STR DEX CON INT WIS CHA HP AC: Auor Anealimon
STR DEX CON INT WIS CHA HP AC: Auor Anealimon
STR DEX CON INT WIS CHA HP AC: Auor Anealimon
None
REGION
Chaotic Good
ALIGNMENT
Ranger 4, Sorcerer 1
CLASS
Elf
RACE
Medium
SIZE
6' 4"
HEIGHT EYES
SUBDUAL DAMAGE
136 lbs.
WEIGHT HAIR
DAMAGE REDUCTION
Low-Light
VISION POINTS SPEED
5
Character Level
ABILITY NAME
15000 / 23000
EXP / NEXT LEVEL
PENALTY ABILITY EQUIPPED ABILITY ABILITY SCORE SCORE MODIFIER DAMAGE
131
AGE
Male
GENDER
WOUNDS/CURRENT HP
STR
Strength
13 21
+1 +5 +2 +5 +2 +1
TOTAL
BASE SAVE ABILITY MAGIC
hit points
HP
50 19
TOTAL :
Walk 30 ft.
DEX
Dexterity Constitution
AC
armor class
14
FLAT
15
TOUCH
10
BASE
4
ARMOR BONUS
0
SHIELD BONUS
5
STAT
0
SIZE
0
NATURAL ARMOR
0
DEFLECTION
0
DODGE
0
MISC MISS CHANCE
15
+0
0
SPELL RESIST
CON 14 INT 20
Intelligence
INITIATIVE
modifier
+9
TOTAL
+5
DEX MODIFIER
+4
MISC MODIFIER
TOTAL SKILLPOINTS: 51
SKILLS
KEY ABILITY SKILL MODIFIER ABILITY MODIFIER
SKILL NAME
WIS
Wisdom
14 13
BASE ATTACK
bonus
+4
Conditional Modifiers +2 vs. enchantment spells and effects
CHA
Charisma
SAVING THROWS
MISC
EPIC
TEMP
FORTITUDE
(constitution)
+6 +9 +5
= = =
+4 +4 +3
+ + +
+2 +5 +2
= = =
+ + +
+0 +0 +0
+ + +
+0 +0 +0
+ + +
+0 +0 +0
+ + +
+ + +
SIZE MISC EPIC TEMP
REFLEX
(dexterity)
WILL
(wisdom)
TOTAL
STAT
MELEE
attack bonus
+5 +9 +5
GRAPPLE TRIP
+4 +4 +4
DISARM
+1 +5 +1
+ + +
+0 +0 +0
+5
+ + +
+0 +0 +0
+ + +
+0 +0
+ + +
RANGED
attack bonus
CMB
attack bonus
Handle Animal Heal Intimidate Knowledge (Arcana) Knowledge (Dungeoneering) Knowledge (Geography) Knowledge (Nature) Perception Ride Spellcraft Spellcraft (Identify magic item) Stealth Survival Survival (Follow or identify tracks) Use Magic Device
CHA WIS CHA INT INT INT INT WIS DEX INT INT DEX WIS WIS CHA
8 9 8 11 12 12 12 12 12 13 15 13 9 11 5
= = = = = = = = = = = = = = =
1 2 1 5 5 5 5 2 5 5 5 5 2 2 1
+ + + + + + + + + + + + + + +
4 4 4 3 4 4 4 5 4 5 [5] 5 4 [4] 1
+ + + + + + + + + + + + + + + + +
3 3 3 3 3 3 3 5 3 3 5 3 3 5 3
SUNDER
Offense Defense
+5
+5
+5
+5 20
CRITICAL
+5 20
5 ft.
20
20
20
HAND
20
TYPE SIZE
REACH
Both
P
330 ft.
20/x3
440 ft.
TH Dam
+12 1d8+3
+11 1d8+2
+9 1d8+2
HAND
+7 1d8+2
TYPE SIZE
+5 1d8+2
CRITICAL REACH
Special Properties
Rapier +1
To Hit
1H-P 1H-O 2H
Carried
Dam
P +0 +2 -4
M
To Hit
18-20/x2
5 ft.
Dam
+6 +2 +6
Special Properties
*: weapon is equipped 1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
*Leaf Armor +1
Light
+4
+5
+0
15
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Oct 28, 2011 at 4:05:04 PM
Page 1
EQUIPMENT
ITEM
Special Qualities
QTY 5 WT COST 3.0 1.0 (5.0) (15.0) Animal Companion (Ex) You form a close bond with an animal companion. Bloodline Arcana [Paizo Publishing - Core Rulebook, p.51]
Arrows (20)
ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt ttttt
LOCATION Equipped
Leaf Armor +1
(Masterwork Studded Leather), (Studded Leather +1)
Equipped Equipped
1 1
20.0 3.0
1175.0 2500.0
Rapier +1
TOTAL WEIGHT CARRIED/VALUE
Carried
2.0
2320.0
40 lbs. 6000.0 gp
WEIGHT ALLOWANCE
Light 50 Lift over head 150 Medium 100 Lift off ground 300 Heavy 150 Push / Drag 750
LANGUAGES
Common, Elven
Special Attacks
Favored Enemy (Humanoid (Goblinoid)) (Ex) [Paizo Publishing - Core Rulebook, p.64] You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
[Paizo Publishing - Core Rulebook, p.74] Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your saving throws for 1 round. Cantrips [Paizo Publishing - Core Rulebook, p.71] You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. Destined Bloodline [Paizo Publishing - Core Rulebook, p.74] Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of its origin, you have a great future ahead of you. Elven Immunities (Ex) [Paizo Publishing - Core Rulebook, p.22] Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic (Ex) [Paizo Publishing - Core Rulebook, p.22] Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Favored Terrain (Forest) (Ex) [Paizo Publishing - Core Rulebook, p.65] You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked. Keen Senses (Ex) [Paizo Publishing - Core Rulebook, p.22] Elves receive a +2 bonus on Perception skill checks. Touch of Destiny (Su) [Paizo Publishing - Core Rulebook, p.74] You can touch a creature as a standard action to give it a +1 insight bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 4 times a day. Track (Ex) [Paizo Publishing - Core Rulebook, p.64] You gain +2 to Survival checks made to follow or identify tracks. Weapon Familiarity (Ex) [Paizo Publishing - Core Rulebook, p.22] Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. Wild Empathy (Ex) [Paizo Publishing - Core Rulebook, p.50/64] You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Oct 28, 2011 at 4:05:04 PM
Page 2
Feats
Arcane Strike [Paizo Publishing - Core Rulebook, p.118] As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Improved Initiative [Paizo Publishing - Core Rulebook, p.127] You get a +4 bonus on initiative checks. Weapon Focus (Longbow) [Paizo Publishing - Core Rulebook, p.136] You gain a +1 bonus on all attack rolls you make using the selected weapon. Armor Proficiency, Light [Paizo Publishing - Core Rulebook, p.118] When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Armor Proficiency, Medium [Paizo Publishing - Core Rulebook, p.118] When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Endurance [Paizo Publishing - Core Rulebook, p.112] You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Martial Weapon Proficiency Output [Paizo Publishing - Core Rulebook, p.130] You make attack rolls with all your martial weapons normally (without the non-proficient penalty). Shield Proficiency [Paizo Publishing - Core Rulebook, p.133] When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills. Simple Weapon Proficiency [Paizo Publishing - Core Rulebook, p.133] You make attack rolls with simple weapons without penalty. Eschew Materials (Granted) [Paizo Publishing - Core Rulebook, p.123] You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Point-Blank Shot (Granted) [Paizo Publishing - Core Rulebook, p.131] You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
PROFICIENCIES
Axe (Throwing), Bardiche, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Cestus, Chakram, Club, Crossbow (Heavy), Crossbow (Light), Curve Blade (Elven), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Lucern Hammer, Mace (Heavy), Mace (Light), Morningstar, Pick (Heavy), Pick (Light), Pilum, Quarterstaff, Ranseur, Rapier, Rock, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Stake, Starknife, Sword (Bastard), Sword (Short), Sword Cane, Trident, Unarmed Strike, Waraxe (Dwarven), Warhammer
TEMPLATES
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Oct 28, 2011 at 4:05:04 PM
Page 3
Ranger Spells
LEVEL PER DAY Concentration 0 Ranger 1 1 2 3 4
LEVEL 1
Name Save Information SR: No DC: 13, None; see text SR: Yes DC: 13, Fortitude negates (harmless) SR: Yes (harmless)
ttttt Alarm
School: Abjuration Effect: Alarm creates a subtle ward on an area you select.
Target: 20-ft.-radius emanation centered on a point in space 1 minute 1 day/level Close (25 ft.)
V, S, M Caster Level: 1
PFCR: p.241
PFAPG: p.202
PFAPG: p.203
V, S, DF Caster Level: 1
PFAPG: p.209
Target: one animal whose CR is equal or less than 1 1 standard action 1 minutes Close (25 ft.)
V, S Caster Level: 1
PFCR: p.252
School: Enchantment (Compulsion) [Mind-Affecting] SR: Yes Effect: This spell soothes and quiets animals, rendering them docile and harmless. DC: 13, Will negates Charm Animal School: Enchantment (Charm) [Mind-Affecting] SR: Yes Effect: This spell functions like charm person, except that it affects a creature of the animal type. DC: 13, Will negates (harmless) Cloak of Shade School: Abjuration Effect: Reduces effects of sun exposure and heat. SR: Yes (harmless)
Target: Animals within 30 ft. of each other 1 standard action Target: One animal 1 standard action 1 hours [D] Touch 1 hours Close (25 ft.)
V, S Caster Level: 1
PFCR: p.254
Target: one creature per level 1 standard action 1 hours [D] Touch
V, S, M (a leaf from a PFAPG: p.211 shade tree) Caster Level: 1 V, S, F (a lantern) Caster Level: 1 PFAPG: p.214
V, S, DF Caster Level: 1
PFCR: p.265
Target: Creature touched 1 standard action concentration, up to 10 minutes [D] Long (440 ft.)
V, S Caster Level: 1
PFAPG: p.215
Target: cone-shaped emanation 1 standard action Concentration, up to 10 minutes [D] Long (440 ft.)
V, S Caster Level: 1
PFCR: p.266
School: Divination SR: No Target: Cone-shaped emanation Effect: You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. 1 standard action Instantaneous Detect Poison School: Divination SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Target: Or Area one creature, one object, or a 5-ft. cube 1 standard action Concentration, up to 10 minutes [D]
V, S Caster Level: 1
PFCR: p.268
60 ft.
V, S Caster Level: 1
PFCR: p.268
School: Divination SR: No Target: Cone-shaped emanation Effect: You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. DC: 13, Will negates (harmless) 1 standard action 24 hours Endure Elements School: Abjuration SR: Yes (harmless) Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. DC: 13, Reflex partial; see text Entangle Target: Creature touched 1 standard action 1 minutes [D]
Touch
V, S Caster Level: 1
PFCR: p.277
V, S, DF Caster Level: 1
PFCR: p.278
School: Transmutation SR: No Target: Plants in a 40-ft.-radius spread Effect: This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area. DC: 13, Fortitude negates (harmless) 1 standard action 10 minutes Feather Step School: Transmutation Effect: Ignore movement penalty in difficult terrain. SR: Yes Target: one creature 1 standard action SR: Target: You 1 standard action SR: DC: 13, Will negates (harmless) SR: Yes DC: 13, Will negates Spell Resistance none SR: DC: 13, Will negates (harmless) Target: You 1 standard action 10 minutes [D] 1 minutes [D] until landing or 1 minutes [D]
V, S Caster Level: 1
PFAPG: p.221
ttttt Glide
School: Transmutation Effect: You take no falling damage, move 60 ft./round while falling.
Personal
PFAPG: p.225
Personal
V, S Caster Level: 1
PFAPG: p.226
Touch
S, DF Caster Level: 1
PFCR: p.296
V, S Caster Level: 1
PFAPG: p.228
V, S, M Caster Level: 1
PFCR: p.303
School: Transmutation SR: Yes Target: Creature touched Effect: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. DC: 13, Will negates (harmless) 1 standard action 1 minutes [D] Keen Senses School: Transmutation Effect: Subject gains +2 Perception, low-light vision. SR: Yes (harmless) Target: creature touched 1 standard action SR: Target: touch 1 standard action Target: You 1 standard action 1 minutes 1 hours [D] 1 minutes [D]
Touch
PFAPG: p.230
Personal
PFAPG: p.230
ttttt Longstrider
School: Transmutation SR: Effect: This spell gives you a +10 foot enhancement bonus to your base speed. DC: 13, Will negates (harmless) Magic Fang
Personal
V, S, M Caster Level: 1
PFCR: p.305
ttttt ttttt
Touch
V, S, DF Caster Level: 1
PFCR: p.308
School: Transmutation SR: Yes (harmless) Target: Living creature touched Effect: Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. DC: 13, Fortitude negates 1 standard action 1 hours [D] Negate Aroma School: Transmutation SR: Yes Target: 1 creatures or objects touched * =Domain/Speciality Spell PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen on Oct 28, 2011 at 4:05:04 PM
Page 4
Ranger Spells
Effect: Subject cannot be tracked by scent.
1 standard action
1 hours [D]
Touch
V, S, DF Caster Level: 1
PFCR: p.318
School: Transmutation SR: Yes (harmless) Effect: The subject or subjects of this spell do not leave footprints or a scent trail while moving.
V, S, F Caster Level: 1
PFCR: p.330
School: Divination SR: Target: You Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. 1 minute Residual Tracking School: Divination Effect: Tell creature's appearance by footprint. SR: No DC: 13, Fortitude negates (harmless)
Instantaneous
Touch
PFAPG: p.238
PFCR: p.334
School: Abjuration SR: Yes (harmless) Target: Creature touched Effect: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. 1 standard action 1 minutes Speak with Animals School: Divination SR: Target: You Effect: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. 1 round Summon Nature's Ally I
Personal
V, S Caster Level: 1
PFCR: p.346
1 rounds [D]
V, S, DF Caster Level: 1
PFCR: p.354
School: Conjuration (Summoning) SR: No Target: One summoned creature Effect: This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant]. 1 standard action 1 hours [D] Tireless Pursuit School: Transmutation Effect: Ignore fatigue while hustling. SR: Target: You * =Domain/Speciality Spell
Personal
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen on Oct 28, 2011 at 4:05:04 PM
Page 5
Sorcerer Spells
LEVEL KNOWN PER DAY Concentration 0 4 at will Sorcerer 1 2 4 2 3 4 5 6 7 8 9
LEVEL 0
Name
Duration Instantaneous
School: Necromancy SR: Yes Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. SR: No DC: 11, See text
Target: One living creature 1 standard action Target: Object touched 1 standard action Target: See text 1 standard action Target: Ray Instantaneous Close (25 ft.) 1 hour 10 ft. 10 minutes Touch
PFCR: p.304
PFCR: p.325
School: Universal SR: No Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. School: Evocation [Cold] SR: Yes Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
PFCR: p.330
LEVEL 1
Name
Range Touch
School: Conjuration (Creation) [Force] SR: No Target: Creature touched Effect: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. 1 standard action Instantaneous Magic Missile
V, S Caster Level: 1
PFCR: p.309
School: Evocation [Force] SR: Yes Target: Up to five creatures, no two of which can be more than 15 ft. apart Effect: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. * =Domain/Speciality Spell
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen on Oct 28, 2011 at 4:05:04 PM
Page 6