Race |
| HP 9/9 | AC 12 T 12 FF 10 | Fort +1* Ref +1 Will +2* | CMB -1 CMD 11 | Init +8 Perc +1 |
Classes/Levels |
| Spells 1st 4/4 | Force Missile 5/8 | Arcane Bond 0/1 |
Gender |
Male Elf Evoker 1 |
Strength |
8 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
20 |
Wisdom |
8 |
Charisma |
8 |
About Faenethor Sera
Faenethor
Elf evoker 1
NG Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1 (+5 circumstance bonus vs. cold weather), Ref +2, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron dagger -1 (1d4-1/19-20) or
. . spiked gauntlet -1 (1d4-1)
Ranged longbow +2 (1d8-1/×3)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—force missile (1d4+1)
Evoker Spells Prepared (CL 1st; concentration +6)
. . 1st—
burning hands (DC 17)
color spray (DC 16)
enlarge person (DC 16)
grease (DC 16)
. . 0 (at will)—
dancing lights
detect magic
prestidigitation
. . Opposition Schools Enchantment, Necromancy
. . Spellbook
1st - burning hands, color spray, enlarge person, grease, mage armor, magic missile, obscuring mist, protection from evil
0th - all
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Statistics
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Str 8, Dex 14, Con 13, Int 20, Wis 8, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative, Spell Focus (evocation)
Traits magical lineage, reactionary
Skills
Knowledge (arcana) +9
Knowledge (history) +9
Knowledge (local) +9
Knowledge (nature) +9
Knowledge (planes) +9
Perception +1
Profession (merchant) +3
Spellcraft +9 (+11 to identify magic item properties)
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Osiriani, Tien, Varisian, Vudrani
SQ arcane bond (ring), elven magic
Combat Gear
scroll of magic weapon
Other Gear
arrows (20)
cold iron dagger
longbow
spiked gauntlet
arcane bond ring
backpack
bedroll
belt pouch
cold weather outfit
flint and steel
ink
inkpen
mess kit[UE]
pot
soap
spell component pouch
torch (10)
trail rations (3)
waterskin
wizard starting spellbook
11 gp
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
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.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+1, 8/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.