Bard Worshipper of Desna

Elektra Stardancer's page

1,229 posts. Alias of Helikon.


Full Name

Electra Stardancer

Race

Elf

Classes/Levels

Wizard (Diviner) 5, Cyphermage 5

Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Gender

female

CP:
Nothing atm

Size

m

Alignment

CG

Deity

Desna

Languages

Common, Elfish, Thassalonian, Celestial, Draconic, Sylvan, Goblin, Orcish, Varisian, ,Auran,Terran, Fuegan,Aquan, Giant

Homepage URL

Picture

Strength 10
Dexterity 16
Constitution 12
Intelligence 24
Wisdom 11
Charisma 10

About Elektra Stardancer

Electra Stardancer CR 9
Elfen Wizard 5 (Diviner), Cyphermage 5
CG Medium Humanoid (elf)
Senses Perception + 16
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DEFENSE
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Init +8
AC 13, (+1 armor, +2 Dex)
touch 12, flat-footed 11
hp 52 (10d6+9+5FCB)
Fort +4, Ref +5, Will +7
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OFFENSE
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Spd 30 ft. (30 ft.)
Melee:
• Ranseur -1 (2d4/20/x3/reach/disarm)
• Dagger +3/+5 (1d4/19-20/x2)
• Rapier +3 (1d6/18-20/x2)
Ranged:
• Shortbow +5 (1d6/20/x3)
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STATISTICS
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Str 10, Dex 14, Con 12, Int 24, Wis 11, Cha 10
Base Atk +3 ; CMB +3; CMD 15

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
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic). Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp)
Familiar
Arcane School
Divination Arcane School
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Prohibited Schools
Enchantment+Necromancy
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.
Diviner's Fortune (Sp)
When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats. A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.
Spellbooks
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.


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:
Skillpoints gained/level (100)45= 5x(2+7)+55 5x (4+7)
• Acrobatics: 2 (0 ranks; ; +2 Dex; )
*Appraise::[/b] +11 (1 ranks; +3 trained; +7 Int)
• Bluff: 0 (0 ranks; +0 trained; 0 Cha)
• Climb: 0 (0 ranks; +0 trained; +0 Str)
• Diplomacy: +0 (0 ranks; +0 trained; +0 Cha)
• Disguise: NA (0 ranks; +0 trained; +0 Cha)
• Escape Artist: 2 (0 ranks; +0 trained; +2 Dex;)
+Fly: : 15 (10 ranks; +3 trained; +2 Dex; -0 armor) (HoI)
• Heal: +0 (0 ranks; +0 trained; +0 Wis)
• Intimidate: 0 (0 ranks; +0 trained; +0 Cha)
*Know (arcana) : 21 (10 ranks; +3 trained; +7 Int+1 trait)
*Know (dungeoneering) : 13 (3 ranks; +3 trained; +7 Int)
*Know (engeneering):] 11 (1 ranks; +3 trained; +7 Int)
*Know (geography): 11 (1 ranks; +3 trained; +7 Int)
*Know (local) : 17 (7 ranks; +3 trained; +7 Int)
*Know (nature: 13 (3 ranks; +3 trained; +7 Int)
*Know (history) : 21 (10 ranks; +3 trained; +7 Int+1 trait)
*Know (planes) : 10 (10 ranks; +3 trained; +7 Int)
*Know (religion) : 18 (8 ranks; +3 trained; +7 Int)
*Linguistics: : +16 (6 ranks; +3 trained; +7 Int)
• Perception: +17 (10 ranks; +3 trained; +0 Wis + 2 Racial+2Familiar)
• Ride: 2 (0 ranks; +0 trained; +2 Dex;)
• Sense Motive: +2 (0ranks; + 0 trained; +0 Wis+2Familiar)
• Stealth: 2 (0 ranks; +0 trained; +2 Dex;)
*Spellcraft: 20 (22) (10 ranks; +3 trained; +7 Int) +2 to identify items
• Survival: +0 (0 ranks; +0 trained; +0 Wis)
• Swim: 0 (0 ranks; +0 trained; 0 Str;)
Languages: Common, Elven, Thassilonian, Draconic,Celestial, Sylvan,Goblin,Orcish,Auran, Varisian,Terran, Fuegan

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:
Magic Misslex2, Enlarge Person, Grease, Comprehend Language, Ray of Enfeeblement, Summon Monster 1 Silent Image. Scroll of flaming spheres,Scroll of burning hands,Dispel Magic,Summon Monster 4, Heroism
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) ,Magic missile x2, Silent Image,2x Enlarge Person, Grease (DC 18),
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, Scorching Ray x2, Glitterdust (DC19)x2
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),Haste x2, Lightning bolt, Heroism
Level 4:(2+1+1/DC20)
Arcane Eye, Black Tentacle, Dimension Door, Mnemonic Enhancer, Phantom Chariot, Stoneskin; Summon Monster 4, Wall of Ice
Prepared:
Arcane Eye(D), Dimension Door, Summon Monster 4x2
Level 5:(1+1+1/DC22)
Contact other planes,Overland Flight, Permanency, Prying Eyes(D),Teleport x2; Summon Monster V,
Prepared:/
[Prying Eyes(D),Teleport; Summon Monster V
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)
hp 19 (3d10+3)
Fort +2, Ref +7, Will +6
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10

OFFENSE

Speed 30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)

Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)

STATISTICS

Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) +8, Perception +9, Perform (any one) +11, Spellcraft +5, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend

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.