About Galandaro TinalmathianGalandaro Tinalmathian
Defense:
-------------------- AC: 24 (with Mage Armor active) FF:20, T:17 HP: 80 (13d6+26) Fort: +10, Ref: +12, Will: +12 -------------------- Offense:
-------------------- Speed 30 ft. Ranged: MW DW Longbow +11 (1d8+7)/ Exploit: +11 (7d6+5) Melee: MW CI Thornblade (1d6+3) / Adamantine Elven Branched Spear (1d8+6) / DW Shillelagh (2d6+5) [dice=Exploit Ranged Touch]1d20+11+1[/dice]..[dice=DMG]7d6+5+1[/dice] [dice=+3 DWLB+PBS]1d20+14[/dice]..[dice=DMG]1d8+7[/dice] [dice=MW CI Thornblade]1d20+7[/dice]...[dice=DMG]1d6+3[/dice] [dice]+3 ADM Elven Branched Spear]1d20+9[/dice]...[dice=DMG]1d8+6[/dice]
-------------------- Statistics:
-------------------- Str: 10, Dex: 18, Con: 14, Int: 27, Wis: 10, Cha: 20 BAB: +6; CMB: +6; CMD: 23 Languages: Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Druidic, Elven, Ignan, Infernal, Jistka, Necril, Osiriani-Ancient, Polyglot, Sylvan, Thassalonian, Terran, Tien -------------------- Feats:
-------------------- 1st-Extra Arcanist Exploit (Ice Missile) 3rd-Point Blank Shot 5th-Precise Shot BNS- Spell Mastery (Mnemonic Enhancer, Mage Armor, Magic Missile, Haste, Glitterdust) 7th- Improved Familiar 9th- Arcane Strike (swift action/ +2 overcomes DR) BNS- Extra Arcanist Exploit (Sonic) 11th- Toppling Spell -------------------- Traits and Drawbacks:
-------------------- Traits: Observant: Perception, Warrior of Old: +2 Initiative FCB: Arcanist reservoir +12 -------------------- Arcanist Class Abilities:
-------------------- *Arcane Reservoir (Su): 30/30 *Arcanist Exploits: Acid Jet (7d6+5/DC21 FORT sickened 1d4 rnds), Ice Missile (7d6+5/DC21 FORT staggered 1 rnd), Sonic Blast (7d6+5) *Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. *Halcycon Spell Lore: A Magaambyan initiate’s studies of the philanthropic teachings of Old-Mage Jatembe allow her to cast a limited number of spells per day beyond those she could normally prepare ahead of time. At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. Magaambyan initiate can cast a spell that she has chosen with this ability as if it were on her spell list and prepared by expending a number of points from her arcane reservoir equal to half the spell’s level (minimum 1) and expending a spell slot of the spell’s level. SPELLS: 1st-Deadeye's Lore, Longstrider, Shillelagh, 2nd-Restoration, Lesser, Barkskin, 3rd-Magic Fang- Greater, Remove Disease, Neutralize Poison; 4th- Healing Flames, Strong Jaw, 5th-CCW, Death Ward, Raise Animal Companion -------------------- Active Buffs:
-------------------- * Shield: 13/13 minutes * Resist Energy: 130/130 minutes * Barkskin: 70/70 minutes * Grtr False Life: 1d10+13 hit points; 13/13 hours * Grt Magic Wpn: 13/12 hours * Prot. Energy: 70/70 minutes * Life Bubble: 26/26 hours, 13 pax max -------------------- SPELLS:
------------------- *Prepared Spells= 0-9/1st-8/2nd-5/3rd-4/4th-4 /5th- 3/6th- 2 *Spells per day= 1st-6/2nd-6/3rd-6/4th-6 /5th- 5/6th- 4 *Spells: 0- (DC-17)- Disrupt Undead, Detect Magic, Daze, Light, Message, Prestidigitation, Read Magic, Detect Poison, Mending, 1st 6/day (DC-19)- Abundant Ammunition, Enlarge Person, Gravity Bow, Magic Missile, Protect/Evil, Snowball, Shield, Heightened Awareness 2nd 6/day (DC-20)- Glitterdust, Scorching Ray, Resist Energy, Mirror Image, See Invisibility 3rd 6/day (DC-21) Haste, Greater Magic Weapon, Dispel Magic, Force Punch 4th 6/day (DC-22) Mnemonic Enhancer, Boneshatter, TK Charge, False Life, Grtr 5th 5/day (DC-23) Overland Flight, Teleport, Life Bubble 6th 4/day (DC-24) Disintegrate, Transformation -------------------- Spell Book:
-------------------- 0- Acid Splash, Arcane Mark, Bleed, Dancing Lights, Dave, Detect Poison, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue 1st- Abundant Ammunition, Color Spray, Endure Elements, Gravity Bow, Infernal Healing, Mage Armor, Magic Missile, Protection from Evil, Shield, Snowball, Ant Haul 2nd- Bull's Strength, Force Sword, Glitterdust, Invisibility, Mirror Image, Resist Energy, Scorching Ray, See Invisibility 3rd- Dispel Magic, Fireball, Force Punch, Haste, Heroism, Greater Magic Weapon 4th- Darkvision-Greater, Invisibility-Greater, Mnemonic Enhancer, Boneshatter, Stoneskin, Prot Energy- Communal, False Life Grtr, TK Charge 5th- Overland Flight, Teleport, Planetary Adaptation, Planar Adaptation, Life Bubble 6th-Disintegrate, Azlanti Defending Sword, Transformation -------------------- Racial Abilities:
-------------------- immune to magic sleep effects +2 racial saving throw BONUS against enchantment spells and effects +2 racial BONUS on caster level checks made to overcome spell resistance +2 racial bonus on Spellcraft skill checks made to identify magic items +2 racial bonus on Perception checks Proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), -------------------- Skills = 91:
-------------------- Acrobatics: +5/1, Appraise:+12/1, Diplomacy:+18/13*, Escape Artist: +17/13* Fly:+8/1, Linguistics:+21/10, Perception:+23/13, Spellcraft:+24/13, UMD:+197/11, K.Arcana:+24/13, K.Nature:+24/13, K.Planes:+24/13, Sense Motive: +17/13* Alchemy:+12/1 Survival: ** Swim: +1/1 Ride: +4/0 *Dungeoneering +16, History +16, Engineering +16, Geography +16, Nobility +16, Local +20, Religion +20 (familiar) -------------------- Gear:
-------------------- MWDW Longbow, MWCI Thornblade, Dagger, Adm Elven Branched Spear, Wand of Shield (45), Wand of Infernal Healing (43), Cyclops Helm (1/day choose D20 # on skill check, attack, saving throw), Cloak of Res +4, Headband of Mental Prowess +6 INT/CHA (escape artist/diplomacy/sense motive/abyssal), Runestone of Power (1st, 2/day)/ (2nd, 1/day), Extend Metamagic Rod Lesser (1-3, 3/day), Extend Metamagic Rod (1-5th, 3/day), Spell Lattice (Ant Haul), Spell Lattice (Endure Elements), Dweomers Essence, Belt of Physical Might DEX/CON(+2), Ring of Force Fangs, Ring of Protection +3, Amulet of NA +3 Coin (platinum) (x0) Coin (gold) (x5633) Coin (silver) (x4) Backpack, Common [
-------------------- Magical Items Placement:
--------------------- (Belt Slot) DEX/CON +2
-------------------- Backstory:
-------------------- Galandaro Tinalmathian is an elf from Riverspire from the lands of Kyonin. Almost every family member of his dabbles in the arcane or divine arts be it is father, a high elven wizard, his mother, a bard, his sister, a sorceress, or his older brother, a driud. Galandaro became adept at blending both schools of arcane spellcasting, the memorized and the spontaneous, with some nature magic. He gained entry into one of the many prestigious elven magic schools until he was called upon to replace his older brother as a Pathfinder following his brothers demise. Galandaro reluctantly agreed and became an agent for the Society. During combat he prefers to use his longbow in addition to his arcane powers keeping his companions in between himself and his target. -------------------- Personality:
-------------------- He tends to be a tad of an elitist and believes other arcane casters can never measure up to his chosen professions versatility. He respects individuals dedicated to their craft (likespecialized fighters) but spurns rough and physical excellence (like barbarians). -------------------- Planned Progression:
-------------------- 1-12= Arcanist all the way -------------------- Scenarios:
-------------------- deliriums triangle darkest vengeance voice in the void murder throaty mermaid Icebound Outpost gm scions of the sky key 2 decline of glory traitors lodge Frozen Fingers hydras fang incident true dragons of absalom Emerald Spire 5 Blackros Connection The Haunting of Hinojai The Blakros Matrimony Sanos Abduction Sea Witch GM You only die Twice GM Sarkorian Prophecy Portal Sacred Rune Raid on Cloudborne Keep Feast of Sigils Solstice Scar Refuge of Time Eyes of the Ten**** -------------------- PP Spent/Boons:
-------------------- *12 spent on retraining. * 1 spent of learning Infernal- #3-06 Boon *+2 to INT- atonement completed * Bonus FEAT- atonement completed -------------------- Thistlewhip Familiar:
Male faerie dragon (sage) CG Tiny dragon Init +3; Senses darkvision 60 ft., low-light vision; Perception +8 -------------------- Defense -------------------- AC 26, touch 16, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, +4 natural, +2 size) hp 40 (5d12+4) Fort +5, Ref +7, Will +10 Immune paralysis, sleep; SR 13; Improved Evasion -------------------- Offense -------------------- Speed 10 ft., fly 60 ft. (perfect), swim 30 ft. Melee bite +6 (1d3-1) Space 2½ ft.; Reach 0 ft. Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds) Spell-Like Abilities (CL 3rd; concentration +6) 3/day—greater invisibility (self only) Sorcerer Spells Known (CL 3rd; concentration +6) 1st (6/day)—liberating command[UC], mage armor, protection from evil 0 (at will)—acid splash, detect magic, disrupt undead, prestidigitation, ray of frost -------------------- Statistics -------------------- Str 9, Dex 17, Con 13, Int 18, Wis 14, Cha 16 Base Atk +5; CMB +7; CMD 17 (20 vs. trip/overrun) Feats Acrobatic, Dodge Skills Acrobatics +8 (+0 to jump), Bluff +9, Diplomacy +9, Fly +23, Knowledge (arcana) +10, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +16, Knowledge (history) +16, Knowledge (local) +20, Knowledge (nature) +10, Knowledge (nobility) +16, Knowledge (planes) +10, Knowledge (religion) +20, Perception +8, Sense Motive +8, Spellcraft +6, Stealth +17, Swim +17, Use Magic Device +9 Languages Common, Draconic, Elven, Sylvan, Necril; telepathy 100 ft. SQ improved evasion -------------------- Special Abilities -------------------- Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds Darkvision (60 feet) You can see in the dark (black and white only). Fly (60 feet, Perfect) You can fly! Immunity to Paralysis You are immune to paralysis. Immunity to Sleep You are immune to sleep effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Spell Resistance (13) You have Spell Resistance. Swim (30 feet) You have a Swim speed. Telepathy (100 feet) (Su) Communicate telepathically if the target has a language. |