Cale the Calistrian

Eren Denollar's page

32 posts. Alias of Dread.


Full Name

Erenar Denollan

Race

Elf

Classes/Levels

12th Wizard (Evoker)

Gender

Male

Size

Medium

Age

170

Special Abilities

Elven Immunities, Low Light Vision

Alignment

Chaotic Good

Deity

Shelyn

Location

was Kyonin Now Ustilav

Languages

Common (Taldan), Elven, Sylvan, Draconic, Orc, Varisian, Necril,

Occupation

Scholar

Strength 10
Dexterity 14
Constitution 12
Intelligence 22
Wisdom 14
Charisma 12

About Eren Denollar

Defense:

AC:17 (4 Armor +2 Dex +1 Natural) ---mage armor will always be cast---
Touch12 Flatfooted15
CMD:18 (10 +6 +0 str +2 dex)
When Grappled shirt bursts into flame 1d6+10 per round for 10 rounds max 10 rounds a day.
Hit Points: 76/76 (d6 max 1st + 11d6(4 taken) +1 con +1 FC)

Saves/Resistances:
FO:+7 RE:+7 WL:+12
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
+2 cloak of resistance.
+2 vs poison and disease
Does not need to breath
5 Res to Electrical

Offense:
Weapon Proficiencies: club, dagger, heavy crossbow, light crossbow, and quarterstaff

BAB: +6/+1
CMB: +6

Weapons carried


  • +1 Quarterstaff of Spell Storing +7/+2 1d6+1 20/x2 B
    1xd force punch 10d4+7 and TK shove back 30' DC 20fort to negate pushback. see spell (must put back inside)
  • MW Cold Iron Dagger +7/+2 1d4 19-20/x2 P/S
  • MW Cold Iron Dagger Thrown +8 1d4 19-20/x2 P/S
  • Ray +9 damage per ray ranged touch

Spells:

Overcoming SR:1d20+16 (level + Spell Penetration+racial)

Concentration Checks: d20+20/+28 casting Defensively (Level-12 + Int mod-6 + Trait-2 {+racial trait for cast defensively 2 + feat +2 bracers) 3xd reroll

Spells Prepared
0 level:(4)<DC16>1.Read Magic 2.Disrupt Undead 3.Ray of Frost* 4. Message

1st Level:(12+1)<DC17>1.Mage Armor 2.Mage Armor 3.Ray of Enfeeblement 4.Ray of Enfeeblement 5.Shield 6.Shield 7.Unseen Servant 8.Enlarge Person 9.Corrosive Touch 10.Protection From Evil 11.Reduce Person 12.Magic Missle* 13.Burning Hands*

2nd Level:(6+1)<DC18>1.#Glitter Dust or Sonic Scream* 2.Bears Endurance 3.Rope Trick 4.#Web or Anti Summoning Shield 5.See Invisabilty 6.Resist Energy 7.Scorching Ray*

3rd Level:(5+1)<DC19>1.#Fireball* or Diamond Spray* 2.Haste 3.Tongues 4.Fly 5.Force Punch* 6.Lightning Bolt*

4th Level:(5+1)<DC20>1.#Greater Darkvision or Enervation 2.Dimension Door 3.Fire Shield* 4.Arcane Eye 5.Stoneshape 6.Ice Storm*

5th Level:(4+1)<DC21>1.#Break Enchantment or Passwall 2.Angellic Aspect 3.Wall of Force* 4.Firesnake* 5.Lightning Arc*

6th Level:(3+1)<DC22>1.#Undead Ward or Fluid Form 2.Disintegrate 3.Contagious Flame* 4.Chain Lightning*

*+1 to DC of Evocations and +6 damage
+2 CL Electrical spells
Can exchange prepared spell for ray 30' 2d6+1d6 per 2 levels of spell
#use of Flexible Wizardry 6 uses

1xd if have Arcane Bond on: 0/1 recover spell

School Spells
Force Missile 9xd 1d4+6 R 220'
Elemental Wall 1xd R220' opaque sheet of flame/cold/acid/lightning 240' long x 20' high. or a 60' ring 20' high . 1 side does damage the other is safe. 2d4+6 within 10' 1d4+6 within 20'. passing through does 2d6+18

Spell Abilities
Spell expertise: Magic Missle 2xd 5d4+11 Range 220'

Spells from Magic items
Wand of True Strike: 50 ch
Gem of Brightness 50C
0C: Lantern Light.
1C: Bright Ray 1'x50'Ranged touch +9 Blinds 1d4R DC14 Fort
5C: 30' cone Bright flash DC 14 Fort blind 1d4R
Robe: 1xDay 20 radius electrical burst 2d6 damage DC 16 Ref 1/2
Rod: 1xday teleport along spell effect when cast electrical spell

information of spells can use for day.:

0level
1.Read Magic: (V,S,F {a clear crystal or mineral prism})Duration 2 hours. Identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
2.Disrupt Undead (V,S) Ray +9 1d6 Range 55'
3.Ray of Frost* (V,S) Ray +9 1d3+6 Range 55'
4. Message (V,S,F {a piece of copper wire}) Duration 2hours 12 creatures can be included Range:220' DC 25 Perception to hear.

1st level
1.Mage Armor (V,S,F {a piece of cured leather}) Duration 12 hours. +4 Armor Bonus force effect.
2.Ray of Enfeeblement (V,S) Ray +9 Range 55' Loses 1d6+5 strength only 1Ray per creature. Fort DC17 to halve Duration 12R
3.Shield (V,S) Duration: 12 minutes. +4 Shield bonus to AC and stops magic missile attacks. Force effect.
4.Unseen Servant (V,S,M {a piece of string and a bit of wood}) Range 55' Duration: 12 hours. invisible servant strength of 2. cannot do skill checks over dc 10.speed 15. cannot fly swim or climb can walk on water. cannot attack has 6hp.
5.Enlarge Person (V,S,M {powdered iron}) Range 55' Duration:12 min. Fort Save DC 17 negates.x2 height x8 weight. +1 size category. +2 Str -2 dex -1 attack rolls and AC large 10' space 10' reach. weapon size increases 1 step.
6.Corrosive Touch (V,S) +6 5d4 acid damage
7.Protection From Evil (V,S,M {powdered iron}) Duration: 12 min 1. +2 deflection bonus to ac +2 resistance bopnus to saves vs evil. 2.+2 morale bonus to vs mental control if effected. during spell immune to control. 3. prevents bodily contact by summoned creatures.
8.Reduce Person (V,S,M {a pinch of powdered iron}) Range 55' Duration 12 min Fort save DC 17 negates. halves height divides weight by 8. next lower size category. tiny reach of 0 and must enter square to attack. +2 dex -2 str +1 Attack +1 AC. reduces weapons 1 size category.
9.Magic Missile* (V,S) Range 220' auto hit. Force effect. 5d4+5 +6 to 1. can divide d4's up among targets.
10.Burning Hands* (V,S) cone shape 15'Range. 5d4+6 damage Reflex save DC 18 for half.

alternative- Arcane Blast swap Ray +9 Range 30' 2d6 damage

2nd level
1.Glitter Dust (V,S,M {ground mica}) Duration 12R Range-220' Area 10'radius Will DC18 negates blindness can roll each round. covered in sparkling dust outlining invisible.
or
1.Sonic Scream* (V,S) Range-15' cone Duration: 12R or used. Ref DC 19 halves damage. Can use 3x during 12R. First- 4d4+6 second- 2d4+6 3rd-1d4+6 cannot use voice for magical effect during this time. Cannot speak unless shouting.
2.Bears Endurance (V,S,M {a few hairs from a bear} Lasts 12 Min Will DC 18 negates. +4 to Con (+2 to Fort saves. +2 per level to HP)
3.Rope Trick (V,S,M {powdered corn and a twisted loop of parchment} Lasts 12 hours. Piece of rope 5'-30' creates extra dimensional space that rope hangs out of (can be pulled in) that can hold 8 creatures. rope can hold 16000 pounds. 3'x5' window is there to see out into prime. Not in
4.Web (V,S,M {spider web}) Range 220' Duration 2 hours Ref save Dc 18 negates being stuck. Webs in 20' radius Failed save 'grappled' by web. CMB or escape artist vs 18 to get free. 5' in partial cover. 20' in total cover. set fire-2d4 fire damage to all within.
or
4.Anti Summoning Shield (V) Range 220' Duration 12 minutes.Will save Dc 18 negates. 50' radius. 60% summon spells or abilities fail within area. doesnt stop summoning an Eidolon.
5.See Invisibilty (V,S,M {talc and powdered silve}) Lasts 2 hours.
6.Resist Energy (V,S) Lasts 2 hours. Resist Energy 30 of selected.type
7.Scorching Ray* (V,S) Ray Range 55' +9 3 dif rays. 4d6 each 1 has +6 damage. all targets within 30'

alternative Arcane Blast swap Ray +9 Range 30' 3d6 damage

3rd Level
1.Fireball* (V,S,M {a ball of bat guano and sulfur}) Range 880' Area-20' radius Reflex DC 20 halves damage. 10d6+6 damage
or
1. Diamond Spray* (V,S,M {a lump of coal}) Range 20' cone Reflex DC 20 halves damage. 10d6+6 damage. act as adamantine and cold iron for bypassing DR. Bypass's 6 points of an objects hardness.
2.Haste (V,S,M {a shaving of licorice root} Range 55' 12 creatures all within 30'. Lasts 12R. +1 Attack. +1 AC. +1 Reflex Saves. if Full attack +1 attack at best. Move increased by 30' Fort save at DC 19 negates.
3.Tongues (V,M {a clay model of a ziggurat}) lasts 2 hours understand and speak all languages of sentient creatures. will save DC 19 negates.
4.Fly (V,S,F {a wing feather} Duration 12 minutes. will save 19 DC negates. fly speed 60' ascend: 30' descend 120'. If run s out while in the air descend 60' a round for 1d6 R then plummets taking d6 per 10'
5.Force Punch* (V,S) +6 Melee touch 10d4+6 and push back 30' Fort save DC 20 to negate pushback
6.Lightning Bolt* (V,S,M {fur and a glass rod}) Range 120' 120' line area. Reflex save DC 20 for half. 10d6+6

alternative Arcane Blast swap Ray +9 Range 30' 3d6 damage

4th Level
1.Greater Darkvision (V,S,M {a pinch of dried carrot}) lasts 12 hour will save DC 20 negates. Darkvision 120'
or
1.Enervation (V,S) Ray Range 55' +9 d4 negative levels for 12 hours. If strikes Undead gains 1d4x5 hp for 1 hour.
2.Dimension Door (V) Range 880' Can take 4 others Will Save DC 20 negates
3.Fire Shield/Chill Shield* (V,S,M {phosphorus for the warm shield; a glowworm for the chill shield}) lasts 12R if opponent strikes takes 1d6+12+6 fire or cold damage. increase light 1 step when spell in effect. Chill- 1/2 damage from fire. fire- 1/2 damage from cold. if save vs fire or cold take none.
4.Arcane Eye (V,S,M {a bit of bat fur})casting time 10min lasts 12 min. Invisible sensor with save vision as self move 30'/r looking straight. 10/R looking around. can move through 1 inch space
5.Stoneshape (V,S,M {soft clay}) up to 22 cubic feet. 30% moving parts dont work
6.Ice Storm* (V,S,M {dust and water} Range 880' Area Cylinder 20' radius 40' high lasts 12R Hailstones Bludgeon 3d6 2d6 cold +6 -4 perception checks from icy sleet No save

alternative Arcane Blast swap Ray +9 Range 30' 4d6 damage

5th Level
1.Break Enchantment (V,S) Range 55' 12 creatures all within 30'frees victims from enchantments, transmutations, and curses. 1d20+12 vs 11+CL of effect.
or
1.Passwall (V,S,M {sesame seeds}) 5'x8'opening, 30' deep lasts 12 hours.You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials
2.Angellic Aspect (V,S) Lasts 12Min gain darkvision 60, resistance to acid and cold 10, DR 5/evil, sprout white feathered wings with fly speed of 30' with average maneuverability and any weapons are considered good-aligned for overcoming DR.
3.Wall of Force* (V,S,M {powdered quartz}) Range 55' 120 sq ft. lasts 12R Hardness 30 240 hp. disintegrate, rod of cancellation and sphere of annihilation destroys. can be made vertical.
4.Firesnake* (V,S,M {a snake scale}) Range 60'12 5' squares each additional adjacent. max range 60'12d6+6 each in area reflex Dc 22 halves.
5.Lightning Arc* (V,S,M {fur and two glass figurines}) Range 880' lightning arc between two creatures and all in between. 14d6 damage Ref dc 23 halves damage.

alternative Arcane Blast swap Ray +9 Range 30' 4d6 damage

6th Level

1.Undead Ward (V,S,M {powdered silver}) Range 10' 10' radius around self lasts 12 minutes. Mindless or intelligent undead 11hd and less cannot enter. if 12Hd or greater Will save DC 22 can pass through but take 3d6 damage
or
1.Fluid Form (S,M {a mixture of oil and water}) Last 12 Min DR10/Slashing +10'reach. pass through small holes or narrow openings, even mere cracks. Swim speed 60' and breathe air and water. Water Subtype.
2.Disintegrate (V,S,M {a lodestone and a pinch of dust}) Range 220' Ray +9 24d6 damage Fort save DC 22 success 5d6 damage. Nonliving 10 cubic foot destroyed.
3.Contagious Flame* (V,S) Range 55' 3+ Rays +9/+9/+9 4d6 damage 1 will be at +6 all targets within 30'lasts 3rounds. each subsequent round 3 more rays +9/+9/+9 travel up to 55' feet from the previous target. to do 4d6 each again. No save.
4.Chain Lightning*(V,S,F (a bit of fur plus 14 silver pins) Range 880' 1 primary target + up to 13 additional targets each within 30' of primary target. 14d6+6 damage Ref save DC 24 for half econd targets save is DC 22

alternative Arcane Blast swap Ray +9 Range 30' 5d6 damage

spellbook:

0-Acid Splash, Arcane Mark, Bleed, Breeze* Dancing Lights*, Daze^, Detect Fiendish Presence, Detect Magic, Detect Poison, Disrupt Undead, Drench, Flare*, Ghost Sound^, Haunted Fey Aspect^, Jolt, Light*, Mage Hand, Mending, Message, Open/Close, Prestidigation, Read Magic, Root, Penumbra*, Ray of Frost*, Resistance, Scrivener's Chant, Scoop*, Spark*, Touch of Fatigue

1- Burning Hands*, Corrosive Touch, Detect Undead, Enlarge Person, Mage Armor, Magic Missile*, Protection from Evil/Chaos/Law/Good, Ray of Enfeeblement, Reduce Person, Shield, True Strike, Unseen Servant

2- Anti-Summoning Shield, Bears Endurance, Elemental Touch*, Ghoul Touch, Glitterdust, Protection From Arrows, Resist Energy, Rope Trick, Scorching Ray*, See Invisibility, Sonic Scream, Web

3- Diamond Spray*, Dispel Magic, Fireball*, Fly, Force Punch*, Haste, Lightning Bolt*, Magic Circle against Law/Chaos/Good/Evil, Pellet Blast, Tongues, water Breathing, Vampiric Touch

4- Arcane Eye, Darkision-Greater, Detonate*, Dimensional Anchor, Dimension Door, Enervation, Fire Shield*, Homeward Bound, Ice Storm*, Stoneshape, Stoneskin

5- Angellic Aspect, Break Enchantment, Cloudkill, Firesnake*, Lightning Arc*, Locate Gate, Passwall, Teleport, Telepathic Bond, Wall of Force*

6- Acid Fog, Analyze Dweomer, Chain Lightning*, Contagious Flame*, Disintegrate, Fluid Form, Undeath ward, True Seeing

7-n/a

*Evocations
^Enchantment or Illusion

Racial:

Ability Score Modifiers: 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.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Traits:

1. (Regional) Exiled Scholar:Since you were young, you’ve always been interested in the process of lichdom and what drives people to desire such a fate. Officials marked you as a traitor and exiled you when they discovered your morbid fascination with the consummate undead, but you still benefit from your forbidden studies.

Benefit(s): You gain a +1 trait bonus on Knowledge (arcana) and (religion) checks. In addition, choose one Knowledge skill; you can attempt untrained checks with this skill as long as the DC is lower than 15.

2. (Magic) Focused Mind: Your childhood was dominated by lessons both musical and academic that encouraged your ability to block out distractions and focus on the immediate task at hand.

You gain a +2 trait bonus on concentration checks.

Class:

Favored Class: Wizard
Benefits: all levels-1 HP

Arcane Bond:Family Signet Ring-Cast any spell in spell book even if not prepared but not opposition schools (1xd). if doesnt have Ring on person has to make concentration check d20+ spell level to cast.

Arcane Scool: Evocation Opposition Schools- Enchantment & Illusion- Preparespells +2 slots higher and crafting items-4 skill check..

-Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (Current +6). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

-Force Missile (Sp)
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Current:1d4+6 9xday

-Elemental Wall (Sp)
At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire. lasts 12R

Cantrips: Unlimited use of 0 level spells prepared

Scribe Scroll

Feats:

1. (Wizard 1st) Scribe Scroll-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.

1st. Combat Casting-You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

3rd. Weapon Focus: Rays-You gain a +1 bonus on all attack rolls you make using Rays.

5th. Spell Focus: Evocation-Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

5th (Wizard 5th) Spell Mastery- Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.:
1.Dispel Magic (3rd)
2.Mage Armor (2nd)
3.Rope trick (2nd)
4.Scorching Ray (3rd)
5.Unseen Servant (1st)
6. Fly (3rd)

7th. Flexible Wizardry-When you prepare your spells each day, you can choose to keep a number of spell slots equal to your Intelligence modifier (minimum 1) flexibly prepared. Instead of preparing a single spell within each of these slots, you can partially prepare two spells. Anytime after you prepare these flexible slots, you can spend a full-round action to finalize one slot, choosing one of the two spells to be finished and fully prepared in that slot 12 spells partially prepared (6 slots)

9th. Minor Spell Expertise-Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability’s save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.---Magic Missle

10th (10th Wizard)-Forge Ring-You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.

See magic item creation rules for more information.

11th Arcane Blast-As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.

This is a supernatural ability.

Skills:
Skill Ranks: 7 (2+Int Mod-6) total:96/96

Adventuring Skills
Acrobatics*R6 (6+2)=+8
Bluff*R6 (6+1)=+7
Climb*R4 (4+0)=+4
Diplomacy*R12 (13+1)= +13
Disable Device n/a
Disguise* (+1) = +1
Escape Artist*R6 (5+2+3) = +11
Fly[C]R12 (12+2+3) = +17
Heal n/a
Intimidate* (+1) = +1
Knowledge (arcana)[C] R12 (12+6+3+1) +22 +1 Trait
Knowledge (dungeoneering)[C]R3 (3+6+3) = +12
Knowledge (local)[C]R3 (3+6+3) = +12
Knowledge (nature)[C]R2 (2+6+3) = +11
Knowledge (planes)[C]R4 (4+6+3) = +13
Knowledge (religion)[C]R3 (3+6+3+1)= +13 +1 Trait
Perception* Racial: R3 (3+1+0+2)= +6 +2 racial
Ride* (+2) = +2
Sense Motive*R3 (4+1)= +5
Spellcraft[C]R3 (3+6+3) =+12 +14 to Id Magic Items
Stealth*R5 (12+2)= +14
Survival* +1
Swim* +0
Use Magic Device R2 (2+1)= +3

Skill Ranks: 2 total 24-24

[B]Background Skills
Appraise[C]*R1 (1+6+3)=+10
Artistry* (+6) = +6
Craft Jewelry[C]*R5 (5+6+3)= +14
Handle Animal n/a
Knowledge (engineering)[C]* (+6) = +6
Knowledge (geography)[C]R3 (3+6+3) = +12
Knowledge (history)[C]R5 (5+6+3) = +14
Knowledge (nobility)[C]R1 (1+6+3) = +10
Linguistics[C]R1 (Language) Necril (1+6+3)= +10
Lore-Whispering Tyrant/Tar Baphon[C] R2 (2+6+3)= +11
Lore-Whispering Way[C] R2 (2+6+3)= +11
Lore-Ustilav[C] R2 (2+6+3)= +11
Lore-Liches[C] R2 (2+6+3)= +11
Perform*(+1) = +1
Profession[C] n/a
Sleight of Hand n/a

*indicates can be used untrained.

Equipment/treasure:

Gear:
+1 Quarterstaff of Spell Storing Cost:8300 weight: 4lbs right hand.
MW Cold Iron Dagger Cost:304 gold weight: 2lbs right hip (credit of 1 Gold for dagger at 1st.)
Wizard Kit: Cost:21 Gold Weight 21 lbs
---a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin.
Spell Book: Cost: n/a weight: 3lbs
Travelers Outfit Cost:n/a Weight: 5lbs
Potion Cure Light Wounds: Cost:50 gold weight: n/a
Potion of Cure Moderate Cost: 300 weight n/a
Sunrod (10): Cost:20 gold weight-10lbs
Compass cost: 10Gold weight .5lbs
Mapmakers Kit Cost: 10 Gold Weight: 2lbs
---a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost
Travelers Anytool Cost: 250 gold weight 2lbs
Amulet of Natural Armor: +1 Cost: 2000 gold weight: n/a
Handy Haversack Cost: 2000 Gold Weight 5lbs
Wand of True Strike 50 Charges.
+2 Cloak of resistance Cost: 4000 gold weight 1lb
Spellguard Bracers Cost:5000 gold. weight 1 lbs
Shirt of Immolation Cost:8000 Gold weight 1lb
Headband of Mental Prowess: +2 Int +2 Wis Cost: 10,000 gold weight 1lb
Gem of Brightness 50 charges cost 13000 good weight 1 lb
Ring of Wizardry. I cost:10,000 good (made)
Ioun Stone (Iridescent Spindle) cost: 18000 gold weight n/a
Shocking Robe Cost: 11000 Weight 1 lbs
Conduit Rod Cost: 12000 Weight 5lbs
Boots of The Mire: Cost:3500 gold weight: 1lb

Encumbrance:current-32 lbs /33 lbs medium:34-66 heavy:67-100lbs
without backpack:

Treasure Remaining: 36 Gold 38 Silver 20 Copper

Magic items:

1.+1 Quarterstaff of Spell Storing:+1 to hit and damage &A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a spell stored in it already. This special ability can only be placed on melee weapons.

A spell storing weapon emits a strong aura of the evocation school, plus the aura of the spell currently stored.
Spell inside: Force Punch1d6+1 +10d4+6 ---
This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.

2.Travelers Anytool: This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

3.Amulet of Natural Armor +1: This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1

4.Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

5.Wand of True Strike (50 Charges):Physical Description: A wand is 6 to 12 inches long, 1/4 inch thick, and weighs no more than 1 ounce. Most wands are wood, but some are bone, metal, or even crystal. A typical wand has Armor Class 7, 5 hit points, hardness 5, and a break DC of 16.

Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

True strike-You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

6.+2 Cloak of Resistance:This garment offers magic protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

7.Spellguard Bracers: Typically made of leather dyed blue and decorated with star-shaped studs, these bracers are used by spellcasters who practice their art in the heat of combat.

The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result.

8.Shirt of Immolation: Whenever the wearer is grappling (whether on the offense or defense), this shirt automatically bursts into flame, dealing 1d6+10 points of fire damage every round to anyone grappling the wearer. The flames do not harm the wearer and last one round (though it continues to burn if the wearer is still grappling after one round). The shirt burns for a maximum of 10 rounds per day. These rounds do not need to be consecutive.

9.Headband of Mental Prowess +2 Int +2 Wis: This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer’s brow as if it were a third eye in the middle of his forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye.

The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence.

10.Gem of Brightness (50 charges): This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem’s facets suddenly grow highly polished as the crystal emits bright light of one of three sorts.

One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination.
Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge.
The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges.
A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.

11.Ring of Wizardry I: The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells. Bonus spells from high ability scores or school specialization are not doubled.

12.Ioun Stone (Iridescent Spindle) This stone sustains the wearer without air. These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time.

Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape.

13.Shocking Robe: This violet and yellow silk robe gives the impression of electricity crackling over its surface.

The robe grants the wearer electricity resistance 5 and increases the wearer’s caster level for all spells with the electricity descriptor by +1.

Once per day on command, the wearer of the robe can emit a 20-foot-radius burst of electricity. Creatures other than the wearer within the area take 2d6 points of electricity damage (Reflex DC 16 half).

14.Conduit Rod: This stout, dense rod is always constructed of highly conductive metal, shot through with web-like veins of white or yellow glass.

While a creature holds a conduit rod, she gains electricity resistance 5 as a constant effect as well as a +1 bonus to her effective caster level when casting any spell with the electricity descriptor.

Once per day as a free action, when the wielder of a conduit rod casts a spell with the electricity descriptor, she can teleport anywhere that spell’s effect, but is otherwise unaffected by the spell.

15.Boots of The Mire: These soft leather boots confer several powers upon the wearer.

First, he is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet—this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other sign of his passage as long as he’s in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 resistance bonus on all Fortitude saves made against poison and disease.

16.Potion Cure Light Wounds: Heals 1d8+1

17.Potion of Cure Moderate Cost: Heals 2d8+3

Background:
Eren was born to a heritage of Wizards of Kyonin who trained with the specific purpose of stopping Tar Baphon, The Whispering Tyrant. Erens Great Grand Parents had been in the Shining Crusade, and Erens Grand parents had helped The Taldan general, Arnisant stop his reign of terror in 3827. Erens Prents trained him and have fought the Whispering Way, Eren's mother perishing in one such encounter. Now Eren is sent to Caliphas to carry on the tradition.