Iramine

Themhe Tirnindre -CORE-'s page

No posts. Organized Play character for Great Green God.


Full Name

Themhe Tirnindre the White

Race

Elf

Gender

Female

Size

Medium

Age

142

Alignment

NG

Deity

Yuelral

Languages

Celestial, Common, Draconic, Elven, Skald, Sylvan, Thassilonian, Varisian

Occupation

arcane bond (ring), elven magic

Strength 8
Dexterity 15
Constitution 10
Intelligence 20
Wisdom 10
Charisma 10

About Themhe Tirnindre -CORE-

Themhe Tirnindre the White
Female elf abjurer 1
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +2
Aura protective ward (+1 deflection, 10 ft. radius, 5 rounds, 8/day)
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Defense
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AC
12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +0, Ref +2, Will +2; +2 vs. enchantments
Defensive Abilities resistance; Immune sleep; Resist fire 5
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Offense
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Speed
30 ft.
Melee longsword -1 (1d8-1/19-20) or
______ dagger -1 (1d4-1/19-20) or
______ unarmed strike -1 (1d3-1 nonlethal)
Ranged composite shortbow +0 (1d6-1/×3)
Abjurer Spells Prepared (CL 1st; concentration +6)
__ 1stcolor spray (DC 16), endure elements, hypnotism (DC 17), mage armor
__ 0 (at will)dancing lights, detect magic, read magic
Opposition Schools Necromancy, Transmutation
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Statistics
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Str
8, Dex 15, Con 10, Int 20, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Skill Focus (Heal), Spell Focus (enchantment)
Traits caretaker, influential
Skills Diplomacy +0 (+3 to make requests of a creature), Heal +10, Knowledge (arcana) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (religion) +9, Linguistics +9, Perception +2, Spellcraft +9
(+11 to identify magic item properties); [/b]Racial Modifiers[/b] +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Skald, Sylvan, Thassilonian, Varisian
SQ arcane bond (ring), elven magic
Combat Gear healer's kit; Other Gear arrows (20), composite shortbow, dagger, longsword, arcane bond ring, spell component pouch, spellbook, trail rations (2), spellbook—Themhe Tirnindre Magical Journal, 1 gp
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Tracked Resources
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Arcane Bond (Ring) (1/day) (Sp) - 0/1
Arrows - 0/20
Dagger - 0/1
Healer's kit - 0/10
Protective Ward (+1 deflection, 8/day) (Su) - 0/8
Trail rations - 0/2
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Special Abilities
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Abjuration
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
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.
Protective Ward (+1 deflection, 8/day) (Su) As a standard action, 10 ft radius field grants allies deflection bonus to AC for 5 rds.
Resistance 5 (Fire) (Ex) When choosing spells, gain Fire resistance 5 until next day.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.