Full Name |
Kelleran Storm |
Classes/Levels |
AC Mage Armor {17}14 (T:14/ FF10) HP:17/17 | F:+2/ R:+5/ W:+3 | Init: +11 (Forewarned* ) | Perception: +8 | Darkvision 30' |Low Light 60' |
Gender |
| Reroll 1/1 |
Strength |
8 |
Dexterity |
17 |
Constitution |
14 |
Intelligence |
17 |
Wisdom |
8 |
Charisma |
7 |
About Kelleran Storm
Kelleran Storm
Male elf Unchained Rogue 1 (Shadow Scion)/ Wizard 2 (Diviner | Chronomancer)
CG Medium humanoid (elf)
Init +11; Senses: darkvision 30' | low-light vision 60'; Perception +8
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (1d8+2d6+6+2)
Fort +2, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee
Masterwork Rapier 1d20+5 (1d6-2) {18-20}
Ranged heavy crossbow 1d20+4 (1d10/19-20)
Wizard Spell-Like Abilities (CL 2st; concentration +6)
Constant—Forewarned
Wizard (Diviner | Chronomancer) Spells Prepared (CL 2nd; concentration +6)
1st— Snowball (CL 3) (x3)
0 (at will)— Acid Splash, Detect Magic, Mage Hand, Message (CL 2)
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Statistics
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Str 7, Dex 17, Con 14, Int 18, Wis 11, Cha 7
Base Atk +0; CMB -1; CMD 12 (9ff)
Feats
Accomplished Sneak Attacker
Improved Initiative
Spell Focus (divination)
Weapon Finesse
Traits
Precocious Spellcaster {+1 CL Message & Snowball}
Warrior of Old
Skills
Acrobatics +7
Appraise +4
Bluff -2
Climb +2
Craft (weapons) +10 Masterwork Tools. Day Job check is a total +15 with Crafter's Fortune
Diplomacy -2
Disable Device +11 Masterwork Thieves Tools
Disguise -2
Escape Artist +8
Fly +3
Heal -0
Intimidate -2
Knowledge (arcana) +9
Knowledge (dungeon) +8
Knowledge (Local) +9
Knowledge (nature) +8
Knowledge (planes) +8
Knowledge (religion) +8
Perception +8
Ride +3
Sense Motive -0
Spellcraft +9 (+2 to identify magic item properties)
Stealth +7
Survival -0
Swim -2
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Aklo, Common, Draconic, Elven, Osiriani, Sylvan
SQ elven magic
Other Gear:
Acid (x3 x2)
Backpack
bedroll
belt pouch
caltrops
chalk (10)
Flint & Steel
grappling hook
iron pot
Masterwork Tools (Craft Weapons)
masterwork thieves' tools
mess kit
mirror
pitons (10)
silk rope (50', knotted)
soap
torches (10)
trail rations (5 days)
waterskin
wizard starting spellbook
Wrist sheath (left) Infernal Healing
Wrist sheath (right) Magic Missile
heavy crossbow
rapier
698 gp
Magic Gear:
Ioun Stone: Dusty Rose Prism, (cracked) In Wayfinder
Wands:
Infernal Healing {49/50} bought with Prestige
Mage Armor {43/50} bought with Prestige
Magic Missile {47/50} bought with Prestige
Wayfinder
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Special Abilities
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Darkvision 30'
Diviner's Fortune (+1) (7/day) Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).
Forewarned: The chronomancer can expend 1 point from his temporal pool when he rolls initiative to allow himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 points from his temporal pool as an immediate action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases to 1d6.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rewind: As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell.
Shadow Dweller (Ex): A shadow scion gains darkvision with a range of 30 feet and a +1 competence bonus on Stealth checks in dim light and darkness.
Temporal Pool (Su): A chronomancer gains a reservoir of temporal energy to manipulate the time stream in a variety of ways listed below. This temporal pool has a number of points equal to half his class level + his Intelligence modifier (minimum 1). This pool refreshes once per day when the chronomancer prepares his spells.