Nolveniss Azrinae

Zinthar Kanedrel's page

112 posts. Alias of Deylinarr.


Full Name

Zinthar Kanedrel

Race

Elf

Classes/Levels

Wizard 4 | AC [MA]: 13 [17], T 13 [13], FF 10 [14] | HP 16/22 | F +1, R +4, W +4 | INIT +3 | Lowlight Vision, Perc +6

Gender

Male

Age

125

Alignment

CG

Languages

Common, Elven, Draconic, Orc, Sylvan, Gnome, Goblin

Strength 8
Dexterity 16
Constitution 10
Intelligence 21
Wisdom 10
Charisma 13

About Zinthar Kanedrel

Zinthar Kanedrel
Male Elf Wizard (Spellbinder) 4
N Medium Humanoid
Favored Class Wizard
Init + 3; Senses Perception + 6
Hero Points -
____________________
______DEFENSE_______
AC 13 [17]; Touch 13 [13]; FF 10 [14] (+4 armor [mage armor] +3 Dex)
hp 22/22 (4d6 + 4[Favored Class])
Fort + 1, Ref + 4, Will + 4;
____________________
______OFFENSE_______
Speed 30 ft.
Melee Longsword +1 (1d8-1, 19-20/x2)
Ranged Shortbow +5 (1d6, x3) range 60’
______________________
______STATISTICS_______
Str 8, Dex 16 (14+2), Con 10 (12-2), Int 21 (18+2 +1), Wis 10, Cha 13
BAB +2, CMB +1, CMD 12
Feats:
Scribe Scroll (W1), Spell Focus: Evocation (L1), Mage Tattoo: Evocation (L3)
Traits:
Transmuter: All transmutation spells cast at +1 caster level, 1/day cast Cat’s Grace at double duration
Framed (Dropout): +2 to Spellcraft

Skills (28 = 8 [Ranks] + 20[Int])
• +4 Acrobatics (1 [Ranks] + 3 [Dex])
• +10 Appraise (2 [Ranks] +5 [Int] +3 [Class])
• +10 Craft: Alchemy (2 [Ranks] +5 [Int] +3 [Class])
• +9 Craft: Bows (1 [Ranks] +5 [Int] +3 [Class])
• +2 Diplomacy (1 [Ranks] + 1 [Cha])
• +8 Fly (2 [Ranks] + 3 [Dex] +3 [Class])
• +12 Knowledge: Arcana (4 [Ranks] + 5 [Int] + 3 [Class])
• +9 Knowledge: History (1 [Ranks] + 5 [Int] + 3 [Class])
• +9 Knowledge: Planes (1 [Ranks] + 5 [Int] + 3 [Class])
• +9 Knowledge: Religion (1 [Ranks] + 5 [Int] + 3 [Class])
• +6 Perception (4 [Ranks] + 0 [Wis] + 2 [Race])
• +4 Ride (1 [Ranks] + 3 [Dex])
• +4 Sleight of Hand (1 [Ranks] + 3 [Dex])
• +14 Spellcraft (4 [Ranks] + 5 [Int] + 3 [Class] +2[Trait]) +16 to identify magic items
• +5 Stealth (2 [Ranks] + 3 [Dex])

Languages Common, Elven, Draconic, Orc, Sylvan, Goblin, Gnome

Special Abilities:

Spellbond (Su): At every new spell level, select a spell to become a bonded spell. As a full-round action, the spellbinder may replace a spell of the same or higher level as his bonded spell with his bonded spell.
Lvl 1: Gravity Bow
Lvl 2: Ricochet Shot
Arcane School: Admixture (Evocation). +2 to Spellcraft checks to learn new Evocation spells. All Evocation spells cast at +1 DC and +1 CL. Dancing Lights 3x per day (mage’s tattoo)
Opposition Schools: Illusion, Necromancy
Intense Spells (Su): Add ½ level (+2) to damage on any evocation spell.
Versatile Evocation (Su): When casting spell that does acid, cold, electric, or fire damage, may change type to one of the others. This changes descriptor, non-damaging effects unchanged (per GM discretion). Can use 8x (3 + Int) per day.

Racial Abilities
• +2 Dex / +2 Int / -2 Con
Elven Immunities: immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: +2 on caster level checks to overcome SR, +2 bonus on Spellcraft to identify magic items
Weapon Familiarity: Proficient in longbow, shortbow, longsword, rapier. Any ‘elven’ weapons are considered martial
Keen Senses: +2 to Perception
Low-light Vision: see 2x as far as humans in dim light.

Spells:
Wizard Spells Known
0-level (DC15): All
1-level (DC16): Mage Armor, Magic Missile, Burning Hands, Shocking Grasp, Enlarge Person, Gravity Bow, Abundant Ammunition, Shield, Hydraulic Push, Burning Disarm, Crafters Fortune
2-level (DC17): Scorching Ray, Ricochet Shot, Cats Grace, Bulls Strength, Burning Arc, Resist Energy (60gp), Fox's Cunning (60 gps)
Per Day:Lvl 0: 4/day, Lvl 1: 5+1/day, Lvl 2: 3+1/day
Standard Prepare:
0-level (DC15): Ray of Frost, Detect Magic, Message, Prestidigitation
1-level (DC16): Mage Armor, Magic Missile x2, Shocking Grasp x2, Burning Disarm (DC17)
2-level (DC17): Scorching Ray x2, Cats Grace, Burning Arc (DC18)


Worn/Carried:

Combat Gear: Longsword (+15 gps, 4 lbs), Dagger (+2 gps, 1 lbs), Short bow with 20 cold iron arrows (+32 gps, 5 lbs)
Other Gear: Lesser Reach Metamagic Rod (+3000gp), Wand of Magic Missile CL3 (+2250gp), Wizards Robes (6 lbs)

Scrollcase 1 (+113.5 gp; 0.5 lbs)
- Abundant Ammunition x3 (37.5gp scribed)
- Resist Energy (75gp scribed)
Scrollcase 2 (+26 gp; 0.5 lbs)
- Hydraulic Push x2 (25gp scribed)
Scrollcase 3 (+226 gp; 0.5 lbs)
- Enlarge Person x2(25gp scribed)
- Bull’s Strength CL4 x1 (100gp scribed)
- Fox's Cunning CL4 x1 (100gp scribed)
Backpack (+33gp; 21 lbs.)
• Wizard’s Kit
- 10 Torches
- Bedroll
- Flint and Steel
- Ink and inkpen
- Mess kit and iron pot
- 5 days trail rations
- waterskin
• Spell Component pouch
• Wrist spring-sheath
• Belt Pouch
- Alchemist Fire x4 (+40 crafted; 4 lbs)
- Liquid Ice x2 (+40 crafted; 8 lbs)
- Doses of Myrrh x60 (+30gp) [x15 castings Abjuration spells +1CL]
- Coins: 70 gp, 23 sp, 20 cp

Pasting macro:

spoiler=Status]HP: 22/22
Mage Armor active (duration is 4hrs)
Dancing Lights 3 of 3 remaining
Versatile Evocation: 8 of 8 remaining
Reach Rod per day: 3 of 3 remaining
MM Wand (CL3): 49 of 50 charges remaining
Spells Remaining:
0-level (DC15): Ray of Frost, Detect Magic, Message, Prestidigitation
1-level (DC16): Mage Armor, Magic Missile x2, Shocking Grasp x2, Burning Disarm (DC17)
2-level (DC17): Scorching Ray x2, Cats Grace, Burning Arc (DC18)
[/spoiler

History:
Zinthar was born the son of a high-ranking elven officer. His brother was an officer, their grandfather was an officer, and so on back for generations. His father tried to start training him at an early age to also serve, but as Zinthar grew up skinny and frail it became rather clear that he was not cut out for the military. He showed an early aptitude for the arcane but his family would not hear of it: they served by the sword and the bow and so would he.

Call it stubbornness or moxy or whatever, but as soon as Zinthar could attend the mage academy he self-enrolled. His father was furious and basically disowned him. After barely a year at the academy there was an accident that killed another student. With almost no evidence Zinthar was accused of the murder. His family name was enough to get his father contacted prior to punishment but it did little good: his father was still outraged over the perceived betrayal of the ‘family calling’ that he did nothing to lobby for his son’s protection.

The truth did come out before it was too late but Zinthar was already jaded by the experience. As soon as his name was cleared he packed his meager possessions and set out to live the life of an adventurer. His goals were fairly straight-forward: to prove his father wrong, to show that the bow and blade were far from the only ways to win battles. He studied magics that could be used for attack and combat as well as powers to overcome his physical weaknesses. He earned himself a decent reputation as an adventuring wizard as he travelled the land, and soon those travels led him to seek out membership in the Pathfinder Society.