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About Elektra StardancerElectra Stardancer CR 9
Racial & Diviner Traits:
Elves Standard Racial Traits Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Elves are Humanoids with the elf subtype. Base Speed: Elves have a base speed of 30 feet. 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. See the Linguistics skill page for more information about these languages. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Elves receive a +2 racial bonus on Perception checks. 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. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Diviner Abilities Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Spells
Scribe Scroll
Cyphermage:
Enhance Scroll (Su): As a swift action, a cyphermage can cause any scroll spell he reads to function using his caster level rather than the scroll’s caster level. He can use this ability a number of times per day equal to 1/3 his cyphermage level (minimum 1). Insightful Scroll (Su): As a swift action, a cyphermage can alter a spell he’s casting from a scroll to use his own spellcasting ability score (Intelligence for wizards, and so on) and relevant feats to set the DC for the spell. He can use this ability a number of times per day equal to 1/3 his cyphermage level (minimum 1). Extended Scroll (Su): As a swift action, the Cyphermage can double the duration of any spell he reads from a scroll as if the spell were modified by Extend Spell. He can use this ability a number of times per day equal to one-third his Cyphermage level (minimum 1). Focused Scroll (Su): As a swift action, the Cyphermage can add a bonus equal to twice his Intelligence modifier on any caster level checks attempted when activating a scroll spell, including checks to overcome spell resistance. He can use this ability a number of times per day equal to one-third his Cyphermage level (minimum 1). Swift Scroll (Ex): The Cyphermage does not provoke attacks of opportunity when retrieving a stored scroll. If the Cyphermage moves at least 10 feet, he can retrieve a scroll as a free action combined with his movement. Feats and Skills:
Feats Spell Focus (Conjuration) Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Scribe Scroll Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. Augment Summoning Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Cypher Magic You cast spells from scrolls at +1 caster level higher than the scroll’s caster level. This benefit extends to scrolls that you have created. In addition, you gain a +2 bonus on caster level checks made to activate a scroll with a higher caster level than your own. Craft Wonderous Item You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. Improved Familiar Traits: Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. Focused Mind Benefit: You gain a +2 trait bonus on concentration checks. Skills:
Gear:
Dagger,Ranseur, Shortbow, 40 Arrows.
Cloak of Resistance +1, Headband of Intellect +2 Explorers Outfit, Wodden Holy Symbol. Spellbook Spell Component Pouch, Backpack, Bedroll,Waterskin, Tankard,) Belt of Dexterity +2 Scrolls: 167gp 3 s Wand of shocking grasp(28 charges),Wand of Silent Image (5 Charges). Acid Missle (23 charges), wand of enervation(8 charges), the scroll of hold monster and Cone of cold Cantrips:
Known: All Prepared: Acid Splash, Detect Magic, Prestidigation ,Read Magic, Wizard Spells:
Level 1:(4+2+1 /DC 17) Burning Hands, Comprehend Language, chill touch,Color Spray, Enlarge Person, Feather Fall, Floating Disk, Grease, Identify, Mage Armor, shocking grasp, Summon Monster I, True Strike, Unseen Servant. Magic Missle Silent Image; Magic Mouth Prepared: True Strike(D) , Level 2:(3+2+1 /DC 18) cat’s grace, Create Pit,Detect Thoughts, Fox Cunning, Glitterdust, Invisibility, Mirror Image, Scorching Ray, See Invisible, Shatter, spider climb, Summon Monster 2, Create Pit, Bull´s Strength, Ox Stamina Prepared: See Invisible(D), Invisibility, Level 3:(3+1+1/DC19) Blink, Dispel Magic, Haste, Heroism, Keen Edge, Lightning Bolt, Phantom steed, Slow, shrink item, Stinking Cloud, Summon Monster 3, Tongues,Web Prepared: Tongues(D), Level 4:(2+1+1/DC20) Arcane Eye, Black Tentacle, Dimension Door, Mnemonic Enhancer, Phantom Chariot, Stoneskin; Summon Monster 4, Wall of Ice Prepared: Level 5:(1+1+1/DC22) Contact other planes,Overland Flight, Permanency, Prying Eyes(D),Teleport x2; Summon Monster V, Prepared:/ Level 6 Summon Monster VI Appearance:
. Familiar: Trickster:
XP 600 CG Tiny outsider (azata, chaotic, extraplanar, good) Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9 DEFENSE AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
OFFENSE Speed 30 ft., fly 80 ft. (perfect)
Constant—detect evil, detect magic, freedom of movement
STATISTICS Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
SPECIAL ABILITIES Starlight Blast (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based. Traveler’s Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener. |