strokesRPG: The War of the Burning Sky
This blond elf woman’s blue eyes flicker like shining sapphires, and her pale skin glows like snow. She wears concealing red robes, but the metallic gleam of chainmail peeks out from her collar. Her gloves shine like silver
SHEALIS AMLAURIL CR 4
Male Elf Wizard 5
NN Medium Humanoid (Elf)
Init + 3; Senses Low-Light Vision; Perception + 6
AC 17, touch 13, flat-footed 14 (+ 4 armor, + 3 Dex)
hp 25 (5d6)
Fort + 1, Ref + 4, Will + 5
Immune sleep; Resist Elven Immunities
Spd 30 ft.
Melee Unarmed Strike + 1 (1d3 – 1/20/x2)
Wizard Spells Known (CL 5, 1 melee touch, 5 ranged touch):
3 (2/day) Clairaudience/Clairvoyance, Fireball (DC 17), Fireball (DC 17)
2 (3/day) Detect Thoughts (DC 16), Invisibility, Magic Missile, Still, Gabal’s Superior Missile
1 (4/day) Protection from Evil, Magic Missile, Magic Missile, Shield, Comprehend Languages
0 (at will) Ray of Frost, Light, Detect Magic, Prestidigitation (DC 14)
Str 8, Dex 16, Con 10, Int 18, Wis 13, Cha 10
Base Atk + 2; CMB + 1; CMD 14
Feats Combat Casting, Elven Weapon Proficiencies, Improved Counterspell, Scribe Scroll, Still Spell, Wizard Weapon Proficiencies
Skills Appraise + 11, Bluff + 5, Fly + 11, Knowledge: Arcana + 12, Knowledge: The Planes + 12, Perception + 6, Spellcraft + 12
Languages Celestial, Common, Draconic, Elven, Gnome, Sylvan
SQ Bonded Object: Hand of the Mage (1/day) (Sp), Elven Magic, Enchantment, Evocation, Force Missile (7/day) (Sp), Intense Spells + 2 (Su), Necromancy
Combat Gear Mithral Chain Shirt; Other Gear Hand of the Mage, Silversheen (2), Spell component pouch, Spellbook, wizard’s (blank)
Bonded Object: Hand of the Mage (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Elven Immunities + 2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to Sleep effects.
Elven Magic + 2 racial bonus on caster checks to overcome spell resistance. + 2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (7/day) (Sp) Magic Missile hits for 1d4 + 2
Improved Counterspell Use a spell of the same school 1 + levels higher to Counterspell.
Intense Spells + 2 (Su) + 1/2 wizard level to spell damage (minimum + 1).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Still Spell You can cast a spell with no somatic components. + 1 Level.