Iramine

Telerin Quenya's page

1,586 posts. Alias of JASON RODARTE.


Race

AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

About Telerin Quenya

Telerin Quenya is a an elven wizard from Kyonin. Both of her parents were part of an elite and royal school of wizards whose job it was to use ancient elven magic in the defeat of Treerazor and his demons who have terrorized Kyonin. She was born under the power of the moon and had a birthmark on her ring finger. She did not get to learn what this portent meant from her parents since they were both killed by invading and raiding demons.

Raised in the Towers, she did not spent much of her time using traditional elven weapons but spent her time researching history and the planes and what her birth mark meant. When she become of age, she received a ring, left to her by her mother, the ring she wore when she died, and in the ring was an inscription which stated simply, in elven, Riftwardens. Her parents, it was revealed, were members of this organization. Though she does not know much about them, she has traveled to Kembres to learn about the Riftwarden and to learn new magic or even strike an alliance with the Riftwardens, to bring them to Kyonin to help in the fight against Treerazer.

Her loyalties are to: Freeing her homeland from Demons
Learning More about Her school and how to overcome magical limitations
Destruction of demons
Telerin Quenya
Female tower elf riftwarden 2/evoker (admixture[APG]) 5/Archmage 2
NG Medium humanoid (elf)
Init 4; Senses low-light vision; Perception +9
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Defense
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AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex)
hp 48 (7 HD; 5d6+2d8+13)
Fort 3, Ref 5, Will 8 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
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Offense
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Speed 0 ft.
Melee mwk cold iron quarterstaff +4 (1d6 B)
Evoker Spells Prepared (CL 7th; concentration +14)
. . 3rd—fireball (DC 19), haste, magic circle against evil, protection from energy
. . 2nd—acid arrow, lesser angelic aspect, blur, flurry of snowballs (DC 18), summon monster II
. . 1st—magic missile[M], magic missile[M], magic missile[M], shield, snowball[UW], summon monster I
. . 0 (at will)—acid splash, detect magic, read magic, resistance
. . Opposition Schools Enchantment, Necromancy
. . M mythic spell
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Statistics
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Str 10, Dex 15, Con 10, Int 20, Wis 14, Cha 13
Base Atk +3; CMB 3; CMD 16
Feats Combat Casting, Craft Magic Arms & Armor, Craft Wand, Mythic Spell Lore[M], Scribe Scroll, Spell Focus (abjuration), Spell Focus (evocation), Spell Penetration
Traits iadaran illusionist, magical knack, riftwarden orphan
Skills Appraise +9, Diplomacy +1 (+3 to gather information), Fly +3, Knowledge (arcana) +15, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (planes) +17, Knowledge (religion) +14, Linguistics +15, Perception +9, Sense Motive +7 (+9 to read a social situation), Spellcraft +15 (+17 to identify magic item properties), Survival +4; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Auran, Celestial, Common, Daemonic, Draconic, Elven, First Speech, Gnome, Goblin, Infernal, Orc, Shoanti, Sylvan
Combat Gear pearl of power (1st level), scroll of fireball, summon monster ii (CL 6th), summon monster ii (CL 5th), wand of mage armor (50 charges); Other Gear mwk cold iron quarterstaff, cloak of resistance +1, ring of protection +1, wizard starting spellbook, 6,742 gp, 5 sp
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Special Abilities
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Admixture
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Counter-Summons (Su) Can ready summon spells to counterspell any spell of the (summoning) subschool.
Elven Immunities - Sleep
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Evil Outsiders) Gain bonus to att, dam, and various skill checks vs. chosen subtype.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Planar Channel 4d6 (8/day) (Su) Channel energy that harms extraplanar creatures.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

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