Full Name |
Ver'Yanion Talthenar |
Race |
| HP: 15/15 | AC: 17 (17 tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +5 W: +2, +4 vs Enchantments | Init: +9 | Perc: +6 (lowlight), SM: +4 |
Classes/Levels |
| Speed 30 | n/a |Reroll 1/1 Coin 1/1 | Active conditions: Mage Armor |
Gender |
Male CN Elf Rogue/Transmuter 2 |
About Ver'Yanion Talthenar
Ver'Yanion Talthenar
Male elf rogue 1/transmuter 1
CG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +6
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (2 HD; 1d6+1d8+3)
Fort +1, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron dagger +2 (1d4+2/19-20 plus 1d6 sneak attack) or
. . mwk longsword +3 (1d8+2/19-20 plus 1d6 sneak attack) or
. . sap +2 (1d6+2 nonlethal plus 1d6 sneak attack) or
. . silver light mace +2 (1d6+2 plus 1d6 sneak attack)
Ranged ranged touch attack +3 (As Spell plus 1d6 sneak attack)
Special Attacks sneak attack +1d6
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 2nd; concentration +5)
. . 1st—color spray (DC 14), comprehend languages, expeditious retreat
. . 0 (at will)—detect magic, open/close (DC 14), prestidigitation
. . Opposition Schools Conjuration, Evocation
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Statistics
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Str 14, Dex 16, Con 12, Int 17, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Improved Initiative, Spell Focus (transmutation)
Traits magical knack, reactionary
Skills Acrobatics +7, Bluff +4, Climb +6, Disable Device +11, Escape Artist +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +6, Sense Motive +4, Sleight of Hand +7, Spellcraft +7 (+9 to identify magic item properties), Stealth +7, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Sylvan, Varisian
SQ arcane bond (masterwork longsword), elven magic, physical enhancement (+1), trapfinding +1
Combat Gear scroll of comprehend languages, scroll of endure elements, wand of cure light wounds (46 charges), wand of mage armor (44 charges), acid, alchemist's fire; Other Gear cold iron dagger, mwk longsword, ranged touch attack, sap, silver light mace, backpack, bedroll, belt pouch, masterwork thieves' tools, masterwork tool, piton (4), silk rope (50 ft.), sunrod (3), trail rations (2), waterskin, wizard starting spellbook, 495 gp, 5 sp
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Special Abilities
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Arcane Bond (Masterwork longsword) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4 bludgeoning, 6/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Ring of protection was found with necromancer
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