Full Name |
Finwë |
Race |
NG Half-Elf |
Classes/Levels |
Reliquarian Occultist of Desna/1 - HP 10/10 - AC 19/T:15/FF:14 - Perception: +9, Low-Light Vision - Fort: +3, Ref: +5, Will +8; +2 vs. enchantment; immune to magic sleep - CMB: +0, CMD 15 - Speed 40 ft. - Init. +7 |
Gender |
Male |
Size |
Medium |
Alignment |
NG |
Deity |
Desna |
Strength |
10 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
16 |
Charisma |
7 |
About Finwë Eladan
# 137974-17
Male Half-Elf Reliquarian Occultist of Desna 1
NG Medium humanoid
Init: +(7); Senses: Perception +9
STR 10
DEX (20)
CON 12
INT 12
WIS 16
CHA 7
DEFENSE
AC (19), T (15), FF 14 (10 + 3 Armor + (5) DEX + 1 Buckler)
HP 10/10 (1d8 + 1 favored class + 1 CON)
Fort +3; Ref +(5); Will +8; +2 vs. enchantment; immune to magic sleep
CMB +0
CMD (15);
OFFENSE
Speed 40 ft.
Reach 5ft., Space 5ft.
MELEE
Rapier +(5)* (1d6, 18-20, piercing, cold iron)
*-1 w/buckler
FEATS
Elf Bonus: Skill Focus (Use Magic Device)
Weapon Finesse
TRAITS
Reactionary (+2 initiative)
Indomitable Faith (+1 will)
SKILLS (4 ranks/level + 1 INT/level) = 4 ranks
+5 Disable Device (1 rank + 3 class + 1 INT)
+5 Linguistics (1 rank + 3 class + 1 INT)
+9 Perception (1 rank + 3 class + 3 WIS + 2 Race)
+7 Sense Motive (1 rank + 3 class + 3 WIS)
+5 Use Magic Device (1 rank + 3 class - 2 CHA + 3 Skill Focus)
LANGUAGES
Common, Elven, Varisian
SQ
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Occultist, Inquisitor)
Travel Domain
Divine Focus (Su) - 4 focus points
Transmutation Implement (4/4 focus points) - +2 DEX
Legacy Weapon (Su, base focus power) - As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it a +1 enhancement bonus. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Sudden Speed (Su, focus power) - As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
SPELLS
0 (DC 13): Mage Hand, Mending, Message, Open/Close
1 (DC 14, 2/2): Longstrider, Magic Weapon
COMBAT GEAR
Cold Iron Rapier (40gp, 2lbs.)
Buckler (5gp, 5lbs.)
Studded Leather Armor (25gp, 20lbs.)
70gp, 27lbs. combat gear
Leather Boots - Relic
MUNDANE GEAR
Occultist's kit (45gp, 32.5lbs.) - This kit includes a backpack, a bedroll, a belt pouch, chalk (10 pieces), flint and steel, ink (1 ounce), an inkpen, an iron pot, a journal, occultist's implements (2), torches (10), trail rations (5 days), and a waterskin.
10 candles (10gp, --lbs.)
cheap holy text (1gp, 1lb.)
manacles (15gp, 2lbs.)
mess kit (.2gp, 1lb.)
rope (1gp, 10lbs.)
soap (.01gp, .5lbs.)
spell component pouch (5gp, 2lbs.)
wooden holy symbol (1gp, --lbs.)
belt pouch holds chalk, candles, and flint and steel, backpack holds all other mundane gear (except spell pouch) for easy dropping in combat
78.21gp, 49lbs. non-combat gear
148.21gp and 76lbs. total gear
1.79gp remaining