About Glexit NenroyHistory:
Stats:
Str 10, Dex 17, Con 12, Int 17, Wis 10, Cha 11
Combat Gear: rations (trail/per day) (5), scroll (cure light wounds); Other Gear longbow, outfit (explorer's), backpack, common, bedroll, spell component pouch, outfit (traveler's), spellbook (wizard's), Ring of Protection +1,24GP Spellbook (Wizard's/Blank)
Offense:
Speed 30 ft. Ranged longbow +3 (1d8/x3) Known Sorcerer Spells (CL 2nd, concentration +2): 1st (3/day)—enlarge person (DC 11)
Defense:
AC 13, touch 13, flat-footed 10 (+3 Dex) hp 13 (2d6+2) Fort +1, Ref +3, Will +2, +4 racial bonus on Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments Resist cold 5 Special Abilities:
Arcane Bloodline Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object. Arcane School Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat. Bloodline Arcana Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled. Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Bonus Arcane School Power Use Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power. Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots. Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. This is a supernatural ability. You can use your claws 3 rounds per day. Darkvision (Ex) Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf 's ancestry, and can lead to persecution within the elf 's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. Desert Runner (Ex) Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. Draconic Bloodline (Red) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. Elemental Resistance (Ex) Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. Eschew Materials Fire Jet (Su) As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6+0 points of fire damage. A successful Reflex save DC 13 halves this damage. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability 6 times per day. Fire School The fire elementalist sees a world around him that is made to burn, and he can bring that fire to consume his foes. He has also learned that fire can purify and protect, if properly controlled. Fire Supremacy (Su) You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes 1 fire damage. Weapons with reach avoid this damage. Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks. Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage. Sorcerer Water Opposition School You have chosen water spells as an opposition school. Preparing a water spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a water spell as a prerequisite. Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. Spell list::
This is in case I don't have access to a guide. Disrupt Undead Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (30 ft.) Comp: V, S SR: Yes School: Necromancy Effect: You direct a ray of positive energy dealing 1d6 points of damage to Undead. Target Area: Ray Caster Level: 2 Mending DC: 10 Save: Will negates (harmless, object) Time: 10 minutes Duration: Instantaneous Rng: 10 ft. Comp: V, S SR: Yes (harmless, object) School: Transmutation Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Source: CR p.312 Target Area: One object of up to 2 lb. Caster Level: 2 Ray of Frost Save: None Time: 1 standard action Duration: Instantaneous Rng: Close (30 ft.) Comp: V, S SR: Yes School: Evocation, WaterSchool Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. Source: CR p.330 Target Area: Ray Caster Level: 2 LEVEL 1 Enlarge Person DC: 11 Save: Fortitude negates Time: 1 round Duration: 2 minutes [D] Rng: Close (30 ft.) Comp: V, S, M SR: Yes School: Transmutation Effect: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. Source: CR p.277 Target Area: One humanoid creature Caster Level: 2 * = Domain/Specialty Spell LEVEL 0
Save: None Time: 1 standard action Duration: Concentration, up to 1 minutes [D] Rng: 60 ft. Comp: V, S SR: No School: Divination ☐☐☐
Source: CR p.267 Target Area: Cone-shaped emanation Caster Level: 1 Mending DC: 13 Save: Will negates (harmless, object) Time: 10 minutes Duration: Instantaneous Rng: 10 ft. Comp: V, S SR: Yes (harmless, object) School: Transmutation ☐☐☐
Source: CR p.312 Target Area: One object of up to 1 lb. Caster Level: 1 Read Magic Save: Time: 1 standard action Duration: 10 minutes Rng: Personal Comp: V, S, F SR: School: Divination ☐☐☐
Source: CR p.330 Target Area: You Caster Level: 1 * Spark DC: 13 Save: Fortitude negates (object) Time: 1 standard action Duration: Instantaneous Rng: Close (25 ft.) Comp: V or S SR: Yes (object) School: Evocation, FireSchool ☐☐☐
Source: APG p.246 Target Area: one Fine object Caster Level: 1 LEVEL 1
DC: 14 Save: Reflex half Time: 1 standard action Duration: Instantaneous Rng: 15 ft. Comp: V, S SR: Yes School: Evocation, FireSchool ☐☐☐
Source: CR p.251 Target Area: Cone-shaped burst Caster Level: 1 Mage Armor DC: 14 Save: Will negates (harmless) Time: 1 standard action Duration: 1 hours [D] Rng: Touch Comp: V, S, F SR: No School: Conjuration ☐☐☐
Source: CR p.306 Target Area: Creature touched Caster Level: 1 Magic Missile Save: None Time: 1 standard action Duration: Instantaneous Rng: Medium (110 ft.) Comp: V, S SR: Yes School: Evocation ☐☐☐
Source: CR p.309 Target Area: Up to five creatures, no two of which can be more than 15 ft. apart Caster Level: 1 Obscuring Mist Save: None Time: 1 standard action Duration: 1 minutes [D] Rng: 20 ft. Comp: V, S SR: No School: Conjuration, WaterSchool ☐☐☐
Source: CR p.317 Target Area: Cloud spreads in 20-ft. radius from you, 20 ft. high Caster Level: 1 Vanish DC: 14 Save: Will negates (harmless) Time: 1 standard action Duration: 1 rounds [D] Rng: Touch Comp: V, S SR: Yes (harmless) School: Illusion ☐☐☐
Source: APG p.253 Target Area: creature touched
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