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Sorkana Esh'Relt's page

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About Sorkana Esh'Relt

Sorkana CR 3
XP 800
Female Elf Wizard 4
CN Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (4d6+8)
Fort +2, Ref +3, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft., shift (10') (7/day)
Melee Dagger +1 (1d4-1/19-20/x2)
Wizard Spells Prepared (CL 4):
2 (3/day) Flaming Sphere (DC 16), Mirror Image, Glitterdust, Summon Monster II
1 (4/day) Shield, Magic Missile, Grease (DC 16), Burning Hands (DC 15), Mage Armor
0 (at will) Resistance, Daze (DC 14), Mage Hand, Ghost Sound (DC 14)
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Statistics
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Str 8, Dex 15, Con 12, Int 18, Wis 10, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative, Scribe Scroll, Spell Focus (Conjuration)
Skills Acrobatics +6, Bluff +5, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (nobility) +10, Linguistics +8, Perception +2, Spellcraft +11 (+13 to determine the properties of a magic item), Stealth +4, Swim +0; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome, Ignan, Sylvan
SQ arcane bonds (object [dagger] [1/day]), elven magic, opposition schools (divination, necromancy), specialized schools (teleportation), summoner's charm (+2 rds)
Combat Gear Elemental gem (fire), Pearl of power (1st level) (1/day), Potion of cure serious wounds, Potion of invisibility, Scroll of Summon Monster II, Summon Monster II; Other Gear Dagger, Copper Ring, 798 GP
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Special Abilities
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Arcane Bond (Dagger) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Scroll of Summon Monster II, Summon Monster II Add this item to create a scroll with spells on it.
Shift (10') (7/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration