Imron Gauthfallow

Jeryn Takiir's page

107 posts. Alias of Lord oKOyA.


Race

~Human Evoker (lvl 5)~ Perc +10 Init +1 AC 11 HP 32 Fort +2 Ref +2 Will +5 CMB +3 CMD 14

About Jeryn Takiir

Jeryn Takiir
Male human (Taldan) evoker 5
LN Medium humanoid (human)
Init +1; Senses Perception +10
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 14 (+1 Dex)
hp 32 (5d6+10)
Fort +2, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dagger +4 (1d4+1/19-20) or
. . mwk dagger +4 (1d4+1/19-20) or
. . quarterstaff +3 (1d6+1)
Special Attacks intense spells (+2 damage)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—force missile (1d4+2)
Evoker Spells Prepared (CL 5th; concentration +9)
. . 3rd—fireball (DC 18), fireball (DC 18), slow (DC 17)
. . 2nd—fire breath[APG] (DC 17), fire breath[APG] (DC 17), scorching ray, scorching ray
. . 1st—burning hands (DC 16), burning hands (DC 16), grease, mage armor, magic missile
. . 0 (at will)—dancing lights, detect magic, flare (DC 15), read magic
. . Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 12, Int 19, Wis 13, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Combat Casting, Creative Destruction, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Spell Specialization[UM]
Traits friend of the family, gifted adept
Skills Appraise +8, Craft (alchemy) +8, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (history) +8, Knowledge (local) +12, Knowledge (planes) +9, Linguistics +10, Perception +10, Profession (teacher) +6, Spellcraft +12
Languages Celestial, Common, Draconic, Gnome, Goblin, Halfling, Orc, Tien
SQ arcane bond (quarterstaff)
Combat Gear potion of blur, potion of cure light wounds, potion of lesser restoration (2), potion of vanish (CL 3rd), scroll of dispel magic, wand of identify (17 charges); Other Gear mwk dagger, mwk dagger, quarterstaff, handy haversack, bedroll, belt pouch, flint and steel, fugitive grenade, ink, inkpen, mess kit[UE], spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 1 pp, 743 gp, 27 sp, 2 cp
--------------------
Special Abilities
--------------------
Arcane Bond (Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Creative Destruction (Su) Evocation spells that deal dmg grant temp hp equal to dice number (1 hour, nonstacking).
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+2, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Scorching Ray) Pick one spell and cast it as if you were higher level

Spell Book:

0 -
1 - Burning Hands, Color Spray, Corrosive Touch, Grease, Identify, Mage Armor, Magic Missile, Obscuring Mist, Shadow weapon, Silent Image, Sleep, Summon Monster I, Vanish
2 - Aggressive Thundercloud, Blur, Disguise Other, Fire Breath, Scorching Ray

4th level:

Jeryn Takiir
Male human (Taldan) evoker 4
LN Medium humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 26 (4d6+8)
Fort +2, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dagger +4 (1d4+1/19-20) or
. . mwk dagger +4 (1d4+1/19-20) or
. . quarterstaff +3 (1d6+1)
Special Attacks intense spells (+2 damage)
Arcane School Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—force missile (1d4+2) 6 used today
Evoker Spells Prepared (CL 4th; concentration +8)
. . 2nd—aggressive thundercloud[ACG] (DC 17), fire breath[APG] (DC 17), scorching ray, scorching ray
. . 1st—burning hands (DC 16), burning hands (DC 16), grease, mage armor, magic missile
. . 0 (at will)—dancing lights, detect magic, flare (DC 15), read magic
. . Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 12, Int 19, Wis 13, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Combat Casting, Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM]
Traits friend of the family, gifted adept
Skills Appraise +8, Craft (alchemy) +8, Knowledge (arcana) +11, Knowledge (geography) +11, Knowledge (history) +8, Knowledge (local) +11, Knowledge (planes) +9, Linguistics +10, Perception +7, Profession (teacher) +6, Spellcraft +11
Languages Celestial, Common, Draconic, Gnome, Goblin, Halfling, Orc, Tien
SQ arcane bond (quarterstaff)
Combat Gear potion of cure light wounds (2), potion of lesser restoration (2), potion of blur, potion of vanish, scroll of dispel magic, wand of identify (17 charges), fugitive grenade; Other Gear mwk dagger, mwk dagger, quarterstaff, handy haversack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 1 pp, 793 gp, 27 sp, 2 cp

--------------------
Special Abilities
--------------------
Arcane Bond (Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+2, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Scorching Ray) Pick one spell and cast it as if you were higher level