Harrowed Summoning

Pertheus's page

28 posts. Organized Play character for Nathanael Love.


Full Name

Pertheus

Race

Elf AC 17 T 13 FF 14 HP 17/17 Temporal Pool 6/6 Prescience 7/7 Init +10 Perception +7

Classes/Levels

Wizard (Chronomancer) 3

Gender

M

Size

M

Age

34

Alignment

CG

Strength 10
Dexterity 16
Constitution 10
Intelligence 20
Wisdom 10
Charisma 7

About Pertheus

CG Male Elf (medium humanoid)
Initiative +10, Perception

Speed 30 (medium)
DEFENSE
AC 13 (T 13, FF 10) (+3 Dex)
HP 14
Fortitude +1, Reflex +4, Will +4

OFFENSE
Ranged: MWK Long Bow +5 (1d8)
Melee : Clanky's Arm +2 (1d6)

STATISTICS
STR 10 DEX 16 CON 10 INT 20 WIS 10 CHA 7
BAB +1, CMB +1, CMD 14

Knowledge (Arcana) +11 (CS, 5 INT, 3 ranks)
Knowledge (Dungeoneering) +11 (CS, 5 INT, 3 ranks)
Knowledge (Nature) +11 (CS, 5 INT, 3 ranks)
Knowledge (Planes) +11 (CS, 5 INT, 3 ranks)
Knowledge (Religion +11 (CS, 5 INT, 3 ranks)
Perception +5 (3 Ranks, +2 Racial)
Spellcraft +11 (CS, 5 INT, 3 ranks) (+2 to Identify items)

Feats:Improved Initiative, Spell Focus (Transmutation), Greater Spell Focus (Transmutation)
Traits: Reactionary, Desperate Focus

Spellbook:
1st 4 color spray, heightened awareness, mage armor, magic missile, shield, true strike
2nd see invisibility, Scorching Ray

Spellcasting
Caster Level 3, Concentration +10
0th- Detect Magic, Read Magic, Light, Ray of Frost
1st- Color Spray, Heightened Awareness, Shield (x2)
2nd- See Invisibility, Scorching Ray (x2)

PP 6
Fame 10
Gold 2553
XP 6

Wand of Mage Armor 49 Charges (2 PP)
Wand of Magic Missile (49 charges) (2 PP)
Clanky’s Arm 150 gold
MWK Long bow (375)
20 Arrows (1)

Temporal Pool:
Temporal Pool (Su): A chronomancer gains a reservoir of temporal energy to manipulate the time stream in a variety of ways listed below. This temporal pool has a number of points equal to half his class level + his Intelligence modifier (minimum 1). This pool refreshes once per day when the chronomancer prepares his spells.

Forewarned: The chronomancer can expend 1 point from his temporal pool when he rolls initiative to allow himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 points from his temporal pool as an immediate action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases to 1d6.

Rewind: As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell.

Divination (Foresight) Arcane School:

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.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Chronicles and Boons:

PFS 2-01 Bloodcove Disguise
The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the
continent of Garund, you may purchase mundane equipment (but not weapons or armor)
through your favorable connections with House Cartahegn at a 10% discount.

PFS 2-02 Rescue at Azlant Ridge

PFS 6-22 Out of Anarchy
Pezzacki Gardener (Liberty’s Edge): Your actions in Pezzack shifted the balance of power in favor of the Galtans. As promised, the Liberty’s Edge faction provides you with training in Galtan methods. You may reroll an attack roll to confirm a critical hit. You must make the choice to reroll before the GM reveals whether or not the critical hit confirmed. Once you use this boon, cross it off of your Chronicle Sheet.
Skillful Barterer: Your experience bartering in Pezzack prepares you to negotiate without coin. Once during a scenario, while in a settlement of at least 100 people, you may trade up to 300 gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems, or other money as a part of this trade. After you use this boon, cross if off your Chronicle sheet.
The Emerald Spire Super Dungeon Level 1, the Tower Ruins
Goblin Bane: By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.

Elf Traits:
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 bonus on saving throws 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 checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception 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.