Jhenavi of Tayne (Cohort of Caitlyn, the Paladin)
Languages: Common, Elven, Celestial, Abyssal, and Infernal;
Plus Draconic, Undercommon, Dwarven, and Sylvan.
4'6", 100 lbs. 315 yo. Female Elf, Lawful Good, Cleric 5 / Wizard 3
Abilities:
Str 12 +1
Dex 16 +3
Con 13 +1
Int 17 +3
Wis 18 +4
Cha 10 +0
HP 47 = 5d8 Cleric + 3d4 Wiz + 08 Con
AC 17 = 10 + 3 Dex + 4 Magic Studded Leather
Flat Footed = 14 Touch = 13 Flat Touch = 10
Fight Defensive: -4 Hit, +2 AC. Total Defense: +4 AC, no threats or AoO’s
Init +03 = +3 Dex
Fort +08 = 4 Clr + 1 Wiz + 1 Con + 2 Cloak
Ref +07 = 1 Clr + 1 Wiz + 3 Dex + 2 Cloak
Will +13 = 4 Clr + 3 Wiz + 4 Wis + 2 Cloak
Speed: 30/120 (Base 30, Studded Leather)
Melee +05 = + 3 Clr + 1 Wiz + 1 Str
Damage +01 = +01 Str
Ranged +07 = + 3 Clr + 1 Wiz + 3 Dex
Point Blank +1 hit/dam w/n 30'.
+1 Def. Morningstar +06 (1d8)+1 20 x2
+1 Comp Sbow +1 Str +09 (1d6)+1 20 x2 70' 14xMW___
\
Elf Racial Abilities:
+2 Dexterity, -2 Constitution. Base Move 30'. Favored Class: Wizard.
Low-Light Vision. Immunity to magical sleep, +2 versus Enchantments.
Weapon Proficiency: longsword, rapier, longbow, shortbow.
+2 Spot, Listen, and Search. Passive search for secret doors.
Background - Linguist: Speak Language is a class skill.
Feats:
1. Point Blank Shot: +1 hit and +1 dam ranged w/n 30 feet (1st Lev)
2. Scribe Scroll: create magic scrolls (Wiz bonus)
3. Precise Shot: No -4 penalty for shooting into melee (3rd Lev)
4. Craft Wand: create magic wands (6th Lev)
Skills: [4 Background + 20 start + 20 Clr + 15 Wiz = 59]
Appraise +06 = 0 + 3 Int + 3 Familiar
Balance +03 = 0 + 3 Dex - 0 Mag Stud Leather
Climb +01 = 0 + 1 Str - 0 Mag Stud Leather
Concentration +12 = 11 + 1 Con
Craft +03 = 0 + 3 Int
Escape Artist +03 = 0 + 3 Dex - 0 Mag Stud Leather
Heal +04 = 0 + 4 Wis
Hide +03 = 0 + 3 Dex - 0 Mag Stud Leather
Jump +01 = 0 + 1 Str - 0 Mag Stud Leather
Know Arcana +14 = 11 + 3 Int (constructs, dragons, magical beasts)
Know Architect. +04 = 1 + 3 Int
Know Dungeon. +04 = 1 + 3 Int (aberrations)
Know Geography +04 = 1 + 3 Int
Know History +04 = 1 + 3 Int
Know Local +04 = 1 + 3 Int (humanoids)
Know Nature +04 = 1 + 3 Int (fey, giants, monstrous humanoids)
Know Planes +11 = 8 + 3 Int (outsiders, elementals)
Know Religion +11 = 8 + 3 Int (undead)
Listen +06 = 0 + 4 Wis + 2 Elf [+2 Familiar]
Move Silent +03 = 0 + 3 Dex - 0 Mag Stud Leather
Ride +03 = 0 + 3 Dex
Search +03 = 0 + 3 Int + 2 Elf
Sense Motive +01 = 0 + 4 Wis
Spellcraft +14 = 11 + 3 Int
Spot +06 = 0 + 4 Wis + 2 Elf [+2 Familiar]
Speak Language +00 = 4 = Draconic, Undercomm, Dwarven, Sylvan.
Survival +04 = 0 + 4 Wis
Swim +01 = 0 + 1 Str - 0 Mag Stud Leather
Use Rope +03 = 0 + 3 Dex
Cleric Abilities:
Aura of Good.
Turn Undead (Su): as Cleric Level 5 (Cleric 1 + Paladin 3)
Page 159, 3 + 0 Cha = 3 times per day.
Turn Check = d20 + 0 Cha +2 Know Religion Synergy.
Turn Damage = 2d6 + 0 Cha + 5 Clr
60 foot radius. Duration 10 rounds.
Domains: Good (Caster Level +1), and Protection (Prot. Ward)
Cleric Spells: Wis 18 yields +1 First, +1 Second, +1 Third, +1 Fourth
5 Zero 4+1 1st 3+1 2nd 2+1 3rd
Zero: First: Second: Third:
1) 1) 1) 1)
2) 2) 2) 2)
3) 3) 3) Dom)
3d8+1/lev
4) 4) Dom)
2d8+1/lev
Dom)
1d8+1/lev
Wizard Abilities:
Summon Familiar, Scribe Scroll
Wizard Spells: Int 17 yields +1 First, +1 Second, +1 Third
4 Zero 3 1st 2 2nd
Zero: First: Second:
1) 1) 1)
2) 2) 2)
3) 3)
4)
Wizard Spellbook:
Zero: All.
First: Mage Armor, Magic Missile, Ray of Enfeeblement, Expeditious Retreat, Identify, Disguise Self, Silent Image, Sleep
Second: Melf’s Acid Arrow, Scorching Ray.
Carrying Capacity 43# Light 86# Med(-3) 130# Heavy(-6)
Equipment Carried Weight
Necklace of Fireballs: 1x5d6, 1x3d6, Amulet of Darkvision, Cloak of
Resistance, Explorer’s Outfit, Holy Symbol - Wood,
Scroll - Cleric: comprehend languages 1, obscuring mist 1, remove fear
1, hide from undead 1
Scroll - Cleric: remove paralysis 2, delay poison 2, darkness 2
Scroll - Cleric: remove disease 3, remove disease 3, dispel magic 3,
water walk 3
Scroll - Cleric: bear’s endurance, lesser restoration, lesser
restoration, bless weapon.
Scroll - Wizard: disrupt undead, reduce person, false life
Wand - Bull’s Strength (+4, 5 min) 01.00 0 charges used, 50 left
Wand - Cure Light 01.00 8 charges used, 42 left
Wand - Detect Magic 01.00 9 charges used, 41 left
+1 Studded Leather Armor 20.00
+1 Defending Morningstar 06.00
+1 Comp SBow, +1 Str 02.00
14 MW Arrows 03.00
Dagger, continual flame 01.00
Light Steel Shield 06.00
Subtotal 41.00 lbs Light Load
Backpack 02.00
Healer’s Kit (+2) 10 uses 01.00
40 arrows 06.00
Waterskin 04.00
Subtotal 13.00 lbs
GRAND TOTAL 54.00 lbs Medium Load
Cash: [50 coins weigh 1 pound; 1 coin weighs 0.02 pounds]
Platinum Gold Silver Copper
00 00 00 00
Aramil, the Raven Familiar
Tiny Magical Beast
Hit Dice 8d8 = 23 HP
Init: +2 Speed: 10 feet (2 squares) / fly 40 feet (8 squares)
Armor Class: 14 (10 +2 size + 2 dex), touch 14, flat 12
BAB/Grapple: +4 / -13
Attack: Claws (base 4 + 2 Dex + 2 Tiny) = +8 melee (1d2-5)
Full Attack: Claws +8 melee (1d2-5)
Space/Reach: 1-1/2 feet/0 feet
Special Attacks: — Special Qualities: Low Light Vision,
Fort +05 = base 5 (shared, would have been 2) + 0 Con
Ref +04 = base 2 (shared, would have been 2) + 2 Dex
Will +09 = base 7 (shared, would have been 0) + 2 Wis
Abilities: Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse.
Empathetic Link: 1 mile. Share Spells. Share Base Saves.
Improved Evasion: Ref success => no damage, failure => half damage.
Share Spells. Empathetic Link. Deliver Touch Spells.
+3 to Appraise.
Can speak Common as a supernatural ability.