Armistril

Erevel Heldanlissil's page

66 posts. Organized Play character for Fromper.


Full Name

Erevel Heldanlissil

Race

Elf

Classes/Levels

Wizard (Transmuter) 1

Stats:
HP 8/8 | AC 13, T 13, FF 10, CMD 14 | F +1, R +3, W +3 (+2 vs enchant, immune to sleep)| Init +5 | Perc +2, SM +0, Low Light Vision | Speed 30ft

About Erevel Heldanlissil

Erevel Heldanlissil "of the Kyonin Heldanlissils" is an elven archer and apprentice wizard from the elven nation of Kyonin. He very obviously looks down his nose at any non-elves, though he does seem willing to work with any Pathfinders, albeit some more reluctantly than others. While he boasts about his great archery skill, he's no more an expert in that area than he is in the arcane arts.

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Male Elf Wizard (Transmuter) 1
N medium humanoid (elf)
Init +5; Senses: Perception +2, Low Light Vision
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DEFENSE
AC: 13, touch 13, flat-footed 10 (+3 dex)
CMD: 14 (+0 BAB, +1 STR, +3 DEX)
HP: 8
Saves: Fort +1, Ref +3, Will +3 (+2 vs enchantment, immune to sleep)
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OFFENSE
Speed: 30 ft.
Melee: rapier +1 (1d6+1/18-20)
Ranged: MW Composite Longbow +4 (1d8+1/x3) or Telekinetic Fist +4 (vs touch) (1d4+1/x2)
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SPELLS PREPARED (CL 1; concentration +5)
1st: Magic Weapon, Ray of Enfeeblement (x2) (DC 16)
0 (at will): Detect Magic, Prestidigitation, Open/Close
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STATISTICS
Str 11 (12), Dex 16, Con 12, Int 19, Wis 10, Cha 7
Base Atk +0; CMB +1; CMD 14
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MISC POWERS
Traits: Reactionary (+2 initiative), Indomitable Faith (+1 Will)
Feats: Point Blank Shot, Spell Focus: Necromancy
Wizard powers: Arcane Bond: Ring, Specialty School: Transmutation, Opposition Schools: Enchantment, Illusion, Physical Enhancement (+1 - usually used on strength), Telekinetic Fist (7/day)
Racial: Low light vision, immune to sleep, +2 saves vs enchantment, +2 caster level checks to overcome spell resistance, +2 spellcraft to identify magic items, +2 perception, proficient with longbows, rapiers, longswords, and shortbows
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SKILLS: knowledge (arcana) +8, knowledge (history) +8, knowledge (nature) +8, knowledge (nobility) +8, knowledge (planes) +8, perception +2, spellcraft +8
LANGUAGES: Elven, Common, Draconic, Sylvan, Celestial, Gnome
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EQUIPMENT
Magic Items: 2 potions of Cure Light Wounds, scroll of Obscuring Mist, 2 scrolls of Comprehend Languages, scroll of Mage Armor, scroll of Protection from Evil, scroll of Detect Secret Doors, scroll of Shield, wand of Cure Light Wounds (50 charges)
Combat Gear: rapier, mw composite longbow (+1 str rating), 23 cold iron arrows
Other Gear: spellbook, spell component pouch, backpack, belt pouch, winter blanket, 5 pieces of chalk, 2 sunrods, flint & steel, grappling hook, 50 ft hemp rope (knotted), oil flask, signal whistle, soap, waterskin, 4 acid flasks
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SPELLBOOK
Level 0: Detect Magic, Read Magic, Dancing Lights, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Resistance, Detect Poison, Arcane Mark, Acid Splash, Flare, Ray of Frost, Bleed, Disrupt Undead, Touch of Fatigue, Daze, Ghost Sound
Level 1: Magic Weapon, Feather Fall, Expeditious Retreat, Ray of Enfeeblement, Grease, True Strike, Shield, Mage Armor, Burning Hands, Magic Missile, Color Spray, Sleep
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BOONS
Confirmed Field Agent (chronicle #2): May purchase wayfinder for 1 prestige point
Explore Report Cooperate (chronicle #2): May get a sense of whether an action will benefit the Society (one time use)

Attack rolls:

[dice=attack]1d20+4[/dice]
[dice=damage]1d8+1[/dice]