Giseil Voslil

Fenyx Spelljammer's page

186 posts. Alias of Batduck.


About Fenyx Spelljammer

Fenyx Spelljammer
Elf Wizard 3
NG Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +2
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d6)
Fort +1, Ref +4, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Quarterstaff +3 (1d6+2/x2)
Ranged Masterwork Composite longbow (Str +2) +5 (1d8+2/x3)
Wizard Spells Prepared (CL 1):
0 (at will) Light
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Statistics
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Str 14, Dex 16, Con 10, Int 19, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Point Blank Shot, Scribe Scroll
Traits Precocious Spellcaster (Light, Mount) & Gifted Adept (Mount)
Skills Appraise +10, Craft (bows) +10, Linguistics +8, Perception +2, Profession (scribe) +5, Ride +5, Spellcraft +10 (+11 to determine the properties of a magic item), Stealth +4, Knowledge(Arcana) +10;
Racial Modifiers
+2 Perception
Languages Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ arcane bonds (object [masterwork composite longbow [str +2]] [1/), elven magic, force missile (10/day), intense spells +1, opposition schools (enchantment, necromancy), specialized schools (evocation)
Combat Gear Caltrops (2); Other Gear Arrows (40), Masterwork Composite longbow (Str +2), Quarterstaff, Backpack (empty), Bedroll, Candle (10), Elven trail rations (3), Fishhook (2), Flint and steel, Ink, black, Inkpen, Parchment (5), Rope, Sewing needle, Spell component pouch, Spellbook, Trail rations (3), Waterskin (2), 58 GP, 2 SP
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Special Abilities
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Arcane Bond (Masterwork Composite longbow [Str +2]) (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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Precocious Spellcaster (Light, Mount) Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.
Gifted Adept (Mount) Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
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.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Force Missile (10/day) (Sp) Magic Missile hits for 1d4+1
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.