Loriel Gilded-Leaf
Male Elf Wizard 4
LG Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +3
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 20 (4d6+2)
Fort +2, Ref +6, Will +5; +2 vs. enchantments
Immune sleep
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Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) and
. . longsword +3 (1d8+1/19-20)
Ranged masterwork composite longbow +7 (1d8+1/×3)
Wizard Spells Prepared (CL 4th; concentration +9):
. . 2nd—embrace destiny, glitterdust (DC 15), scorching ray, see invisibility
. . 1st—gravity bow (2), magic missile, magic weapon, true strike
. . 0 (at will)—detect magic, light, mage hand, read magic
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Statistics
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Str 13, Dex 18, Con 10, Int 17, Wis 11, Cha 10
Base Atk +2; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot, Spell Focus (divination)
Traits focused mind, warrior of old
Skills Appraise +7, Escape Artist +5, Knowledge (arcana) +10, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +7, Linguistics +10, Perception +3, Spellcraft +9 (+11 to determine the properties of a magic item), Stealth +6;Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Goblin, Orc, Osiriani, Sylvan, Varisian
SQ arcane bonds (arcane bond [masterwork composite longbow]), diviner’s fortune, elven magic, weapon familiarity, forewarned, opposition schools (enchantment, necromancy), specialized schools (divination)
Combat Gear +1 holy arrows (2), adamantine blanched flight arrow (20), cold iron blanched flight arrow (20), potion of cure light wounds, silver blanched flight arrow (20), wand of cure light wounds (47 charges), wand of mage armor (50 charges), wand of magic missile (50 charges); Other Gear dagger, flight arrows (20), longsword, masterwork composite longbow, cloak of resistance +1, handy haversack, bedroll, spell component pouch, trail rations (5), 2,163 gp, 9 sp
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TRACKED RESOURCES
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+1 holy arrows – 0/2
Adamantine Blanched Flight Arrow – 0/20
Arcane Bond (Masterwork composite longbow) (1/day) (Sp) – 0/1
Cold Iron Blanched Flight Arrow – 0/20
Dagger – 0/1
Diviner’s Fortune +2 (6/day) (Sp) – 0/6
Flight arrows – 0/20
Potion of cure light wounds – 0/1
Silver Blanched Flight Arrow – 0/20
Trail rations – 0/5
Wand of cure light wounds (47 charges) – 0/47
Wand of mage armor (50 charges) – 0/50
Wand of magic missile (50 charges) – 0/50
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Special Abilities
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Arcane Bond (Masterwork composite longbow) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner’s Fortune +2 (6/day) (Sp) Creature touched gains +2 to attack rolls, skill checks, ability checks, and saving throws for 1r.
Elven Immunities – Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Focused Mind +2 to Concentration checks
Forewarned +2 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Spell Focus (Divination) Spells from one school of magic have +1 to their save DC.


