| Full Name |
Lucia Deedlit |
| Race |
Elf |
| Classes/Levels |
Fighter 2/Wizard 4 Hp: 41/41 | AC: 16 +4 If shield is active| FF: 13 | T: 13 | CMD: 18/15 FF | For: +6 | Ref: +5 | Will: +5 | Init: +3 | Perc: +10 | Sense Motive: +0 | Diplomacy: +1| Bow at hand |
| Gender |
Female |
| Size |
M |
| Age |
124 |
| Alignment |
NB |
| Deity |
Erastil |
| Location |
Varisia |
| Languages |
Common,Common, Draconic, Elven, Shadowtongue, Thassilonian, Varisian. |
| Occupation |
Herbalist |
| Strength |
12 |
| Dexterity |
16 |
| Constitution |
12 |
| Intelligence |
18 |
| Wisdom |
10 |
| Charisma |
12 |
About Lucia Deedlit
Lucia Deedlit
Female elf fighter 2/transmuter 4
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +10
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 41 (6 HD; 4d6+2d10+9)
Fort +6, Ref +5, Will +5 (+1 vs. fear); +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee mwk elven curve blade +6 (1d10+1/18-20) or
. . mwk silver warhammer +6 (1d8+1/×3)
Ranged mwk composite longbow +10 (1d8+2/×3)
Arcane School Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 6th; concentration +10)
. . 2nd—flaming sphere (DC 17), pyrotechnics (DC 16), stone call[APG], web (DC 16)
. . 1st—charm person (DC 15), enlarge person (DC 15), expeditious retreat, gravity bow[APG], magic missile
. . 0 (at will)—acid splash, detect magic, mage hand, read magic
. . Opposition Schools Illusion, Necromancy
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Statistics
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Str 12, Dex 16, Con 12, Int 18, Wis 10, Cha 12
Base Atk +4; CMB +5; CMD 18
Feats Arcane Armor Training, Point-Blank Shot, Precise Shot, Rapid Shot, Spell Focus (evocation), Weapon Focus (longbow)
Traits magical knack, observant
Skills Acrobatics +4, Appraise +8, Climb +6, Fly +7, Handle Animal +5, Intimidate +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +8, Linguistics +9, Perception +10, Profession (herbalist) +4, Ride +7, Spellcraft +10 (+12 to identify magic item properties), Survival +4, Swim +5, Use Magic Device +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Dwarven, Elven, Shadowtongue, Thassilonian, Varisian
SQ arcane bond (amulet), elven magic, physical enhancement (+1)
Combat Gear adamantine arrows (50), cold iron arrows (50), oil of bless weapon (2), pearl of power (1st level), potion of cure light wounds (3), potion of fly, potion of shield of faith +2, scroll of adoration, aspect of the bear, badger's ferocity, barkskin, heart of the metal, heroism, scroll of haste, mirror image, silver arrows (50), snapleaf[UE], wand of burning hands, wand of cure light wounds, wand of ray of enfeeblement (16 charges), wand of shield (50 charges), wand of summon monster i, alchemist's fire, antiplague[APG] (2), antitoxin (2), holy water, tanglefoot bag (3), thunderstone (2), weapon blanch (silver)[APG]; Other Gear darkleaf cloth studded leather, arrows (16), mwk composite longbow (+1 Str), mwk elven curve blade, mwk silver warhammer, - arcane bond amulet -, cloak of resistance +1, efficient quiver, handy haversack, ioun torch ioun stone[APG], belt pouch, masterwork backpack[APG], scroll case, spell component pouch, spellbook, trail rations (2), waterproof bag[UE], waterskin, weapon cord[APG], 1 pp, 1,485 gp, 5 sp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Transmuter) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4+2 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
Weapon cord Attached weapon can be recovered as a swift action.
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