Cerein Longmeadow

Elven Mage, that is interested in antiquity, ruins, uncommon and interesting items of non-magic and magical origins. Does not fully trust the Pathfinder Society. Would like to explore most of the world or off-world.

Description:

CEREIN    CR 3
Male Elf Wizard 4
NG Medium
Init +3; Senses Low-Light Vision; Perception +4


DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 28 (4d6+4)
Fort +2, Ref +4, Will +5
Immune sleep

OFFENSE

Spd 20 ft.
Melee Dagger +3 (1d4+1) and
Quarterstaff +3 (1d6+1) and
Unarmed Strike -1 (1d3+1)
Ranged Crossbow, Light +3 (1d8)
Wizard Spells Prepared (CL 4, +3 melee touch, +5 ranged touch):
0 (DC 14)Acid Splash

STATISTICS

Str 12, Dex 16, Con 12, Int 19, Wis 12, Cha 11
Base Atk +2; CMB +3; CMD 16
Feats Elven Weapon Proficiencies, Extend Spell, Scribe Scroll (Scribe Scroll (bonus feat)), Wizard Weapon Proficiencies
Traits Focused Mind
Skills Acrobatics +2, Appraise +8, Escape Artist +2, Fly +0, Heal +2, Knowledge: Arcana +8, Knowledge: Dungeoneering +9, Knowledge: Engineering +8, Knowledge: History +11, Knowledge: Religion +10, Linguistics +8, Perception +4, Prof: Archeologist +5, Spellcraft +9, Stealth +0
Languages Common, Draconic, Elven, Goblin, Shoanti, Thassilonian
SQ Acid Dart (7/day) (Su), Conjuration, Elven Immunities, Elven Magic, Illusion, Necromancy, Summoner’s Charm (+2r) (Su)
Combat Gear Crossbow, Light, Quarterstaff, Dagger;
Other Gear Backpack (13 @ 26.86 lbs), Bedroll, Blanket, winter, Caltrops, Candle, Chalk, 1 piece, Fishhook, Inkpen, Oil (1-pint flask), Parchment (sheet), Pouch, belt (3 @ 2 lbs), Rations, trail (per day), Rope, hempen (50 ft.), Sack (1 @ 2.36 lbs), Sewing needle, Signal whistle, String (50’ spool), Tindertwig, Torch, Waterskin

SPECIAL ABILITIES

Acid Dart (7/day) (Su) 30’ Ranged touch attack deals 1d6+2 Acid damage.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Illusion You must spend 2 slots to cast spells from the Illusion school.
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.
Summoner’s Charm (+2r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Bio:

Cerein Longmeadow

- Varisia Unearthed - brokerobot