Baron Galdur Vendikon

Ulrich Verrell's page

No posts. Alias of Tie My Shöelace.


About Ulrich Verrell

Init +14; Senses Perception +13, Low-light Vision, Keen Senses

==DEFENSE==:

AC 17, touch 16, flat-footed 13 (+1 shield, +4 dex, +2 deflection)
hp 56 (9d6)
SR 0
Fort +4, Ref +8, Will +9
Shield Mithral Light Steel Shield
Defensive Abilities Elven Immunities (PFCR 22)

==OFFENSE==:

Spd 30 ft/x4
Melee Quarterstaff +3 (1d6-1) 20/x2 monk, double
Ranged Heavy Crossbow +8 (1d10) 19-20/x2
Special Attacks Summoner's Charm (PFCR 80)

==STATISTICS==:

Str 9, Dex 18, Con 11, Int 24, Wis 15, Cha 15
BAB +4, CMB +3, CMD +19
Feats Augment Summoning (PFCR 118), Combat Casting (PFCR 119), Extend Spell (PFCR 123), Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132), Spell Focus (Conjuration) (PFCR 134), Toughness (PFCR 135)
Skills Fly +12, Knowledge (arcana) +18, Knowledge (dungeoneering) +17, Knowledge (engineering) +17, Knowledge (geography) +17, Knowledge (history) +17, Knowledge (nature) +17, Knowledge (religion) +18, Knowledge (planes) +18, Linguistics +14, Perception +13, Spellcraft +19 [Identify properties of magic items +21], Use Magic Device +15
SQ Elven Magic (PFCR 22), Arcane Bond (PFCR 78), Dimensional Steps (PFCR 80)
MC Arcane School (PFCR 79-82), Scribe Scroll (PFCR 78), Spellbook (PFCR 79), Wizard Bonus Languages (PFCR 78), Wizard Cantrips (PFCR 79), Wizard Spells (PFCR 78)
Traits Dangerously Curious (Magic) (PFAPG 329), Reactionary (Combat) (PFAPG 328)
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Infernal, Sylvan, Terran

==Magic==:

Eq'd Magic Headband of Vast Intelligence +4, Ring of Sustenance (R), Ring of Protection +2 (L), Cloak of Resistance +1, Rod of Extend Spell (Lesser), Rod of Silent Spell (Lesser), Wand of Mage Armor, Wand of Obscuring Mist, Wand of Enlarge Person, Wand of Protection from Evil, Wand of Expedious Retreat, Wand of Longstrider, Wand of Unseen Servant, Wand of Silent Image, Wand of Cure Light Wounds x4
Misc Handy Haversack

-- ELVEN RACIAL TRAITS --:

• Dex: +2, Con: -2, Int: +2
• TYPE: Humanoid (Elf)
• SIZE: Medium
• LOW-LIGHT VISION: Elves can see twice as far as humans in conditions of dim light
• KEEN SENSES: Elves receive a +2 racial bonus on Perception skill checks.
• ELVEN IMMUNITIES: Elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells or effects.
• 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.
• WEAPON FAMILIARITY: Elves are proficient with long and short bows
(including composite), longswords, and rapiers, and treat any weapon with the word
“elven” in its name as a martial weapon.
• Automatic Languages: Common, Elven
• Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan

-- CLASS ABILITIES --:

• FAVORED CLASS (Wizard) : You've gain the following bonuses: +9 Hit Point.
• ARCANE BOND: You have selected Greensting Scorpion familiar. It grants +4 bonus
on initiative checks. See the rules for familiars in [PFCR 82-83]. (PFCR 78).
• ARCANE SCHOOL: You are a wizard of the Conjuration (Teleportation) school, you
are forbidden from using Abjuration, or Necromancy schools. Preparing a spell from a
forbidden school takes up two slots of the given level. You have the following school
powers:
- Shift: You can teleport to a nearby space as a swift action as if using
dimension door. This movement does not provoke an attack of opportunity. You must be
able to see the space that you are moving into. You cannot take other creatures with
you when you use this ability (except for familiars). You can move 20 ft. You can use
this ability 10 times per day. (PFAPG 147).
- Summoner's Charm: +4 rounds to duration of Conjuration (summoning) spells.
(PFCR 80).
- Dimensional Steps: Teleport up to 270 ft as a standard action. This
teleportation must be used in 5 ft increments. Does not provoke an attack of
opportunity. You can bring other willing creatures with you, but you must expend an
equal amount of distance for each creature brought with you. (PFCR 80).
(PFCR 79-82).
• SCRIBE SCROLL: You gain Scribe Scroll as a bonus feat. (PFCR 78).
• SPELLBOOK: The wizard must prepare all spells from a spellbook, except Read
Magic. (PFCR 79).
• WEAPONS AND ARMOR: You are skilled with club, dagger, light crossbow,
quarterstaff, weapons. You are proficient with no type of armor, and no shields.
Armor and shields may interfere with casting, requiring a Arcane Spell Failure roll
[PFCR 83]. (PFCR).
• WIZARD BONUS LANGUAGES: The wizard can select Draconic as a bonus language
at 1st level. (PFCR 78).
• WIZARD CANTRIPS: The wizard can cast known 0-level spells at will. (PFCR 79).
• WIZARD SPELLS: A wizard may know any number of spells, and cast them according
to the spell progression in PFCR 78. (PFCR 78).

-- GENERAL FEATS --:

• AUGMENT SUMMONING: Summons gain +4 Str and Con. (PFCR 118)
• COMBAT CASTING: You get a +4 bonus on Concentration checks made to cast a spell
or use a spell-like ability while casting on the defensive or while grappled. (PFCR
119)
• SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR
134)

-- COMBAT FEATS --:

• IMPROVED INITIATIVE: You get a +4 bonus on initiative checks. (PFCR 127)
• TOUGHNESS: +9 hit points. (PFCR 135)

-- METAMATIC FEATS --:

• EXTEND SPELL: An extended spell lasts twice as long as normal. A spell with
a duration of concentration, instantaneous, or permanent is not affected by this feat.
An extended spell uses up a spell slot one level higher than the spell's actual level.
(PFCR 123)

-- ITEM CREATION FEATS --:

• SCRIBE SCROLL: Scribe scroll as per the rules in PFCR 552. (PFCR 132)

-- TRAITS --:

• DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device
checks, and Use Magic Device is always a class skill for you. (PFAPG 329)
• REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG
328)

-- WEAPONS --:

• HEAVY CROSSBOW: You draw a heavy crossbow back by turning a small winch. Loading
a heavy crossbow is a full-round action that provokes attacks of opportunity. You can
shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls.
You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls
as if attacking with two one-handed weapons. This penalty is cumulative with the
penalty for one-handed firing. [Weapon 1 (PFCR)]

-- MAGIC ITEMS --:

• HEADBAND OF VAST INTELLIGENCE +4: This intricate gold headband is
decorated with several small blue and deep purple gemstones. The headband grants the
wearer an enhancement bonus to Intelligence. A headband of vast intelligence has one
skill associated with it per +2 bonus it grants. [CL: 8th] [Headband (PFCR)]
• RING OF SUSTENANCE: This ring continually provides its wearer with
life-sustaining nourishment. The ring also refreshes the body and mind, so that its
wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The
ring must be worn for a full week before it begins to work. If it is removed, the
owner must wear it for another week to reattune it to himself. [CL: 5th] [Ring (RH)
(PFCR 483)]
• RING OF PROTECTION +2: This ring offers continual magical protection in the form
of a deflection bonus to AC. [CL: 5th] [Ring (LH) (PFCR 481)]
• CLOAK OF RESISTANCE +1: These garments offer magic protection in the form
of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). [CL: 5th]
[Shoulder (PFCR)]
• HANDY HAVERSACK: A backpack of this sort appears to be well made, well used,
and quite ordinary. It has two side pouches, each of which appears large enough to
hold about a quart of material. In fact, each is like a bag of holding and can
actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight.
The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of
material. Even when so filled, the backpack always weighs only 5 pounds. While such
storage is useful enough, the pack has an even greater power. When the wearer reaches
into it for a specific item, that item is always on top. Thus, no digging around and
fumbling is ever necessary to find what a haversack contains. Retrieving any specific
item from a haversack is a move action, but it does not provoke the attacks of
opportunity that retrieving a stored item usually does. [CL: 9th] [Pack (PFUEq 301)]