Elf

Kresham Gull's page

32 posts. Alias of flykiller (RPG Superstar Season 9 Top 32).


About Kresham Gull

Unnamed Hero
Male human (Varisian) arcane archer 2/ranger (guide, dungeon rover, trapper) 1/wizard 8 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (human)
Init +6; Senses Perception +14
Aura elemental manipulation (30 ft.)
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Defense
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AC 22, touch 16, flat-footed 18 (+6 armor, +2 deflection, +4 Dex)
hp 62 (11 HD; 8d6+3d10+8)
Fort +7, Ref +11, Will +9
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Offense
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Speed 30 ft.
Melee mwk bardiche +10/+5 (1d10+3/19-20)
Ranged +1 seeking composite longbow +15/+10 (1d8+4/×3)
Special Attacks enhance arrows (magic), imbue arrow, intense spells (+4 damage), ranger's focus
Spell-Like Abilities (CL 11th; concentration +11)
. . 3/day—dancing lights
Wizard Spells Prepared (CL 9th; concentration +15)
. . 5th—cone of cold (DC 22), fire snake[APG] (DC 22), waves of fatigue
. . 4th—detonate[APG] (DC 22), dragon's breath[APG] (DC 22), obsidian flow[UC] (DC 20), stoneskin
. . 3rd—flame arrow, fly, lightning bolt (DC 20), magic circle against evil, protection from energy
. . 2nd—arrow eruption[APG], cat's grace, fire breath[APG] (DC 20), flurry of snowballs (DC 19), fox's cunning, invisibility, mirror image
. . 1st—burning hands (DC 18), enlarge person (DC 18), gravity bow[APG] (3), grease, shield
. . 0 (at will)—light, mage hand, mending, prestidigitation
. . Opposition Schools Divination, Enchantment
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Statistics
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Str 14, Dex 18, Con 10, Int 22, Wis 10, Cha 10
Base Atk +7; CMB +9; CMD 25
Feats Alchemical Affinity, Arcane Armor Training, Big Game Hunter, Point-Blank Shot, Precise Shot, Scribe Scroll, Spell Focus (evocation), Varisian Tattoo[ISWG], Weapon Focus (longbow)
Traits giant slayer, reactionary
Skills Appraise +10, Climb +6, Disable Device +17, Fly +18, Handle Animal +4, Knowledge (arcana) +20, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +20, Knowledge (religion) +13, Linguistics +10, Perception +14 (+16 in underground environment to notice traps, potential cave-ins and dangerous flora), Spellcraft +20, Stealth +10, Survival +4, Swim +6
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Sylvan, Thassilonian, Varisian
SQ arcane bond (ring of the swift beast [1/day]), stone scouting, trapfinding +1, vermin affinity, versatile evocation
Combat Gear ring of the swift beast; Other Gear +2 mithral chain shirt, +1 seeking composite longbow (+2 Str), arrows (20), mwk bardiche[APG], bracers of archery, greater, cloak of resistance +2, headband of vast intelligence +4, ring of protection +2, robe of components[UE], masterwork backpack[APG], 6,837 gp
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Tracked Resources
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Arcane Bond (Ring of the swift beast (1/day)) (1/day) (Sp) - 0/1
Arrows - 0/20
Dancing Lights (3/day) - 0/3
Elemental Manipulation (8 rounds/day) (Su) - 0/8
Ranger's Focus +2 (1/day) (Ex) - 0/1
Ring of the swift beast (1/day) - 0/1
Robe of components (50 gp/day) - 0/50
Versatile Evocation (9/day) (Su) - 0/9
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Special Abilities
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Admixture Associated School: Evocation
Alchemical Affinity +1 DC and CL to spells that are on both the alchemist and wizard spell lists.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Ring of the swift beast (1/day)) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Divination You must spend 2 slots to cast spells from the Divination school.
Elemental Manipulation (8 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Vermin Affinity +1 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.