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About LandrelPFS Character Information
Game Statistics
AC: 13 (10 + 3 Dex)
Combat:
Melee
Ranged
Armor
Skills:
Skill Ranks Per Wizard Level: 2 + 4 Int modifier
• Acrobatics +3 (0 ranks + 3 Dex) • Appraise +4 (0 ranks + 4 Int) • Bluff +0 (0 ranks +0 Cha) • Climb +0 (0 ranks + 0 Str) • Craft (Alchemy) +8 (1 rank + 3 class + 4 Int) • Diplomacy +0 (0 ranks + 0 Cha) • Disguise +0 (0 ranks +0 Cha) • Escape Artist +3 (0 ranks + 3 Dex) • Fly +3 (0 ranks + 3 Dex) • Heal +0 (0 ranks + 0 Wis) • Intimidate +0 (0 ranks +0 Cha) • Knowledge (Arcana) +8 (1 rank + 3 class + 4 Int) • Knowledge (Nature) +8 (1 rank + 3 class + 4 Int) • Knowledge (Planes) +8 (1 rank + 3 class + 4 Int) • Perception +9 (1 rank + 3 class + 0 Wis + 1 trait + 2 racial trait + 2 Alertness) • Perform +0 (0 ranks + 0 Cha) • Ride +3 (0 ranks + 3 Dex) • Sense Motive +2 (0 ranks + 0 Wis + 2 Alertness) • Spellcraft +8 (1 rank + 3 class + 4 Int) [+2 to identify magical items] • Stealth +3 (0 ranks + 3 Dex) • Survival +0 (0 ranks + 0 Wis) • Swim +0 (0 ranks + 0 Str) Languages: Elven, Common, Draconic, Sylvan, Celestial, Goblin Feats:
Spell Focus (Conjuring): Add +1 to the Difficulty Class for all saving throws against spells from Conjuration School. (Free Wizard 1st level Feat)
Toughness: You get a +3 hit points at 1st level, +1 hit points for every level above 3rd. (1st level Feat) Traits:
Observant: You gain a +1 trait bonus on Perception checks and it becomes a class skill. [Grand Lodge Trait]
Focused Mind: You gain +2 trait bonus to Concentration checks [Magic Trait] Elf Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Wizard Abilities: Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Wizard Specialization School: Conjuration
Arcane Bond: Familiar (Rat) Conjuration Powers:
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (7). This attack ignores spell resistance.
Spells:
Concentration: +7
0-Level Spells Known:
1-Level Spells Known:
2-Level Spells in Spellbook:
0-Level Spells Memorized (3)
1-Level Spells Memorized (1 + 1 Int + 1 Specialization Spell) :
Equipment:
Weapons Longsword [5 lbs] Dagger [1 lb] Longbow [5 lbs] --13 Arrows [2 lbs] Gear
Current Gold: 380.9gp
Total Weight carried: 21 lbs (Light)
Scenarios Played:
Boons:
Confirmed Field Agent (From The Confirmation)
Explore, Report, Cooperate (From The Confirmation)
Friend of Janira Gavix (From The Confirmation)
Familiar:
Djir
Resources Tracking:
Starting Gold: 150 gp Gold from The Confirmation: 440gp Total Wealth Earned: 590gp Starting Purchases:
The Confirmation Accounting:
Total Wealth Expenditures: 209.1gp
Grand Lodge Season 9 Faction Card:
[ ][ ][ ][ ][ ][ ][ ][ ]Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once.
[ ][ ]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence,
[ ]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
[ ]Convince an NPC to work as a Pathfinder Society contact, or convince a disaffected agent to work with the Society again.
[ ][ ]Participate in an adventure that features Grandmaster Torch, Pasha Muhlia al-Jakri, or Thurl. Faction missions do not fulfill
[ ][ ]Successfully complete a scenario in Season 4 of the Pathfinder Adventure Card Guild: Season of Factions’ Favor. [ ]Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by
[ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Faction: Grand Lodge PFS# 60133-15 |