Tulrin Endessell

Djehuti's page

374 posts. Alias of karlprosek.


Full Name

Djehuti of El-Shelad

Race

Elf (Osiriani)

Classes/Levels

Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Gender

Male

Size

M

Age

132

Special Abilities

Forewarned (Su): can always act in the surprise round, Prescience (Su): 8/day

Alignment

LN

Deity

Thoth/Nethys

Languages

Osirian, Elven, Kelish, Ancient Osirian, Taldan (Common), Sphinx

Occupation

Medjai, Explorer, Historian

Homepage URL

Full sheet is here.

Strength 9
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 10
Charisma 8

About Djehuti

Djehuti of El-Shelad
M LN Elf Wizard (Diviner/Foresight), Level 4, Init +9, HP 31/31, Speed 30
AC 15, Touch 13, Flat-footed 12, CMD 14, Fort +3, Ref +4, Will +4, CMB +1, Base Attack Bonus 2
Shortbow (Arrows) +5 (1d6, x3)
Daggers x5 +1 melee/+5 thrown (1d4, 19-20/x2)
Quarterstaff +1 +2 (1d6+1, x2)
Leather armor (+2 Armor, +3 Dex)
Abilities Str 9, Dex 16, Con 12, Int 20, Wis 10, Cha 8
Condition None

SPECIAL ABILITIES:

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.

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.

TRAINED SKILLS
Craft: Alchemy +12
Craft: Drawing +9
Knowledge: Arcana +12
Knowledge: Dungeoneering +10
Knowledge: Engineering +10
Knowledge: Geography +10
Knowledge: History +10
Knowledge: Local +10
Knowledge: Nature +10
Knowledge: Nobility +10
Knowledge: Planes +10
Knowledge: Religion +10
Linguistics +10
Spellcraft +11/+13 to ID magic items

UNTRAINED SKILLS
Perception +5
Sense Motive +2

FEATS
(Fam) Alertness
(W1) Scribe Scroll
(1) Toughness
(3) Craft Wondrous Item
(W5)
(5)
(7) Improved Familiar (Nosoi Psychopomp)

SPELLS MEMORIZED:

0 (4/day, DC 15): Daze, Detect Magic, Prestidigitation, Resistance
1 (4/day+1 spec, DC 16): Color Spray, Comprehend Languages, Ear Piercing Scream, Protection from Evil
2 (3/day+1 spec, DC 17): Command Undead, Detect Thoughts, Flaming Sphere

SPELLS KNOWN:

0: All
1: Burning Hands, Charm Person, Color Spray, Comprehend Languages, Crafter's Fortune, Ear Piercing Scream, Endure Elements, Grease, Identify, Magic Missile, Magic Weapon, Protection from Evil, Silent Image, Unseen Servant
2: Create Pit, Command Undead, Detect Thoughts, Flaming Sphere, Glitterdust, Invisibility, Knock, Levitate, Mirror Image, Warding Weapon

SCROLLS:

Ear Piercing Scream
Flaming Sphere
Ghost Sound
Halt Undead
Hold Person
Magic Missile
Protection from Evil
Silent Image
Unseen Servant

FAMILIAR:

Jaffna (Greensting Scorpion familiar)

N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 20, touch 16, flat-footed 16 (+3 Dex, +5 natural, +2 size)
hp 15 (4d8)
Fort +2, Ref +5, Will +4
Immune mind-affecting effects

OFFENSE
Speed 30 ft.
Melee sting +6 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Poison

STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon Finesse
Skills Climb +7, Perception +4, Stealth +15
Familiar Skills
Craft: Alchemy +2
Craft: Drawing +0
Knowledge: Arcana +2
Knowledge: Dungeoneering +0
Knowledge: Engineering +0
Knowledge: Geography +0
Knowledge: History +1
Knowledge: Local +0
Knowledge: Nature +0
Knowledge: Nobility +0
Knowledge: Planes +0
Knowledge: Religion +1
Linguistics +0
Spellcraft +2

SPECIAL ABILITIES
Poison (Ex): Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Familiar: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Alertness, improved evasion, share spells, empathic link, deliver touch spells

SPECIAL GEAR:

Quarterstaff +1

Apprentice's Cheating Gloves (Mage Hand and Prestidigitation at will)
Ioun Torch (20' radius normal light, 40' radius increased light)
Pearl of Power (lvl 1)

Portable alchemist's lab
Hot weather outfit

Acid x7 x4
Alchemist's Fire x3
Liquid Ice x1
Antiplague x1
Antitoxin x2
Vermin Repellent x2

Arrows, blunt x40

Scroll Organizer x2 (each holds 15 scrolls)

GP 33
SP 19
CP 6

MUNDANE GEAR:

Backpack
-Bedroll
-Iron pot
-Mess kit
-Notebook and charcoal pencils
-Rope, 50 ft.
-Soap
-Spellbook
-Torches x10
-Waterskin

Belt pouch
-Flint and steel
-Inkpen, ink

Spell component pouch

List of Items to Craft for Party:

Koshu: Headband of Inspired Wisdom +2, 2000 gp/2 days, CL 8/DC 13 (Take 10 success)
Torin: Headband of Inspired Wisdom +2, 2000 gp/2 days, CL 8/DC 13 (Take 10 success)
Izra: Brooch of Shielding, 750 gp/1 day, CL 1/DC 6 (auto success)
Ahmed: Headband of Alluring Charisma +2, 2000 gp/2 days, CL 8/DC 13 (Take 10 success), Amulet of Mighty Fists +1, 2000 gp/2 days, Greater Magic Fang not on spell list, +5 to Spellcraft DC, CL 3/DC 13 (Take 10 success), Belt of Giant Strength +2, 2000 gp/2 days, CL 8/DC 13 (Take 10 success)
Kwin: "is supicious of magic" (those are air quotes denoting sarcasm, btw)
Self: Cloak of Resistance, 500 GP/1 day, CL 5/DC 10 (auto success), Blessed Book, 6250 GP/6 days, CL 7, DC 12 (Take 10 success), Ioun Stone (Dusty Rose Prism, cracked), 250 GP/1 day, CL 12/DC 17 (Take 10 success; Creator must be 12th level)
General: Handy Haversack, 1000 GP/1 day, CL 9/DC 14 (Take 10 success), Rope of Climbing, 1500 gp/1 day, CL 3/DC 8 (auto success), Dust of Tracelessness, 125 gp/1 day, CL 3/DC 8 (auto success), Elixir of Vision, 125 gp/1 day, CL 2/DC 7 (auto success), Quarterstaff of Entwined Serpents (Crafted at CL 5, need Craft Magic Arms and Armor), Does not have Eschew Materials, +5 to Spellcraft DC, 2825 GP/3 days, CL 3/DC 13 (Take 10 success)

Pearls of Power: Lvl 1, 500 GP/1 day, CL 17/DC 22 (Take 10 success with Crafter's Fortune), Lvl 2, 1000 GP/1 day, CL 17/DC 22 (Take 10 success with Crafter's Fortune)