimoire
Skim (D)

2nd Level (14 Pages)
Acid Arrow
Detect Thoughts (D)
Protection: (X), Communal
Rope Trick
Telekinetic Strikes (F)

3rd Level (15 Pages)
Cleromancy (D)
Stinking Cloud
Summon Monster III


Ring Spell 1/1
Pearl of Power 1/1
Rod - Silent Spell 3/3
Rod - Extend Spell 2/3
Prescience - 8/9

Wand - RP 14/50
Wand - Pro-E 15/50
Wand - CS 5/50