Kel'Deniar Stargazer's page

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About Kel'Deniar Stargazer

Trade Prince Kel'Deniar Stargazer CR 13
Member of the Pathfinder Society. Analyst at The Exchange. Master of Trade and Trade Price of Qadira. Threat Elimination Specialist at The Riftwardens. Full Professor of Evocation at The Acadamae of Korvosa.
Male Elf Wizard 12 (Evoker:Admixture)/Sorcerer (Crossblooded) 1
TN Medium Humanoid (Elf,Orc)
Init +16; Senses Darkvision 60 Feet, Low Light Vision; Perception +18 (+22 assuming familiar is on person)

DEFENSE

AC 14, touch 13, flat-footed 11
(+1 shield, +3 Dex)
hp 106 (13d6+50)
Fort +7, Ref +8, Will +9; +2 Bonus vs. Enchantment Spells and effects.
Immune Sleep effects
Weaknesses Light Sensitivity

OFFENSE

Speed 30 feet
Melee type +X (XdX+X) and
type +X (XdX+X)
Ranged type +X (XdX+X) and
type +X (XdX+X)
Space 5 ft.; Reach 5 ft.
Special Attacks list all special combat actions here, in alphabetical order. Do not list feats.

Wizard Spells Prepared (CL 11th; Concentration +20):
6th - Cold Ice Strike,Disintegrate, Greater Dispel Magic
5th - Quickened Fireball x3 (DC 24), Overland Flight, Wall of Force
4th - Black Tentacles (CMB+15), Dimension Door x2, Emergency Force Sphere (S), Stoneskin x2
3rd - Dispel Magic, Empowered Fireball x4 (DC 24), Haste
2nd - Burning Arc x2 (DC 23), False LIfe, Glitterdust x2 (DC 21), Mirror Image, Resist Energy x2
1st - Blood Money x2, Burning Hands (DC 22), Ear-Piercing Scream (DC 22), Enlarge Person,Mage Armor, Magic Missile x2
0 - Detect Magic, Ray of Frost, Open/Close
S School Arcane School Evocation

STATISTICS

Str 7, Dex 16, Con 14, Int 29, Wis 11, Cha 7
Base Atk +6; CMB +4 CMD 17
Feats Spell Focus (Evocation), Improved Initiative, Toughness, Spell Specilization (Fireball), Empower Spell, Eschew Materials, Greater Spell Focus (Evocation), Spell Penetration, Quicken Spell, Greater Spell Penetration
Traits Magical Lineage: Fireball (Magic), Wayang Spellhunter: Fireball (Regional)
Skills Skill +XX, Skill +XX, Skill +XX, Skill +XX (+XX conditional); add general conditional skill modifiers here.
Class Skills Appraise, Bluff, Craft, Fly, Intimidate, Knowledge (All), Linguistics, Perception, Profession, Spellcraft, Survival, Use Magic Device
Favored Class Bonus Wizard: HP x11
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Goblin, Infernal, Kelish, Orc, Sylvan
SQ add all special qualities here, listed alphabetically
Combat Gear Scabbard of Many Blades; Other Gear gear not used in combat

SPECIAL ABILITIES

Arcane Bond: Familiar - Kel'Deniar has formed an arcane bond with a rabbit that enhances his magical abilities and senses. This grants Kel'Deniar a +4 on Initiative checks as long as his familiar is within 1 mile. In addition, if his familiar is within arms reach, Kel'Deniar gains the alertness feat.

Arcane School: Evocation - Kel'Deniar is a specialist Evoker. He receives a bonus spell per level that can only be used to prepare evocation spells. In addition, he has x and y as opposition schools. In order to prepare an x or y spell he must use two spell slots of the appropriate level for that spell instead of one.

Crossblooded Bloodline Arcana (Draconic (Black)/Orc) - Whenever Kel'Deniar casts a spell that deals damage, that spell deals +1 point of damage per die rolled. In addition, whenever he casts a spell with the acid descriptor that spell deals an additional +1 point of damage per die rolled.

Elemental Manipulation (Su) - Kel'Deniar can emit a 30-foot aura that transforms magical energy. He chooses an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. If an effect lies only partially within his aura, only the portions within the aura are transformed. He can use this ability for 12 rounds per day. The rounds do not need to be consecutive.

Intense Spells (Su) - Whenever Kel'Deniar casts an evocation spell that deals hit point damage, he adds 6 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Touch of Rage (Sp) - Kel'Deniar can touch a creature as a standard action, giving it a +1 morale bonus on attack rolls, damage rolls, and Will saving throws for 1 round. Kel'Deniar can use this ability once per day.

Versatile Evocation (Su) - When Kel'Deniar casts an evocation spell that does acid, cold, electricity, or fire damage, he may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. He can use this ability 12 times per day.