air magic muddafucka Aeria Regalia born may 23rd
Traits: _Loremaster_Some elves are steeped in lore older than most civilizations. They gain a +2 racial bonus on Knowledge (history), Knowledge (local), and Spellcraft checks. This racial trait replaces elven magic and keen senses
fleet footedWhile all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
str 20+5 209 hp 50 per lvl
dex 24+7 22 ac= 10+1 (AR)4 nat
int 20+5 touch21 Flat 15
wis 22 3
bab 3 grap+8
Use magic device 14
auto hypnosis 14+5
craft (sewing) 14
Craft wood working 9
comp long bow (40 arrows)
alchemist arrows (2)
essence of mint
essence of lavender
10 pound bag of charcoal
pound of salt
six pouches of sulfur
twenty shafts, a leather quiver, 10 cold iron arrowheads, 5 silver arrowheads, and 5 adamantine arrowheads (new cost 5 sp)
Elven, Common, Dwarven, Orcish, Draconic, Celestial, Abyssal.
class bonus feats/abilities:
truename research= +2 discover someone or something else’s truename.
See the named:make a truespeak check to see someone whose truename i know for one round. there is no save. (1/day)
bonus recitation feat: recitation of the Fortified state: gaim natral armour while using a total defense action(bonus armor = one third my level, lasts at least till next round, or for every round while taking a total defense action for one minute.)
recitation of the sanguine state (remove poison)
Recitation of the Vital State (rid disease)
Lexicon of the evolving mind: 1st-4th (known: 11)
1)inertia surge: grants freedom of movement or roots an enemy to the ground and prevents it from moving.
2)speed of the zephyr: subjects speed increases by 20, and can run up walls, or foes speed is reduced by ten
3)Vision sharpened: subject can see invisibility, or becomes invisible.
4)seek the sky: creature gains ability to fly[leaves a red stream], or force a flying creature down to the ground gradually [rate of 60 feet per round].
5) Strike of might:targets next weapon damage roll deals +10 damage , or targets next roll deals -5 damage (min of 0)
6)energy negation grant energy resist 10 if one type of energy, or deal energy damage to a foe
7) hidden truth: grant creature +10 on knowledge check, or a +10 on bluff
8)Archers eye: target can ignore concealment with ranged attacks, or protection from arrows to target ally
9) defensive edge:grants ally +1 ac or enemy -1ac
10) Word of nurturing Give ally fast healing 10 or deal 6d6 damage each round for 2 rounds
11) Breath of Cleansing
12)incarnation of Angels
lexicon of the crafted tool:1st-3rd (known: 4)
1)Fortify armour: make a creature’s armor negate crits and sneak attacks.
2)Analyze item: discern properties of magic on an item and their effects.
3)keen weapon: double on object threat range.
lexicon of the Perfected Map: 2nd (known: 3)
1) Shield of the landscape: You bend reality and the environment around you to provide cover and concealment for all allies in a 20 ft x 20 ft x 20 ft cube. Objects twist and bend to get in the way of attacks, tall grass covers more effectively, and other benefits occur. Allies benefits from cover when adjacent to any object one size smaller or larger (beyond the equipment of the creature in question.) When they would normally benefit from cover, they instead benefit from total cover.
In addition, when granted concealment from environmental effects (such as darkness, but not a blur spell), they instead benefit from total concealment.
Reverse: You cause the environment to move out of the way and prevent creature’s from finding cover and concealment. Opponents gain no benefit from cover, and total cover is reduced to normal cover. In addition, they do not benefit from concealment from environmental effects (as above), and total concealment becomes normal concealment.
3)Energy Vortex: You draw in a surge of elemental energy, which collapses all in one spot and draws opponents in with it. All creatures in a 20 ft radius spread take 1d6 points of energy damage per level (maximum 10d6, either acid, cold, electricity, or fire chosen on casting) and are drawn into the center of the effect as close as possible. This movement does not provoke attacks of opportunity. A successfully Reflex save halves the damage and negates the movement. The area of effect lasts for 1 round, any creature moving into the area is subject to damage and being drawn in. You can choose to have a hole in the center of the effect, allowing you to cast it on yourself or an ally without injuring them.
Reverse: Rather than draw creatures in, you push them out. On a failed Reflex save they are flung to the edges of the area of effect. This movement does not provoke attacks of opportunity.