Erdrinneir Vonnarc

Ilztatar Aleanett's page

1 post. Alias of Zelit.


Full Name

Ilztatar Aleanett

Race

Drow

Classes/Levels

1st lvl Wizard (Conjurer) Init +1/Perc+0/AC11/T11/FF10/HP11/11/F+1/R+1/W+2

Gender

Male

Size

Medium 6ft. 4in. 126lbs.

Age

120

Special Abilities

Shift

Alignment

Lawful Evil

Deity

Asmodeus

Strength 10
Dexterity 13
Constitution 12
Intelligence 20
Wisdom 10
Charisma 10

About Ilztatar Aleanett

Stats:
LE Medium Drow 1st lvl Conjurer{/b]
[b]Init
+1; Senses darkvision 60ft; Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d6+5)
Fort +1, Ref +1, Will +2;
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Offense
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Speed 30 ft.
Light crossbow +1(1d8, 19–20/×2, piercing)
Dagger +0/+1 (1d4,10ft, 19-20x2, slashing or piercing)
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Statistics
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Str 10, Dex 13 (+1), Con 12 (+1), Int 20 (+5), Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats: Toughness, Scribe Scroll
Traits: Master of Arcane Secrets , Focused Mind
Skills: Appraise (Int)+9, Knowledge (arcana) (Int)+9, Knowledge (dungeoneering)(Int)+9, Knowledge (nature)(Int)+9,
Knowledge (planes)(Int)+9, Knowledge (religion)(Int)+9, Linguistics (Int) +9, Spellcraft (Int)+9, Use Magic Device (Char)+4.
Languages: Elven, Undercommon, Abyssal, Aklo, Aquan, Draconic, Drow Sign Language, Infernal
SQ:

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Special Abilities
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Master of Arcane Secrets: Benefit: +2 Intelligence, +2 Wisdom, -2 Constitution

Focused Mind: Benefit: You gain a +2 trait bonus on concentration checks.

Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses: Drow gain a +2 racial bonus on Perception checks.

Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.

Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.

Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as her caster level.

Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.

Teleportation School
Associated School: Conjuration.
Replacement Power: The following school power replaces the acid dart power of the conjuration school.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (total 8 times per day)

Gear:
Light crossbow (35gp, 1d8, 19–20/×2, 80 ft., 4 lbs,. P), 2 Daggers (4gp, 1d4, 19–20/×2, 10 ft., 2lb., PorS),
Bolts (20) (2gp, 2lbs.), Wizards Kit: (Cost 21gp, Weight 21lbs.) backpack (Contains: ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), 10 Candles (1sp), Grooming kit (1gp, 2lbs.) Parchment (4 sheets, 8sp)) , a bedroll, a belt pouch (Contains: a flint and steel, 5gp, 9sp, ), a spell component pouch, and a waterskin, Bandolier (5sp, Contains: 4 iron vials (4sp, 4lbs.)) Total spent 70gp Total weight 45lbs.

Spellbook:
0lvl: all except for Necromancy and Illusion
1st: Grease, Infernal Healing, Mage Armor, Magic Missile, Protection from Good, Shield, Summon Monster I, Unseen Servant

Familiar:
Scarlet Spider named Hurzmur (faithful spy)
LE Tiny vermin
Init +5; Senses: darkvision 60 ft.; Perception: +4
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Defense
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AC 19, touch 17, flat-footed 14 (+5 Dex, +2 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +0
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +7 (1d3–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 21, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 9 (21 vs. trip)
Feats: Weapon Finesse
Skills: Acrobatics +13, Climb +21, Perception +4, Stealth +17;
Racial Modifiers +8 Acrobatics, +16 Climb, +4 Perception, +4 Stealth
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Poison (Ex) Bite injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Str; cure 1 save.