Fëonir of the Bëonir lineage


Table of Contents:

  1. Personal
  2. Miscellaneous
  3. Feats
  4. Traits
  5. Abilities
  6. Skills
  7. Combat
  8. Saves
  9. Weapons
  10. Spells
  11. Equipment
  12. Notes

Personal
Level 5 / 20
5 / 20
Experience 17700 / 23000
17700 / 23000 5300 to go
Class Arcane Sorcerer
Race Elf
Deity Atheist
Gender Male
Lineage Bëonir
Hometown Hope’s Hollow
Alignment Chaotic Good
Age 124 years
Height 185 cm / 6' 1"
Weight 53 kg / 117 lb

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Miscellaneous
Reach 5 feet
Speed 30 feet
Size Medium
Languages 1. Common
2. Draconic
3. Dwarven
4. Elven
5. Infernal (Planar)
• Elf Racial Language

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Feats (5)
  • Magical Aptitude
  • Craft Wondrous Item
  • Persistent Spell
  • Eschew Materials
  • Simple Weapon Proficiency
Magical Aptitude You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Craft Wondrous Item You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken or destroyed wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
Persistent Spell Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.
Eschew Materials 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.
Simple Weapon Proficiency You make attack rolls with simple weapons without penalty.
• Sorcerer Class Feat • Metamagic Feat

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Traits (9)
  • Theoretical Magician
  • Elven Immunities
  • Elven Magic
  • Keen Senses
  • Low-Light Vision
  • Weapon Familiarity
  • Bloodline Arcana
  • Arcane Bond
  • Metamagic Adept
Theoretical Magician You gain a + 2 trait bonus on Spellcraft checks, or a + 3 bonus if you aren’t a spellcaster.
Elven Immunities You are immune to magic sleep effects and gain a + 2 racial saving throw bonus against enchantment spells and effects.
Elven Magic You receive a + 2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a + 2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses You receive a + 2 racial bonus on Perception skill checks.
Low-Light Vision You can see twice as far as humans in conditions of dim light.
Weapon Familiarity You are proficient with the Longsword, Rapier, Longbow (including Composite Longbow), and Shortbow (including Composite Shortbow).
Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by + 1.
Arcane Bond At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).
Metamagic Adept You can apply any one Metamagic Feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by Arcane Apotheosis.
• Elf Racial Trait • Arcane Bloodline Trait

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Abilities Abilities
Rolled R / P / T Final Total Modifier
Strength 7 + 0 / + 0 / + 0 7 7 + 0 − 2
Dexterity 8 + 2 / + 0 / + 0 10 10 + 0 + 0
Constitution 10 − 2 / + 2 / − 2 8 10 − 2 − 1
Intelligence 10 + 2 / + 0 / + 0 12 12 + 0 + 1
Wisdom 11 + 0 / + 0 / + 0 11 11 + 0 + 0
Charisma 15 + 0 / + 1 / + 0 16 16 + 0 + 3
• Elf Ability Score Trait

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Skills
Modifier Competence Rank Total
Acrobatics DEX + 0 + 0
Appraise INT + 1 + 1
Artistry INT + 1 + 1
Bluff CHA + 3 + 3 2 + 8
Climb STR − 2 − 2
Craft (alchemy) INT + 1 + 3 1 + 5
Craft (food and drinks) INT + 1 + 3 1 + 5
Diplomacy CHA + 3 + 3
Disguise CHA + 3 + 3
Escape Artist DEX + 0 + 0
Fly DEX + 0 + 0
Handle Animal CHA + 3 4 + 7
Heal WIS + 0 + 0
Intimidate CHA + 3 + 3 1 + 7
Knowledge (arcana) INT + 1 + 3 1 + 5
Knowledge (nature) INT + 1 + 3 1 + 5
Linguistics INT + 1 2 + 3
Lore ? INT + 1
Perception WIS + 0 + 2 1 + 3
Perform (buffoonery) CHA + 3 1 + 4
Profession ? WIS + 0
Ride DEX + 0 + 0
Sense Motive WIS + 0 + 0
Sleight of Hand DEX + 0 1 + 1
Spellcraft INT + 1 + 7 5 + 13
Stealth DEX + 0 + 0
Survival WIS + 0 + 0
Swim STR − 2 − 2
Use Magic Device CHA + 3 + 5 4 + 12
• Trained-Only Skill • Sorcerer Class Skill • Arcane Bloodline Skill

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Combat
Hitpoints 22 / 22
22 / 22
Initiative ? + 0
AC ? 16 • 16 Touch • 16 Flat
Melee AB ? + 0
Ranged AB ? + 2
CMB ? + 0
CMD ?10 • 10 Flat
Concentration ? + 8
Spell Save DC ? 13 + Spell Level
Effects 1. Mage Armor
2. Protection from Evil

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Saves
Fortitude ? + 2
Reflex ? + 3
Will ? + 6
• Trained

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Weapons (6)
Range Type(s) Special Attack Damage Critical
Unarmed Strike 5 ft. Bludgeoning Nonlethal + 0 1d3 dmg.
20 for
Masterwork Crossbow, Light 80 ft. Piercing + 3 1d8 dmg.
19–20 for
Longspear 5 ft. Piercing Brace, Reach + 0 1d8 dmg.
20 for
Masterwork Bolas 10 ft. Bludgeoning Nonlethal, Trip + 3 1d4 dmg.
20 for
+ 1 Animal-Bane Crossbow, Heavy 120 ft. Piercing + 3 1d10 + 1 dmg.
19–20 for
+ 1 Defending Mithril Rapier 5 ft. Piercing Finesse + 1 1d6 + 1 dmg.
18–20 for
• Equipped • Masterwork Quality • Magical Quality

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Spells (24) Spells (12 + 2 + 2 + 4 + 2 + 2)
Level Name Casting Time Range Duration Damage / DCs Components
0 0 Acid Splash Standard1 Standard Action 35 ft. Close Instantaneous Instantaneous Instantaneous
+ 2 Ranged Touch
1d3 + 1 Acid dmg.
V, S

Orb deals 1d3 acid damage.

0 0 Detect Magic Standard1 Standard Action 60 ft.
Cone
60 ft. Emanation Cone up to 5 min. Up to 1 min. / Level
Concentration
Dismissable
Emanation
Up to 1 min. / Level Concentration Dismissable V, S

Detects spells and magic items within 60 ft.

0 0 Oath Of Anonymity Standard1 Standard Action Personal Personal 50 min. 10 min. / Level 10 min. / Level V

This spell provides you with a + 10 bonus on Disguise checks to conceal your identity, but not on checks to impersonate anyone in particular.

0 0 Prestidigitation Standard1 Standard Action 10 ft. 10 ft. 1 hrs. 1 hrs. 1 hrs. V, S

Performs minor tricks.

0 0 Ghost Sound Standard1 Standard Action 35 ft. Close up to 5 rds. Up to 1 Round / Level
Dismissable
Up to 1 Round / Level Dismissable
13+ Will (Disbelief)
V, S, M (a bit of wool or a small lump of wax)

Figment sounds.

0 0 Message Standard1 Standard Action 150 ft. Medium 50 min. 10 min. / Level 10 min. / Level V, S, F (a piece of copper wire)

Whisper conversation at distance.

1 1 Color Spray Standard1 Standard Action 15 ft.
Cone
15 ft. Cone Instantaneous Instantaneous Instantaneous
14+ Will (Disbelief)
Resistance
V, S, M (red, yellow, and blue powder or colored sand)

Knocks unconscious, blinds, and/or stuns weak creatures.
1–2 HD → Unconscious, Blinded, Stunned for 2d4; Blinded, Stunned for 1d4; Stunned for 1
3–4 HD → Blinded, Stunned for 1d4; Stunned for 1
5+ HD → Stunned for 1

1 1 Mage Armor Standard1 Standard Action Touch Touch up to 5 hrs. Up to 1 hrs. / Level
Dismissable
Up to 1 hrs. / Level Dismissable
14+ Will (Harmless)
V, S, F (a piece of cured leather)

Gives subject +4 armor bonus.

1 1 Silent Image Standard1 Standard Action 600 ft. Long
Concentration
Concentration
14+ Will (Disbelief)
V, S, F (a bit of fleece)

Creates minor illusion of your design.

1 1 Magic Missile Standard1 Standard Action 150 ft. Medium Instantaneous Instantaneous Instantaneous
Bypass Attack Roll
3d4 + 3 Force dmg.
Resistance
V, S

1d4+1 damage; +1 missile per two levels above 1st (max 5).

1 1 Identify Standard1 Standard Action 60 ft.
Cone
60 ft. Cone up to 15 rds. Up to 3 Rounds / Level
Dismissable
Up to 3 Rounds / Level Dismissable V, S, M (wine stirred with an owl's feather)

Gives +10 bonus to identify magic items.

2 2 Levitate Standard1 Standard Action Personal or 35 ft.
Willing
Personal or Close Willing up to 5 min. Up to 1 min. / Level
Dismissable
Up to 1 min. / Level Dismissable V, S, F (a leather loop or golden wire bent into a cup shape)

You or one willing creature or one object (up to 100 lb. / Level) moves up and down at your direction.

2 2 Glitterdust Standard1 Standard Action 150 ft.
10-ft.-Radius
Medium Spread 10-ft.-Radius 5 rds. 1 Round / Level
Spread
1 Round / Level
15+ Will
V, S, M (ground mica)

Blinds creatures, outlines invisible creatures.

2 2 Invisibility Standard1 Standard Action Personal or Touch Personal or Touch up to 5 min. 1 min. / Level
Dismissable
1 min. / Level Dismissable
15+ Will (Disbelief, Harmless/Object)
Resistance
V, S, M / DF (an eyelash encased in gum arabic)

Subject is invisible for 1 min. / Level or until it attacks.

1 R 8+ 1 Cure Light Wounds Standard1 Standard Action Touch Touch Instantaneous Instantaneous Instantaneous
14+ Will (Harmless, Halved)
1d8 + 1 hp.
Resistance
1 charge
Arcane Bond
V, S

Cures 1d8 damage + 1 / Level (max +5).

5 ↯ 5 Break Enchantment 1 min.1 min. 35 ft. Close Instantaneous Instantaneous Instantaneous
8 charges
V, S

Frees subjects from enchantments, transmutations, and curses.

1 ↯ 1 Erase Standard1 Standard Action 35 ft. Close Instantaneous Instantaneous Instantaneous
3 scrolls
V, S

Mundane or magical writing vanishes.

3 ↯ 3 Clairaudience/Clairvoyance 10 min.10 min. 600 ft. Long Magical Sensor up to 5 min. 1 min. / Level
Dismissable
Magical Sensor
1 min. / Level Dismissable
2 scrolls
V, S, F / DF (a small horn or a glass eye)

Hear or see at a distance for 1 min. / Level.

3 ↯ 3 Dispel Magic Standard1 Standard Action 150 ft.
One Spellcaster/Creature/Object
Medium One Spellcaster/Creature/Object Instantaneous Instantaneous Instantaneous
2 scrolls
V, S

Cancels one magical spell or effect.

4 ↯ 4 Scrying 1 hrs.1 hrs. Varies Varies Magical Sensor 5 min. 1 min. / Level
Magical Sensor
1 min. / Level
17+ Will
Resistance
1 scroll
V, S, M / DF (a pool of water), F (a silver mirror worth 1,000 gp)

Spies on subject from a distance.

1 ↯ 1 Monkey Fish Standard1 Standard Action Personal Personal up to 5 min. 1 min. / Level
Dismissable
1 min. / Level Dismissable
1 potion
V, S

Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load.

2 ↯ 2 Cure Moderate Wounds Standard1 Standard Action Touch Touch Instantaneous Instantaneous Instantaneous
15+ Will (Harmless, Halved)
2d8 + 2 hp.
Resistance
1 potion
V, S

Cures 2d8 damage + 1 / Level (max +10).

3 ↯ 3 Searing Light Standard1 Standard Action 150 ft.
Ray
Medium Ray Instantaneous Instantaneous Instantaneous
+ 2 Ranged Touch
3d8 Glory/Sun dmg.
Resistance
Activation (Used)
V, S

Ray deals 1d8/two levels damage (more against undead).

3 ↯ 5 Lightning Bolt Standard1 Standard Action 120 ft.
Line
120 ft. Line Instantaneous Instantaneous Instantaneous
14+ Reflex (Halved)
5d6 Electricity dmg.
Resistance
Activation (1×)
V, S, M (fur and a glass rod)

Electricity deals 1d6 / Level damage.

• Arcane Bloodline • Wands • Scrolls • Potions • Magical Item • R n+ = Roll UMD • ↯ = No check needed
Level 0:
per day
Level 1:
7 / 7 per day
Level 2:
5 / 5 per day
Arcane Bond :
Any Level 1–2 Spell
Wand Uses :
9
1,8
Scrolls :
8
2,2,3,1
Potions :
2
1,1
Magical Item Uses :

Typically each can be used once daily.

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Equipment (66)
Money 0 pp — 661 gp — 9 sp — 0 cp
Gear
  • Artisan’s Outfit
  • Backpack
  • Bedroll
  • Belt Pouch
  • Belt of Mighty Constitution (I )
  • Bloodstone × 6
  • Bolts, Acid × 1
  • Bolts, Crossbow × 10
  • Bolts, Mithral-tipped × 60
  • Bolts, Silver-tipped × 10
  • Book, Drowned Jabe and His Miserable Brothers and Sisters
  • Book, The Shipwreck of Captain Kirin
  • Caltrops × 2
  • Chelish Crux
  • Chelish Noble Identity Papers
  • Chess set gifted from Taldor to Cheliax in 4315 AR
  • + 1 Animal-Bane Crossbow, Heavy
  • Crown of Blasting, Minor
  • Elven Trail Rations × 5
  • Expired Opera Ticket × 2
  • Flask of Acid × 2
  • Flint and Steel
  • Fortune Cookie × 13
  • Ink, black
  • Inkpen
  • Ioun Stone, Dusty Rose Prism
  • Javelin of Lightning
  • Keyring
  • Leather Armor (I )
  • Lens of Detection
  • Longspear
  • Luckstone
  • Masterwork Bolas
  • Masterwork Crossbow, Light
  • Mess Kit
  • Pair of Chopsticks
  • Parchment × 10
  • Pipes of Sounding
  • Pot
  • Potion of Cure Moderate Wounds
  • Potion of Monkey Fish
  • Efficient Quiver
  • + 1 Defending Rapier, Mithril
  • Ring of Protection (II )
  • Ring of Swimming
  • Rubed Golden Bell
  • Scroll of Clairaudience/Clairvoyance × 2
  • Scroll of Dispel Magic × 2
  • Scroll of Erase × 3
  • Scroll of Scrying
  • Silver Symbol of Shelyn
  • Silver Whistle
  • Smokestick
  • Soap
  • The Morrowfall
  • Tindertwig
  • Torch
  • Travel Cake Mix
  • Vial of Truecolor Dye × 6
  • Wand of Break Enchantment (8)
  • Wand of Cure Light Wounds (1)
  • Waterproof Hooded Lantern
  • Waterskin
  • Wayfinder
  • Wooden Coins of the Bastards of Erebus × 9
  • Wrist Sheath, Spring-loaded
Artisan’s Outfit

Artisan’s clothing is well made from simple but durable cloth, appropriate for those who must work in various specialised and often manual trades, such as baking, carpentry, and other middleclass professions.

Backpack

This leather knapsack has one large pocket that closes with a buckled strap. This one has two smaller pockets on the sides.

Bedroll
Belt Pouch

This belt pouch is crafted of soft leather.

+ 1 Belt of Mighty Constitution (I )
Bloodstone × 6
Bolts, Acid × 1
Bolts, Crossbow × 10
Bolts, Mithral-tipped × 60
Bolts, Silver-tipped × 10
Book, Drowned Jabe and His Miserable Brothers and Sisters
Book, The Shipwreck of Captain Kirin
Caltrops × 2
Chelish Crux

Cayden Cailean (Mug), Asmodeus (Pentagram), Gozreh (Leaf), Nethys (Mask)

Chelish Noble Identity Papers
Chess set gifted from Taldor to Cheliax in 4315 AR
+ 2 + 2 Animal-Bane Crossbow, Heavy
Crown of Blasting, Minor

On command, this simple golden crown projects a blast of Searing Light once per day.

Elven Trail Rations × 5
Expired Opera Ticket × 2
Flask of Acid × 2
Flint and Steel
Fortune Cookie × 13
Ink, black
Inkpen
Ioun Stone, Dusty Rose Prism
Javelin of Lightning
Keyring
+ 1 Leather Armor (I )
Lens of Detection
Longspear
Luckstone
Masterwork Bolas
Masterwork Crossbow, Light
Mess Kit
Pair of Chopsticks
Parchment × 10
Pipes of Sounding
Pot
Potion of Cure Moderate Wounds
Potion of Monkey Fish
+ 1 Efficient Quiver (I )
+ 2 + 2 Defending Rapier, Mithril
+ 2 Ring of Protection (II )
Ring of Swimming
Rubed Golden Bell
Scroll of Clairaudience/Clairvoyance × 2
Scroll of Dispel Magic × 2
Scroll of Erase × 3
Scroll of Scrying
Silver Symbol of Shelyn
Silver Whistle
Smokestick
Soap
The Morrowfall
Tindertwig
Torch
Travel Cake Mix
Vial of Truecolor Dye × 6
Wand of Break Enchantment
8 charges remaining.
Wand of Cure Light Wounds (Arcane Bond)
1 charges remaining.
Waterproof Hooded Lantern
Waterskin
Wayfinder
Wooden Coins of the Bastards of Erebus × 9
Wrist Sheath, Spring-loaded
🗡 Melee 🏹 Ranged 🧱 Ammunition ⚡️ Damage 💊 Heal ✨ Magical 💪 Equipped 💉 Arcane Bond

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Notes

After sneaking out of his home on the outskirts of Cassomir in Taldor, Fëonir made his way to one of the city’s many ports, where he bargained his way onto a ship. There he was the sous chef in a team of two cooks for several weeks as the riches-laden ship made it was out into the Great Sea and eventually found its way in the opulent ports of Westcrown, the capital of the Cheliax region. The rest is history.

Inventions:

  • First “Electric” (Arcana) Lyre
  • “Memory” Foam

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