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About Eren DenollarDefense:
AC:17 (4 Armor +2 Dex +1 Natural) ---mage armor will always be cast---
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
Weapons carried
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
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
1xd if have Arcane Bond on: 0/1 recover spell School Spells
Spell Abilities
Spells from Magic items
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
alternative- Arcane Blast swap Ray +9 Range 30' 2d6 damage 2nd level
alternative Arcane Blast swap Ray +9 Range 30' 3d6 damage 3rd Level
alternative Arcane Blast swap Ray +9 Range 30' 3d6 damage 4th Level
alternative Arcane Blast swap Ray +9 Range 30' 4d6 damage 5th Level
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
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
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)
-Force Missile (Sp)
-Elemental Wall (Sp)
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.:
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
Skill Ranks: 2 total 24-24 [B]Background Skills
*indicates can be used untrained.
Equipment/treasure:
Gear:
Encumbrance:current-32 lbs /33 lbs medium:34-66 heavy:67-100lbs
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.
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.
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. |