About RhanloiPFS#: 83583-1 Rhanloi Blakros
Magic Items: +1 Frost Longbow; Headband of Vast Intelligence +2; Wand of shield; Wayfinder; amulet of natural armor +1; Cloak of resistance; potion of Cure Light Wounds (x2); scroll of Cure Moderate Wounds; +1 shock arrow (x4); silver blanched arrows (x10); cold iron blanched arrows (x10)
Special Abilities:
Alertness: (When Familiar w/in 10 ft) You get a +2 bonus on Perception and Sense Motive skill checks. Arcane School: Evocation Opposition schools: Illusion and Necromancy Arcane Strike: (Feat) As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Elemental Resistance: (Trait) Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities. 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. Force Missile (SP): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Intense Spells: 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. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Magical Talent: (Trait) Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained. The spell-like ability's save DC is Charisma-based. Negative Level: For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. Point Blank Shot: (Feat) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Spell Focus (Evocation): (PFS Class Feat) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. 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. Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Familiar:
Raven: Master gains a +3 bonus on Appraise checks. A raven familiar can speak one language of its master's choice as a supernatural ability (Draconic).
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). N Tiny animal Init +2; Senses low-light vision; Perception +10 DEFENSE AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural) hp 16 (5HD) Fort +1, Ref +4, Will +7 OFFENSE Speed 10 ft., fly 40 ft. (average) Melee peck +4 (1d4) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7 Base Atk +3; CMB +3; CMD 9 Feats Skill Focus (Perception), Weapon Finesse Skills: Acrobatics (+2) Escape (+2) Fly (+6) Perception (+10) Ride (+2) Sense Motive (+2) Spellcraft (+4) Stealth (+10) Survival (+2) Embeth Hound:
N Medium Animal Init +2; Senses low-light vision, scent; Perception +8 -------------------- Defense -------------------- AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 -------------------- Offense -------------------- Speed 40 ft. Melee bite +3 (1d6+3 plus trip) -------------------- Statistics -------------------- Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 15 (19 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +6 (+10 jumping), Climb +6, Perception +8, Survival +1 (+5 scent tracking), Swim +6; Racial Modifiers +4 Climb and Swim, +4 Survival when tracking by scent -------------------- Tricks -------------------- Combat Training: An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Track: The animal tracks the scent presented to it. Spell Book:
*Evocation Specialist (add 1/2 your wizard level to the damage done)
+Spell Focus - Evocation (+1 DC) ================================================================ Once/day: Ray of Frost+*: Ray deals 1d3 cold damage. Seven/day: Force Missile+*: As a standard action you can unleash a force missile that automatically strikes a foe. The force missile deals 1d4 plus 1/2 your wizard level points of damage. Level 0 - DC 15 (DC16 for evocation spells) - 4 spells/day
Level 1 - DC 16 (DC17 for evocation spells) - 5 spells/day + 1 Evocation spell
Level 2 - DC 17 (DC18 for evocation spells) - 3 spells/day + 1 Evocation spell
Level 3 - DC 18 (DC19 for evocation spells) - 2 spells/day + 1 Evocation spell
Level 4 - DC 19 (DC20 for evocation spells) - 0
Boons:
Confirmed Field Agent: Received a wayfinder engraved with my name and date of graduation. Any wayfinder enchantment vanities purchased to modify this device is reduced by 1 Prestige Point. Friend of Janira Gavix: +1 bonus on Knowledge checks attempted while at the Grand Lodge. House Thrune’s Favor: Earned a rare token stamped with the insignia of the House of Thrune in Cheliax. +3 circumstance bonus on diplomacy checks to influence members of House Thrune, the Chelish government, or a Hellknight order in good standing. Debt of Cyphers: When in Riddleport, gain a +2 bonus on Knowledge (arcana) or Linguistics checks when you consult Gurukaza before making the check. In addition, +2 bonus on Diplomacy checks made to gather information. Riddleport Respect: Word of my defeat of pirate captain Alejia Netrave has spread throughout Riddleport. +2 bonus on Intimidate checks made in Riddleport. Light of Redemption: Whenever you would receive more than one Will save to overcome and enchantment (compusion) effect, gain a +1 bonus on the extra save. You can cross this boon off to reduce the Prestige Point cost of an atonement spell by 2. Mendevian Commendation: Received a medal for service to Mendev and the Fifth Crusade. +1 bonus on CHA-based skill and ability checks made to influence crusaders of Mendev. Friend of the Family: Rescued Pendleton Blakros, son of Dhrami Blakros. +1 permanent bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. Blakros Family Member: Member of the well-established Blakros noble family, granting a comfortable townhouse in Absalom’s Petal or Ivy district and a small staff of servants to care for it. +1 bonus on Knowledge (nobility) checks. While in Absalom, +2 circumstance bonus on Bluff, Diplomacy, and Intimidate when dealing with members of high society. Skillful Barterer: Once during a scenario, in a settlement of at least 100 people, may trade up to 300gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems, or other money. Cross this boon off after used. Embeth Hound: The Embeth Travellers gifted me with a loyal Embeth Hound, a riding dog who receives +4 racial bonus on all Climb and Swim checks in place of a normal riding dog’s bonus on Acrobatics. The Embeth Hound is trained for combat and knows the Track trick. If the Embeth Hound dies cross this boon off. Henbane’s Token: Inquisitor Henbane gave me an enchanted flower from a henbane plant that allows me to step outside the flow of time. As a purely mental move action, you can destroy the flower to disappear completely for one round. You cannot be affected by any new spell or effect. Once you use this power, cross this boon off. Touched by Time: May cast either haste or slow as a spell-like ability, using character level as caster level and Charisma as key ability score. Cross this boon off when you use it. Pathfinder’s Excellence: each boon can be used twice
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