Harighal

Kyron the Evoker's page

122 posts. Organized Play character for Mike...R.


Race

Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions:

Classes/Levels

freedom of movement (constant)

Gender

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF |

Languages

Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Draconic, Druidic, Dwarven, Elven, First Speech, Giant, Goblin, Ignan, Infernal, Polyglot, Senzar, Sylvan, Terran, Thassilonian, Tien, Undercommon

Strength 7
Dexterity 16
Constitution 16
Intelligence 30
Wisdom 12
Charisma 7

About Kyron the Evoker

Kyron
Male elf evoker (admixture) 14
N Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +27
Aura elemental manipulation (30 ft.)
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 114 (14d6+56)
Fort +13, Ref +13, Will +15; +2 vs. enchantments
Defensive Abilities freedom of movement (constant); Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5/+0 (1d4-2/19-20)
Special Attacks intense spells (+7 damage)
Evoker Spells Prepared (CL 14th; concentration +24)
. . 7th—mass planar adaptation (2), persistent cone of cold (DC 27), project image (DC 27)
. . 6th—antimagic field, chain lightning (DC 28), chains of light (21, DC 26), disintegrate (DC 26), globe of invulnerability
. . 5th—break enchantment, cone of cold (DC 27), life bubble (DC 25), overland flight, persistent phantasmal affliction (DC 23), wall of force
. . 4th—dimension door, emergency force sphere (2), communal protection from energy (21), wall of ice (DC 26), greater invisibility
. . 3rd—dispel magic, haste, magic circle against evil, communal resist energy, versatile weapon (DC 23), wind wall, _
. . 2nd—burning arc (2, DC 24), burst of radiance (DC 24), glitterdust (DC 22), mirror image (2), see invisibility, _
. . 1st—feather fall, heightened awareness, liberating command, magic missile, silent image (DC 21), true skill, vanish (DC 21), _
. . 0 (at will)—detect magic, mage hand, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 16, Int 30, Wis 11, Cha 7
Base Atk +7; CMB +5; CMD 18
Feats Alertness, Dazing Spell, Greater Spell Focus (evocation), Greater Spell Penetration, Heighten Spell, Magical Trick (fireball), Persistent Spell, Preferred Spell (fireball), Run, Spell Focus (evocation), Spell Penetration
Traits magical lineage (fireball), valashmai veteran
Skills Acrobatics +3 (+7 to jump with a running start), Appraise +14, Craft (alchemy) +27 (+32 for Day Job), Fly +20 (+20 treat size as one bigger when checking vs strong wind), Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (engineering) +27, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +27, Knowledge (nature) +27, Knowledge (nobility) +14, Knowledge (planes) +27, Knowledge (religion) +27, Linguistics +27, Perception +27, Sense Motive +2, Spellcraft +27 (+29 to identify magic item properties), Swim -1
Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Draconic, Druidic, Dwarven, Elven, First Speech, Giant, Goblin, Ignan, Infernal, Polyglot, Senzar, Sylvan, Terran, Thassilonian, Tien, Undercommon
SQ arcane bond (Arcane Familiar, greensting scorpion), elven magic, versatile evocation

Equipment:
Combat Gear lesser dazing metamagic rod, lesser extend metamagic rod, lesser silent metamagic rod, oil of unwelcome halo, pearl of power (1st level), potion of breath of life (CL 20th - from Emerald Spire), potion of remove blindness/deafness (2), scroll of align weapon (5), scroll of gust of wind (5), scroll of lesser restoration (5), scroll of monkey fish, scroll of restoration, selective metamagic rod, universal solvent, wand of enlarge person, wand of grease, wand of heightened awareness, wand of infernal healing, wand of long arm, wand of mage armor, wand of protection from evil, wand of sure casting, alchemical grease (5), alchemist's fire (3), antiplague (2), antitoxin (4), holy water (2), meditation tea (6), saltpeter (10), smelling salts, smokestick, stillgut (4), twitch tonic (5), vermin repellent, vomit capsule (3)
Other Gear dagger, belt of mighty constitution +4, blessed book, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale blue rhomboid ioun stone, cracked pale green prism ioun stone (saves), dream journal of the pallid seer, eyes of the eagle, handy haversack, headband of vast intelligence +6, ioun torch, lesser talisman of life's breath, ring of freedom of movement, traveler's any-tool, alchemist's lab, bandolier, bedroll, blanket, blotter, canteen, chalk, chewing stick, comb, earplugs, familiar satchel, fishhook (2), hairbrush, inkpen, knife for cutting quills into pens, mess kit, mirror, nail file, parchment (5), pen nibs, pigment for making ink, piton, pressurized air tank, small ruler, sack, scissors, signal whistle, knotted silk rope (50 ft.), smoked goggles, soap, speed sheath (2), spell component pouch, spellbooks, sponge, tooth powder, trail rations (10), twine (50'), vial (2), waterproof bag, diamond, heightened continual flame (7th level).
Spells in Spellbook:
Level 0:
Spoiler:
All level 0 spells

Level 1:
Spoiler:
Air Bubble
Alarm
Burning Hands
Color Spray
Comprehend Languages
Crafter's Fortune
Ear-Piercing Scream
Endure Elements
Feather Fall
Grease
Heightened Awareness
Identify
Liberating Command
Mage Armor
Magic Missile
Magic Weapon
Protection from Good
Silent Image
Summon Monster I
Sure Casting
True Skill
Unseen Servant
Vanish

Level 2:
Spoiler:
Alter Self
Burning Arc
Burst of Radiance
Continual Flame
Darkness
Darkvision
Flaming Sphere
Glitterdust
Minor Image
Protection from Arrows
Resist Energy
Scorching Ray
See Invisibility
Spectral Hand
Summon Monster II

Level 3:
Spoiler:
Cauterizing Weapon
Dispel Magic
Displacement
Fireball
Fly
Haste
Heroism
Magic Circle against Evil
Phantasmal Affliction
Phase Step
Protection from Energy
Resist Energy, Communal
Silverlight
Slow
Stinking Cloud
Summon Monster III
Versatile Weapon
Water Breathing
Wind Wall

Level 4:
Spoiler:
Dimension Door
Emergency Force Sphere
Fire Shield
Invisibility, Greater
Protection from Energy, Communal
Summon Monster IV
Wall of Ice

Level 5:
Spoiler:
Break Enchantment
Cloudkill
Cone of Cold
Life Bubble
Overland Flight
Wall of Force

Level 6:
Spoiler:
Antimagic Field
Chain Lightning
Chains of Light
Disintegrate
Dispel Magic, Greater
Getaway
Globe of Invulnerability
Stone to Flesh

Level 7:
Spoiler:
Limited Wish
Particulate Form
Planar Adaptation, Mass
Project Image
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Dazing Spell You can cast a spell that dazes those injured by it.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Manipulation (14 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Intense Spells (+7 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Trick (Fireball) You may perform magical tricks with the chosen spell.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Preferred Spell (Fireball) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (13/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.