Faelyn Sindrel's page

1,598 posts. Alias of Jman72.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

About Faelyn Sindrel

Faelyn Sindrel
Elf Wizard 2
CG Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +9
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (2d6+4)
Fort +1, Ref +3, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 30 ft.
Melee Dagger +1 (1d4/19-20/x2)
Ranged Longbow +4 (1d8/x3)
Wizard Spells Prepared (CL 2):
1 (3/day) Mage Armor, Color Spray (DC 15), Burning Hands (DC 15), Comprehend Languages
0 (at will) Detect Magic, Read Magic, Prestidigitation (DC 14), Dancing Lights
Str 11, Dex 16, Con 13, Int 18, Wis 13, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Scribe Scroll, Spell Focus (Conjuration)
Traits Eyes and Ears of the City, Reactionary
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +9, Spellcraft +9 (+11 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ arcane bonds (object [-choose-] [1/day]), elven magic, forewarned +1, opposition schools (enchantment, necromancy), prescience (7/day), specialized schools (foresight)
Other Gear Arrows (20), Dagger, Longbow; Other Gear Backpack (5 @ 6.78 lbs), Bedroll, Belt pouch (3 @ 0 lbs), Chalk, Earplugs, Ink, black, Inkpen, Parchment (2), Scroll case (2 @ 0 lbs), (Scroll of Comprehend Languages, Mage Armor, Endure Elements x 3, Signal whistle, Signet ring, Waterskin
Special Abilities
Arcane Bond (Object) (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Foresight Associated School: Divination
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
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