Monk

Kendra Lorrimor _'s page

1,069 posts. Alias of Ivonne Nieuwenhuizen.


Full Name

Kendra Lorrimor

Race

Human Diviner (7)

Prepared 0th & 1st:
0th: Acid Splash, Detect Magic, Predistigitation, Message 1st Comprehend Languages, Detect Secret Door, Mage Armor, Corrosive Touch, -, -

Classes/Levels

Prepared 2nd, 3rd, 4th:
2nd Acid Arrow, Acid Arrow, Share Memory, Detect Thoughts, Share Memory 3rd Clairvoyance, Dispel Magic, Dispel Magic, - 4th - , scrying bonded object

Gender

Female

Alignment

Neutral Good

Languages

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

Strength 8
Dexterity 10
Constitution 12
Intelligence 16
Wisdom 13
Charisma 16

About Kendra Lorrimor _

Kendra Lorrimor
Female Human (Varisian) diviner 7
NG Medium humanoid (human)
Init +3, Senses Perception +1
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DEFENSE
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AC 11, touch 11, flat-footed 11 (+1 deflection, )
hp 43 ((7d6)+13)
Fort +3, Ref +2, Will +8, +2 trait bonus on all saving throws against emotion spells and effects.

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OFFENSE
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Speed 30 ft.
Ranged crossbow, light +3 (1d8/19-20)
Melee dagger +2 (1d4-1/19-20)
Ranged dagger (thrown) +3 (1d4-1/19-20)

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TACTICS
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STATISTICS
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Str 8, Dex 10, Con 12, Int 16, Wis 13, Cha 16,
Base Atk +3; CMB +2; CMD 13
Feats Discovery (Fast Study), Discovery (Feral Speech), Diviner's Delving, Improved Iron Will, Iron Will, Scribe Scroll, Spell Focus (Divination)
Skills Craft (Alchemy) +8, Diplomacy +10,
Knowledge (Arcana) +13,
Knowledge (Dungeoneering) +7,
Knowledge (Engineering) +7,
Knowledge (Geography) +7,
Knowledge (History) +12,
Knowledge (Local) +9,
Knowledge (Nature) +7,
Knowledge (Nobility) +7,
Knowledge (Planes) +7,
Knowledge (Religion) +8,
Linguistics(Celestial, Draconic) +8, Sense Motive +2, Spellcraft +11, Use Magic Device +5,
Traits Grief-Filled, Harrow Chosen,
Languages Aklo, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Varisian
SQ arcane bond, arcane school, bonded object, bonus feat, bonus feats, cantrips, divination school, diviner's fortune, evocation opposition school, forwarned, illusion opposition school, skilled,
Combat Gear antitoxin, silversheen,
Other Gear ring of protection +1, crossbow, light, outfit (artisan's), blessed book, bolts, crossbow (10), bolt, crossbow (alchemical silver) (3), bolt, crossbow (cold iron) (3), dagger, journal, magnifying glass, harrow deck, 0.1 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

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.

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 3 for one round. You can use this ability 6 times per day.

Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation 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 evocation spell as a prerequisite.

Forwarned (Su) You can always act in the surprise round, but you are still considered flat-footed until you take an action. In addition, you receive a +3 bonus on initiative rolls.

Grief-Filled You are no stranger to loss and intense emotions. You gain a +2 trait bonus on all saving throws against emotion spells and effects.

Harrow Chosen All your life you've been drawn to the mysteries surrounding your family's harrow deck. You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.

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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Blessed Book
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Wizard Spells
4th -Dimension Door, *scrying
3rd -clairaudience/clairvoyance, dispel magic, halt undead, revelation, *seek thoughts
2nd -acid arrow, adoration, ant haul (communal), command undead, continual flame, corpse lanterns, detect thoughts, euphoric cloud, ghoul touch, glitterdust, hideous laughter, lipstitch, locate object, mirror hideaway, rope trick, scare, see invisibility, share language, share memory, stone call, stricken heart, summon monster ii, summon swarm, web
1st -alarm, ant haul, anticipate peril, cause fear, charm person, chill touch, comprehend languages, corrosive touch, decompose corpse, detect charm, detect secret doors, detect undead, discern next of kin, enlarge person, feather fall, grease, hypnotism, identify, lighten object, mage armor, peacebond, protection from evil, ray of enfeeblement, ray of sickening, see alignment, sleep, snapdragon fireworks, summon monster i, true strike, unseen servant
0th -disrupt undead, daze, acid splash, prestidigitation, message, detect magic, detect poison, touch of fatigue, resistance, arcane mark, open/close, mage hand, mending, read magic, bleed