Lantern Bearer

Philsuminous Melpin's page

3 posts. Alias of joerice.


Full Name

Philsuminous Melpin

Race

Elf

Classes/Levels

Wizard Admixture Evoker 6

Gender

M

Size

M

Alignment

N

Deity

Nethys

Occupation

Wizard

Strength 10
Dexterity 18
Constitution 12
Intelligence 21
Wisdom 10
Charisma 14

About Philsuminous Melpin

Male Elf Admixture Evoker Wizard 6 (Opposition schools: Divination and Conjuration)
N Medium Humanoid (Elf)
Init +4; Perception +2
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Defense
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AC 16 (14 touch, 12 FF)+4 Mage Armor, +4 Shield
hp 42
Fort +6, Ref +7, Will+6, Immune Sleep, +2 vs Enchantments
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Offense
BAB + 3
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Speed 30 ft.
Melee: Dagger +3 (1d4)
Melee: Light Mace +3 (1d6)
Ranged: Everthien Gurtha +7 (1d8+1)
RTA:
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Statistics
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Str 10, Dex 18, Con 12, Int 21, Wis 10, Cha 14
Base Atk +3; CMB +3 ; CMD 17
Feats: Scribe Scroll, Great Fortitude, Toughness, Spell Focus (Necromancy), Spell Focus (Evocation)
Traits:

Artifact Hunter:
You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a 1 trait bonus on Spellcraft checks to identify the properties of magic items and a 1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.
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Self Taught Scholar:
You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.
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Classically Schooled:
You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Skills:
Knowledge Arcana 14 (5+6+3)
Knowledge Dungeoneering 14 (5+6+3)
Knowledge Engineering 14 (5+6+3)
Knowledge Local 14 (5+6+3)
Knowledge Nature 14 (5+6+3)
Knowledge Planar 14 (5+6+3)
Spellcraft 15/18 (5+6+3+1)+3 to I.D. items

Background Skills:
Craft (Arrows) 14 (5+6+3)
Linguistics 14/15 (5+6+3)+1 See Self Taught Scholar

Languages:
Common
Elven
Draconic
Dwarven
Orc
Giant
Infernal
Abyssal
Cyclops
Goblin
Sylvan
Undercommon
Hafling

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Racial Abilities
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Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

FEAT AND SKILL RACIAL TRAITS

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

MAGICAL RACIAL TRAITS

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.

OFFENSE RACIAL TRAITS

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.

SENSES RACIAL TRAITS

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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Spells and Special Abilities
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Bonded Object: Everthien Gurtha, +1 Longbow

Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (8/day)

Spells Known:
1: Touch of Graclessness
Gravity Bow
Enlarge Person
Ray of Enfeeblement
Shocking Grasp
Magic Missile
Snowball
Mage Armor
Shield
2nd:Burning Gaze
Scorching Ray
Touch of Idiocy
Spectral Hand
Hideous Laughter
3rd: Fireball
Lightning Bolt
Hold Person
Protection from Arrows, Communal

EQUIPMENT:
Ring of Protection +1
+1 Longbow
Amulet of Natural Armor +1
Headband of Intellect +2
Cloak of Resistance +1
Belt of Dexterity +2
Wizard's kit
Cold Iron Dagger
Alchemically Silvered dagger
Light mace
40 arrows
116 gold