Helmyn

Ice Glen Inlet's page

60 posts. Organized Play character for Ayrphish.


Full Name

Ice Glen Inlet

Race

Elf

Classes/Levels

Wizard - 1

Gender

Male

Size

Medium

Age

132

Alignment

NG

Languages

Common, Draconic, Goblin, Celestial, Sylvan

Strength 8
Dexterity 16
Constitution 10
Intelligence 19
Wisdom 12
Charisma 10

About Ice Glen Inlet

Ice Glen Inlet
Male Elf Wizard 1
Neutral Good Medium Humanoid (Elf)
Elf (+2 Int, +2 Dex, -2 Con)
Init + 11; Senses Low-Light Vision; Perception +4
Immune to Sleep

DEFENSE

AC 13, touch 13, flat-footed 10
hp 7
Fort +0, Ref +3, Will +3; +2 vs. enchantments

OFFENSE

Speed 30 ft.
Melee rapier -1 (1d6-1/18–20)
Ranged shortbow +3 (1d6/X3)

STATS

Str 8, Dex 16, Con 10, Int 19, Wis 12, Cha 10
CMB -1; CMD 12
Feats: Spell Focus; Improved Initiative
Skills: Appraise +8, Knowledge Arcana +9, Knowledge Dungeoneering +8, Knowledge Nature +8, Knowledge Planes +8, Spellcraft +8
Traits: Seeker of Brightness (Knowledge Arcana)
Languages: Common, Elven, Draconic, Goblin, Celestial, Sylvan
Combat Gear: Rapier, Shortbow w/ 20 arrows,
Other Gear backpack, bedroll, common blanket, chalk, compass, flint & steel, mug, rations (3), waterskin
Coin 83gp, 1sp, 7cp

Traits: Seeker of Brightness: Choose a Knowledge skill; you gain a +1 trait bonus on Knowledge checks of that type and on Perception checks.

SPECIAL ABILITIES

Elven Immunities: Half Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: 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.

Low-Light Vision

Extended Illusions: Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Blinding Ray: As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Arcane Bond: Familiar

Arcane School: Illusions Opposition: Abjuration & Necromancy

Spellbook:
All level 0, except from Abjuration and Necromancy
Level 1: Color Spray, Silent Image, Mage Armor, Burning Hands, Illusion of Calm, Vanish, Summon Monster 1.

Prepared: Detect Magic, Ghost Sound, Prestidigitation, Color Spray, Silent Image

Familiar: Jurassic
Level 1 N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3
Fort +4, Ref +4, Will +0

Offense
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Perception +4, Swim +7

Special Abilities
Familiar

The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison

Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.