Vardalel Prennder

Wyndalyn's page

4 posts. Organized Play character for qwerty1971.


Full Name

Wyndalyn Tinalmathian

Race

| HP 13/13| | AC 15 (17 w/ shield) | Fort +4; Ref +5; Will +6 | Perc: +4

Classes/Levels

| Speed 25ft | Hero Points 1/3 | Active conditions: None.

Gender

NG Male Elf Wizard 1

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 12

About Wyndalyn

PFS INFO:

PFS#:114768-2003
Faction: Grand Archive
Class: Evoker

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CHARACTER INFO:

Name: Wyndalyn Tinalmathian
Ancestry: Elf
Heritage: Seer Elf
Ancestry/Heritage Traits: You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
Languages: Common, Celestial, Elven, Draconic, Osiriani, Sylvan
Home Region: Kyonin
Alignment: NG
Deity: Nethys

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SENSES:

Perception:Trained +4
Senses: Low Light

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DEFENSE:

HP: 13/13
AC: 15 [T]
Unarmored: [T], Light: [X], Medium: [X], Heavy: [X]

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SAVING THROWS:

Fortitude: +4 [T]
Reflex: +5 [T]
Will: +6 [E]
Notes: 

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OFFENSE:

Class DC: 17 [T]
Speed: 25 Movement Types:
Melee
Dagger: +5
Staff: +3
Ranged

Weapon Proficiencies
Simple: [T]
Martial: [U]
Unarmed: [U]


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SKILLS:

Acrobatics (DEX):+5*
Arcana (INT): +7*
Athletics (STR):+3*
Crafting (INT): +7*
Deception (CHA):
Diplomacy (CHA):+4*
Intimidation (CHA):
Academia Lore (INT): +7*
Elven Lore (INT): +7*
Medicine (WIS): +1
Nature (WIS): +4*
Occultism (INT):+7*
Performance (CHA):
Religion (WIS): +4*
Society (INT):+7*
Stealth (DEX): +5*
Survival (WIS): +1
Thievery (DEX): +2
*=Trained
**=Expert

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MAGIC:

5 cantrips/day
2 1st/day
MEMORIZED
1: Color Spray: Swirling colors affect viewers based on their Will saves. (Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute. Critical Failure The creature is stunned for 1 round and blinded for 1 minute.)
1: Mage Armor: You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.
1E: Burning Hands: You deal 2d6 fire damage to creatures in the area.

C: Dancing Lights
C: Shield: You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
C: Tanglefoot: A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target. (Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.)
C: Detect Magic
C: TK Projectile: Make a spell attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier
CE: Acid Splash:  1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.

Spellbook
Acid Splash
Detect Magic
Electric Arc
Produce Flame
Shield
Tanglefoot
Dancing Lights
Ray of Frost
Read Aura
TK Projectile

Mage Armor
Magic Missile
Grim Tendrils
Color Spray
Burning Hands
Sleep
Force Bolt


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ABILITY SCORES:

STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 18 (+4) WIS 12 (+1) CHA 12 (+1)

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FEATS:

Ancestry Feats and Abilities
*Elven Lore: You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.

1st FEAT:
Skill Feats
Background: Magaambya Academic: You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old-Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere.
FEAT: Recognize Spell: If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

General Feats
3rd:
Class Feats and Abilities
*Arcane Bond: Ring//You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
*Arcane School: Evocation (As an evoker, you revel in the raw power of magic, using it to create and destroy with ease. You can call forth elements, forces, and energy to devastate your foes or to assist you in other ways. You understand that the most direct approach is the most elegant. You add one 1st-level evocation spell (such as shocking grasp) to your spellbook. You learn the force bolt school spell.)
*Arcane Thesis: Spell Substitution:You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared. You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.
Bonus Feats


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EQUIPMENT:

Armor

Gear
Backpack
Belt Pouch x2
Bedroll
Chalk
Flint and Steel
Rations 7 days
Sheath
Soap
Waterskin
Rope 50ft
Money
5gp 3 sp sp


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PERSONALITY:


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SCENARIOS:

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