NG Medium Humanoid Elf
Init 45 (+8 Dex +3 Traits +4 Feat +10 Forewarned, rolls are considered 20)
Defense
AC 40 (10 +8 Armor +5 Dex +6 Shield +5 Amulet +5 Ring +1 Ioun stone); Touch 21 (10 +5 Dex +5 Ring +1 Ioun stone); Flat-Footed 40 (10 +8 Armor +6 Shield +5 Amulet +5 Dex +5 Ring +1 Ioun stone)
HP 256 (6 +20x4 +20x1HP Favored Class Bonus +20 Toughness +20x6 Con +10 IS)
Fort Save +20 (+6 Class +6 Con +2 feat +5 cloak +1 IS); Ref Save +22 (+8 Dex +6 Class +2 feat +5 cloak +1 IS); Will Save +24 (+12 Class +6 Wis +5 cloak +1 IS)
Offense
Speed: Medium (30 ft) 30 ft. with armor
Statistics
Str 19 (8 +5 Wish +6 Belt), Dex 21 (13 +2 Race +6 Belt +5 Wish), Con 18 (13 -2 Race +6 Belt +5 Wish), Int 39 (18 +2 Race +6 Headband +5 Inherit +5 Wish +3 age), Wis 18 (9 +6 Headband +3 age +5 Wish), Cha 24 (10 +6 Headband +3 age +5 Wish)
Base Atk +10/+5; CMB 16 (+4 Str +10 BAB +2 Ioun stone); CMD 34 (10 +4 Str +8 Dex +10 BAB +2 Ioun stone)
Feats (Other):
- Craft wondrous item*
- Greater Spell Focus (transmutationB)
- Greater Spell Penetration
- Great Fortitude
- Heighten Spell*
- Improved Initiative
- Lightning Reflexes
- Quicken Spell*
- Spell Focus (evocation, necromancy, transmutation)
- Spell Penetration
- True name*
- Toughness
- Immortality
Traits (Racial):
- Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
- Keen Senses: Elves receive a +2 racial bonus on Perception checks.
- 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.
- 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.
- Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Traits (Other):
- Warrior of Old [+2 Ini]
- Arcane Temper [+1 ini, +1 concentration]
Skills (Untrained):
Acrobatics +8 (+8 Dex +1 IS)
Bluff +7 (+7 Cha +1 IS)
Climb +4 (+4 str +1 IS)
Ride +8 (+8 Dex +1 IS)
Stealth +8 (+8 Dex +1 IS)
Swim +4 (+4 str +1 IS)
Heal +6 (+6 Wis +1 IS)
Survival +6 (+6 Wis +1 IS)
Skills (Trained):
Knowledge Arcana +38 (+20 Rank +14 Int +3 Class +1 IS)
Knowledge Dungeoneering +38 (+20 Rank +14 Int +3 Class +1 IS)
Knowledge Engineering +38 (+20 Rank +14 Int +3 Class +1 IS)
Knowledge Geography +38 (+20 Rank +14 Int +3 Class +1 IS)
Knowledge History +38 (+20 Rank +14 Int +3 Class +1 IS)
Knowledge Local +38 (+20 Rank +14 Int +3 Class +1 IS)
Knowledge Nature +38 (+20 Rank +14 Int +3 Class +1 IS)
Knowledge Nobility +38 (+20 Rank +14 Int +3 Class +1 IS)
Knowledge Planes +38 (+20 Rank +14 Int +3 Class +1 IS)
Knowledge Religion +38 (+20 Rank +14 Int +3 Class +1 IS)
Spellcraft +38 (+20 Rank +14 Int +3 Class +1 IS)
Appraise +20 (+2 Rank +14 Int +3 Class +1 IS)
Perception +40 (+20 Rank +6 Wis +10 Robe +1 IS +2 Race)
Linguistics +25 (+7 Rank +14 Int +3 Class +1 IS)
Intimidate +28 (+20 Rank +7 Cha +1 IS)
Sense Motive +27 (+20 Rank +6 Wis +1 IS)
Use Magic Device +21 (13 +7 Cha +1 IS)
Fly +30 (18 +3 Class +8 Dex +1 IS
Languages: Common, Elven, Abyssal, Celestial, Dark Folk, Draconic, Giant, Ignan, Infernal, Necril, Sylvan, Terran, Undercommon, Orc, Goblin, Aklo
Equipment:
Combat gear:
Wearing:
- Bracers of armor
- Amulet of natural armor
- headband of mental superiority
- Belt of Physical Perfection
- cloak of resistance
- glove of storing
- mask of the skull
- Shoes of Lightning Leaping
- truesight goggles
- mantle of spell resistance
- robe of eyes
- spell components pouch
- Handy haversack
- Ring of evasion [bonded]
- Mithral buckler
- ring of protection
Inventory
Encumbrance: See inventory; Light load, (Light Load up to 116lbs., Medium up to 233lbs., Heavy up to 350lbs.)
Money: See inventory
Class Info
Favored class: Wizard
Favored class bonus: Wizard (+1HP/SP)
Arcane school:
- Divination
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune (Sp): 17 times per day you can touch any creature as a standard action to give it a +10 insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws for 1 round.
Scrying Adept (Su): You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.
Opposite school:
- Enchantment
- Illusion