Giseil Voslil

Eleric Wrenn's page

762 posts. Alias of Grandlounge.


Race

AC:13 T:12F:11| HP 68/68 | CMD:13 | F:+5 R:+4 W:+10| Init:+7 | Perc: +21, Dark

About Eleric Wrenn

Male half-elf (shoanti) sorcerer (seeker) 9
N Medium humanoid (elf, human)
Init +7; Senses low-light vision, Perception +21/26
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 Dex)
hp 68 (8d6+21)
Fort +5, Ref +4, Will +10, +2 vs. enchantment spells and effects

OFFENSE
Speed 30 ft.

Known Sorcerer Spells (CL 6th, concentration +12) (DC 17+SL):
5th (3 Day) - Stone Wall, Icy Prison, Overland Flight
4th (5/day)- Myradic Spontaneity, Ice Wall, dimension door, Greater Invis.
3rd (7/day)—Haste, Disple magic, Aqueous Orb (21), Paragon surge, Stinking cloud,
2nd (8/day)—blindness/deafness (DC 19), burst of radiance (DC 20), create pit (DC 20), glitterdust (DC 20), invisibility, shackles, (r) Burning Arc (DC 20), ashen path, Battering Blast
1st (8/day) charm person (DC 18), chill touch (DC 18), dazzeling blade, grease (DC 19), magic missile, identify, magic missile, snowball, ashen path
0 (at will)—detect magic, ghost sound (DC 17), mage hand, message, open/close (DC 17), prestidigitation (DC 17), read magic

Rolls:

[dice=Burning arc Ref 20]8d6+8[/dice]Blue
[dice=Burning arc Ref 20]4d6+4[/dice]Green
[dice=Burning arc Ref 20]2d6+2[/dice]Yellow

STATISTICS
Str 8, Dex 12, Con 14, Int 24, Wis 14, Cha 8
Base Atk +4; CMB +3; CMD 14

Feats Alertness, Bouncing Spell, Skill Focus (Perception), Spell Focus (Conjuration), Magic Trick, Spell Focus (Evocation)

Skills Bluff 15, Disable Device +18 , Fly +10 , Knowledge (Arcana) +21, Knowledge (Dugeoneering) +10 , Knowledge (Planes) +16, Knowledge (local) +16, Knowledge (Religion) +16, Perception +21 , Perception (Trapfinding) +25 , Sense Motive +4 , Spellcraft +21 , Use Magic Device +6

Traits Chance Survivor, Seeker

Languages Aklo, Common, Elven, Infernal, Necril, Orc, Shoanti, Skald, Undercommon

SQ adaptability, bloodline arcana, bonus sorcerer spell (3x), cantrips, elf blood, elven immunities, familiar, familiar's alertness ability active, keen senses, low-light vision, multitalented, sage (wildblooded arcane) bloodline, seeker lore

Gear headband of vast intelligence +2, ring of spell knowledge ii,  Mnemonic Vestments, Sorcerer's Kit, masterwork thieves tools, crow bar, Silk Rope, Grappling Hook, Arcance Family Workbook, Rod Extend, Arcance Dictionary (MW UMD), Cheat Sheath, Inkpen, Journal, Smelling salt, Thunder stone x3, Pathfinder Chronicle (ALL), Persistent Rod Cure Light Wounds Wand, Handy Haversac, Familiar Scatchel.

Ring of Protection, Cloak of resistance, Amulet of natural armor.

Spellbook (Wizard's/Blank)
Spellbook: Burning Hands, Blood Money, Break, Comprehend Languages, Command Undead, Shield Companion, Shield, Mage Armor, Silent Image, Chill Touch, Heighten Awareness, Infernal Healing, Magic Missle, Keep Watch, Tear to Wine, True Skill, Shadow Trap, Liberating Command, Feather Fall, True Skill, Vanish, Floating Disk Message, Mending, Arcane Mark

Burning arc, See invisibility, Rope Trick, Make Whole, Bestow Insight, Borrow Skill, Darkvision, Force Sword, Flaming Sphere, Frigid Touch, Hideous Laughter, Hidden Presence, Knock, Borrow Skill, Bestow Insight, Continual Flame

Paragon Surge, Audiovisual Hallucination, Battering Blast, Daylight Fly, Fireball, Invisibility Sphere, Dispel Magic, Major Image, Slow, Stinking Cloud, Suggestion, Summon Monster III, Water Breathing, Tiny Hut, Underwater Breathing, Wind Wall

Arcane Eye, Wall of Bone, Calcific Touch, Charm Monster, Confusion, Dimension Door, Monsters physique II, Phantom Steed Communal, Remove Curse, Stone Shape, Telekinetic Maneuvers

SPECIAL ABILITIES:

Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Bloodline Arcana Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

Bonus Sorcerer Spell (2x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

+1 inherent to int

Blended View - Low light and Darkvision

Chance Savior +2 trait bonus on Initiative checks.

Sage (Wildblooded Arcane) Bloodline Scholars of the arcane are always creating new means to use magic.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Seeker Lore (Ex) By 3rd level, a seeker has already learned much about his mystery or bloodline, and is more comfortable using the bonus spells gained by that mystery or bloodline. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells. For an oracle, this ability replaces the revelation gained at 3rd level. For a sorcerer, this ability replaces the bloodline power gained at 3rd level.

Mutated Bloodlines: Blood Havoc , Blood Intensity (Bonus Feat), Piercing

Sorcerer Spell Level 1 (2x)
Tinkering (Ex) Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries or sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle or sorcerer levels for determining his overall bonus on these skill checks. For an oracle, this ability replaces all of the bonus class skills he would otherwise normally gain from his mystery. For a sorcerer, this ability replaces his bonus Eschew Materials feat.

JABOA

N Tiny animal/magical beast
Init +3; Senses low-light vision, Perception +16
DEFENSE
AC 21, touch 15, flat-footed 16 (+3 Dex, +4 natural, +4 size)
hp 20 (1d8-1)
Fort +4, Ref +8, Will +8

OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +1  (1d2-5)
Space 2.5 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 16, Con 8, Int 15, Wis 16, Cha 3
Base Atk +2; CMB +3; CMD 10

Skills Climb +11 , Disable Device +21 , Fly +16 , Knowledge (Arcana) +6 , Knowledge (Planes) +6 , Perception +25 , Spellcraft +6 , Use Magic Device +3

Communication Empathic Link, Speak with Master,
SQ alertness, deliver touch spells, empathic link, improved evasion