Elf HP 22/22 | AC17 | F +6 R +7 W +7| Trained Perc +5| Hero 2
About Fibek Allser
Wizard 2. PCS 44914-2002
Ancestry: Elf (Whisper)
Faction: Vigilant Seal
Elf Ancestry:
Whisper Elf
Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action.
Feat Level 1 = Elven Lore
Background Fortune Teller:
The strands of fate are clear to you, as you have learned many traditional forms by which laypeople can divine the future. You might have used these skills to guide your community, or simply to make money. But even the slightest peek into these practices connects you to the occult mysteries of the universe.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Occultism skill, and the Fortune-Telling Lore skill. You gain the Oddity Identification skill feat.
Alignment Chaotic Good [Diety = Shelyn]
Languages Common, Elvish
Perception +5 (Trained)
appearance:
Fibek is a tall, willowy elf that moves with an unnatural grace. He wears a simple cloak with forest colors and a silver clasp. His hair is long, fine, and frequently blows in front of his face, and he makes no effort to restrain it. He carries a sling with a full quiver, and backpack with a bedroll.
character background:
Fibek grew up among an isolated group of woodland elves. He had a natural affinity for magic, and is exploring the world to increase his magic power. He is fiercely protective of nature and is dedicated to the responsible use of arcane magic.
As an elf, Fibek is well traveled, well read, cultured, and has met many people. If you have done something, traveled somewhere, or met someone---Fibek will ALWAYS TOP YOU: he did something better, went somewhere more interesting, or met someone more worthwhile. He also firmly believes elves are the far superior race given their lifespan and affinity for culture and magic.
crunch:
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Statistics
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Str 8, Dex 16, Con 14, Int 18, Wis 12, Cha 10
Feats and Abilities
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Whisper Elf
ANCESTRY FEATS:
Elven Lore
CLASS CHOICES:
Arcane Thesis: Improved Familiar Attunement
Bonus Feat: Familiar
Wizard Feat 1: Widen Spell
Class feat 2: Beastmaster Archetype
Clyde the Baboon:
Ape
Source Advanced Player's Guide pg. 144 2.0
Your companion is an ape or other primate.
Size Small
Melee fist, Damage 1d8 bludgeoning
Str +3, Dex +1, Con +2, Int -4, Wis +2, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision
Speed 25 feet, climb 25 feet
Support Benefit Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes frightened 1.
Advanced Maneuver Frightening Display
Frightening Display
Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn't require language. While frightened by this ability, the target is flat-footed to your ape.
School Spell: Diviner's Sight:Cast verbal
Range 30 feet; Targets 1 willing living creature
Duration until the end of your next turn
You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. Alternatively, you can instead reveal the result of the die roll for one of the target's secret checks during the duration, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target.
Spells memorized: 1)Magic missile, Magic missile, mage armor, true strike
0) Detect magic, daze, electric arc, shield, telekinetic projectile, dancing lights
SKILL FEATS:
Oddity Identification : You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.
stuff:
WORN: Backpack, Signal Whistle
WEAPONS: staff, dagger, sling
Armor: None
WORN:
Adventurer’s pack (1.5gp), thieves tools (3gp), replacement picks x2 (.6gp)
backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Compass (1gp), 10 Candles (.1gp), signal whistle (.08gp), caltrops x2(.6gp)
WEALTH: 7.7gp+32.34gp{Menace Under Otari 1}=40.04gp