Monk

Kendra Lorrimor __'s page

241 posts. Alias of Foxy Quickpaw.


Full Name

Kendra Lorrimor

Race

Human

Classes/Levels

Diviner (8) - Init +10, Save +3/+2/+9, AC15/11/15, HP42, Perc +10

Gender

Female

Alignment

NG

Location

Ravengro

Languages

Aklo, Ancient Osiriani, Azlanti, Common, Celestial, Draconic, Varisian

Strength 8
Dexterity 10
Constitution 12
Intelligence 18
Wisdom 14
Charisma 15

About Kendra Lorrimor __

Kendra
Female Human diviner 8
NG Medium humanoid (human)
Init +10, Senses Perception +9
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DEFENSE
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AC 11, touch 11, flat-footed 11 (+1 deflection, )
hp 42 ((8d6)+8)
Fort +3, Ref +2, Will +9, +2 trait bonus on all saving throws against charm and compulsion effects

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OFFENSE
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Speed 30 ft.
Melee dagger +3 (1d4-1/19-20)
Ranged dagger (thrown) +4 (1d4-1/19-20)
Ranged light crossbow +4 (1d8/19-20)

Prepared Spells
Wizard (CL 8th; concentration +14)
4th-black tentacles, dimension door, scrying(DC 18), summon monster iv
3rd-clairaudience/clairvoyance, fly(DC 17), haste(2)(DC 17), stinking cloud(DC 18)
2nd-glitterdust(2)(DC 17), see invisibility(DC ), stone call(2)
1st-comprehend languages(DC ), detect secret doors, detect undead, grease(DC 16), mage armor(2)(DC 16)
0th-prestidigitation(DC 14), light, read magic(DC ), *detect magic

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TACTICS
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STATISTICS
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Str 8, Dex 10, Con 12, Int 18, Wis 13, Cha 15,
Base Atk +4; CMB +3; CMD 14
Feats Augment Summoning, Improved Initiative, Improved Iron Will, Iron Will, Reach Spell, Scribe Scroll, Spell Focus (Conjuration)
Skills Acrobatics +3, Craft (Alchemy) +8, Diplomacy +10, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +10, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Planes) +10, Knowledge (Religion) +14, Linguistics +9, Perception +10, Sense Motive +3, Spellcraft +15, Use Magic Device +5,
Traits Birthmark, Reactionary,
Languages Aklo, Celestial, Common, Draconic
SQ arcane bond, arcane school, bonded object, bonus feat, bonus feats, cantrips, divination school, enchantment opposition school, illusion opposition school, skilled,
Combat Gear Wand of Shield (50 charges),
Other Gear ring of protection +1, dagger, outfit (scholar's), backpack, masterwork, blessed book, bolt, crossbow (cold iron) (3), bolt, crossbow (alchemical silver) (3), journal, magnifying glass, harrow deck, crossbow bolts (10), light crossbow, spellbook, 17445.4 gp
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SPECIAL ABILITIES
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Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Arcane School

Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Divination School You have chosen to specialize in divination spells.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Illusion Opposition School You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite.

No Racial Subtype You have chosen no racial subtype.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Spellbook
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Wizard Spells
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Blessed Book
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Wizard Spells