Syndra Gwavirin's page

185 posts. Organized Play character for Aosrax.


Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)




Abyssal, Celestial, Common, Draconic, Elven, Gnoll, Goblin, Orc, Terran



Strength 7
Dexterity 18
Constitution 11
Intelligence 20
Wisdom 8
Charisma 7

About Syndra Gwavirin

Syndra Gwavirin
Female elf diviner (foresight[APG]) 3 (Pathfinder RPG Advanced Player's Guide 145)
N Medium humanoid (elf)
Init +17; Senses low-light vision; Perception +4
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 17 (3d6+3)
Fort +2, Ref +6, Will +3; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee mwk dagger +0 (1d4-2/19-20)
Ranged mwk light crossbow +6 (1d8/19-20)
Diviner Spells Prepared (CL 3rd; concentration +10)
. . 2nd—create pit[APG] (DC 18), create pit[APG] (DC 18), locate object
. . 1st—color spray (DC 16), color spray (DC 16), enlarge person (DC 16), protection from evil, true strike
. . 0 (at will)—acid splash, detect magic, ghost sound (DC 15), read magic
. . Opposition Schools Enchantment, Necromancy
Str 7, Dex 18, Con 10, Int 20, Wis 9, Cha 7
Base Atk +1; CMB -1; CMD 13
Feats Alertness, Augment Summoning, Improved Initiative, Run, Spell Focus (conjuration)
Traits focused mind, reactionary
Skills Acrobatics +4 (+8 to jump with a running start), Craft (alchemy) +10, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +11, Perception +4, Sense Motive +1, Spellcraft +11 (+13 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Auran, Celestial, Common, Draconic, Elven, Gnoll, Goblin, Orc, Terran
SQ arcane bond (Hoa, compsognatus), elven magic, forewarned, prescience (8/day)
Combat Gear wand of endure elements (50 charges), wand of infernal healing (50 charges), wand of mage armor (50 charges), acid, alchemical grease[APG], reagent, brimstone, reagent, cold iron, reagent, dew of lunary, reagent, silver, reagent, spirit of wine; Other Gear crossbow bolts (20), mwk dagger, mwk light crossbow, cloak of resistance +1, backpack, earplugs[APG], flint and steel, smoked goggles[APG], trail rations (5), wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 3,141 gp, 4 sp, 7 cp
Special Abilities
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.


Compsognatus (Pathfinder RPG Bestiary 2 90)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +6
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 8 (1d8+2)
Fort +4, Ref +4, Will +3
Speed 40 ft., swim 20 ft.
Melee bite +2 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Tricks Come, Detect, Down, Fetch, Heel, Stay
Skills Acrobatics +2 (+6 to jump), Linguistics +1, Perception +6, Spellcraft +1, Swim +10
SQ come, detect, down, fetch, heel, improved evasion, stay
Special Abilities
Come [Trick] The animal will come to you on command.
Detect [Trick] Indicates unusual smells, noises, etc.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison: Bite—injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Swim (20 feet) You have a Swim speed.