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***** Regional Venture-Coordinator, Mediterranean 1,405 posts (1,643 including aliases). 2 reviews. 1 list. 1 wishlist. 21 Organized Play characters. 1 alias.


Full Name

Alvero Elceren

Strength 8
Dexterity 12
Constitution 11
Intelligence 22
Wisdom 12
Charisma 12

About Alvero Elceren

Statistics:
Male Tower Elf Transmuter 3
LN Medium Humanoid (Elf)
Initiative +1; Senses Perception +4; Low-light vision 30’.
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 dex)
HP: 21 (1d6+CON + FC/lvl = (7 + 7 + 7)
Fort +1, Ref +1, Will +4 ( +2 vs. enchantments, sleep)
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OFFENSE
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Speed 30 ft.

Telekinetic Fist (9/day)
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STATISTICS
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Str 8, Dex 12, Con 10, Int 22, Wis 12, Cha 12
Base Atk +1; CMB +0; CMD 11
Traits Extremely Fashionable, Transmuter
Feats Scribe Scroll, Skill Focus(Spellcraft), Spell Focus(Transmutation), Greater Spell Focus(Transmutation)
Skills (10 points/lvl; 2 Wizard, 6 INT, 2 background)
ACP 0
(1) Appraise +10
(0) Bluff +1
(1) Craft(Alchemy) +10
(3) Diplomacy +7
(1) Disable Device +2
(1) Fly +5
(3) Know(Arcana) +12
(1) Know(Dungeoneering) +10
(2) Know(Engineering) +11
(1) Know(Geography) +10
(1) Know(History) +10
(1) Know(Local) +10
(1) Know(Nature) +10
(1) Know(Nobility) +10
(2) Know(Planes) +11
(1) Know(Religion) +10
(1) Lore(Tower Elf Bloodlines) +10
(3) Linguistics +21
(1) Perception +4
(1) Sleight of Hand +2
(3) Spellcraft +15

Non-Standard Skill Bonuses
+2 Perception, Racial Bonus
+1 Bluff, Diplomacy, Intimidate - Trait Bonus

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SPECIAL ABILITIES
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Arcane School:
(Transmutation) (Opposed: Enchantment, Illusion)A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school (transmutation)

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools (enchantment, illusion) must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Physical Enhancement (Su):
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist:
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-100 lb. Heavy 101-200 lb.
Current Load Carried 21.5 lb.

Money 0 PP 0 GP 0 SP 0 CP (~0 pounds)
Elvish Spellbook (15 GP) (3 lb.)
Wand of True Strike (750 GP) (.5 lb.)
Wand of Endure Elements (750 GP) (.5 lb.)
Artisan's Outfit (4 GP) (1 lb.)
Hot Weather Outfit (8 GP) (1 lb.)
6 vials of Ink (48 GP) (1/2 lb.)
58 sheets of parchment (5.8 GP) (0 lb.)
6 quills (3 SP) (0 lb.)
2 scroll cases (2 gold) (1 lb.)
2 satchels (1 SP) (1/8 lb.)
Damaged copper ring (? GP) (1/16 lb.)
1 days' rations (0.5 GP) (1 lb.)
Waterskin (1 SP) (l lb.)
Backpack (1 SP) (1 lb.)
Handy Haversack (2000 GP) (5 lbs.)
Spellbook (15 GP) (3 lb.)

Background:

Appearance and Personality:

Character Relations:

Elvish's Spellbook Contents:

0th: (all)

1st

  • Air Bubble
  • Alarm
  • Alter Winds
  • Ant Haul
  • Break
  • Burning Disarm
  • Crafter's Fortune
  • Endure Elements
  • Expeditious Excavation*
  • Floating Disk
  • Mage Armor
  • Magic Missile
  • Mount
  • Obscuring Mist
  • Protection form Alignment
  • Protection from Evil
  • Shield*
  • Swift Girding

2nd:

  • Blood Transcription
  • Bull's Strength
  • Codespeak
  • Dust of Twilight
  • Levitate
  • Pilfering Hand
  • Spectral Hand
  • Staggering Fall
  • Twisted Space

[/list]

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SPELLCASTING (Blessed Spellbook (Acera's))
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* = prepared

0th: (all),

1st (7/7):

  • Air Bubble*
  • Alarm
  • Alter Winds
  • Ant Haul
  • Blood Money
  • Bouncy Body
  • Break**
  • Burning Disarm
  • Charm Person
  • Chill Touch
  • Crafter's Fortune
  • Decompose Corpse
  • Detect Undead
  • Disguise Self
  • Endure Elements
  • Expeditious Excavation
  • Floating Disk*
  • Grease*
  • Identify
  • Infernal Healing
  • Interrogation
  • Liberating Command
  • Mage Armor
  • Magic Missile*
  • Mount
  • Obscuring Mist*
  • Peacebond
  • Protection from Alignment
  • Protection from Evil
  • Ray of Enfeeblement
  • Rebuke Rot
  • Repair Undead
  • Restore Corpse
  • Sculpt Corpse
  • Shield
  • Silent Image
  • Swift Girding

2nd: (7/7):

  • Blindness/Deafness
  • Blood Transcription
  • Bull's Strength*
  • Codespeak
  • Command Undead
  • Detect Thoughts
  • Dust of Twilight
  • Echo
  • False Life
  • Fleshcurdle
  • Invisibility
  • Levitate*
  • Pilfering Hand**
  • Resist Energy**
  • Spectral Hand*
  • Staggering Fall
  • Twisted Space