Caldreas Arannis

Male half-elf evoker 18

Description:

Caldreas
Male half-elf evoker 18
LG Medium humanoid (elf, human)
Init + 5; Senses all-around vision, darkvision 120 ft., low-light vision; Perception + 20


Defense

AC 31, touch 20, flat-footed 31 (+ 8 armor, + 5 deflection, + 5 Dex, + 3 natural)
hp 146 (18d6+ 72)
Fort + 13, Ref + 16, Will + 20; + 2 vs. enchantments
Immune sleep

Offense

Speed 30 ft.
Special Attacks intense spells (+ 9 damage)
Arcane School Spell-Like Abilities (CL 18th; concentration + 27)
   At will—elemental wall (18 rounds/day)
   10/day—force missile (1d4+ 9)
Evoker Spells Prepared (CL 18th; concentration + 27)
   9th—crushing hand, meteor swarm (DC 26), teleportation circle
   8th—mass charm monster (DC 25), clenched fist, clenched fist, stormboltsAPG (DC 25)
   7th—delayed blast fireball (DC 24), mass flyAPG (DC 24), mass invisibility, mage’s magnificent mansion
   6th—chain lightning (DC 23), chain lightning (DC 23), disintegrate (DC 23), greater dispel magic, freezing sphere (DC 23), summon monster VI
   5th—cone of cold (DC 22), cone of cold (DC 22), greater grease, hold monster (DC 22), interposing hand, teleport
   4th—ball lightningAPG (DC 21), dimension door, ice storm, ice storm, greater invisibility
   3rd—dispel magic, fireball (DC 20), fireball (DC 20), fly, invisibility sphere, lightning bolt (DC 20)
   2nd—invisibility, scorching ray, scorching ray, see invisibility, sonic screamACG (DC 19), web (DC 19)
   1st—burning hands (DC 18), comprehend languages, magic missile, magic missile, magic missile, shield, shield
   0 (at will)—light, mage hand, message, read magic
   Opposition Schools Illusion, Necromancy

Statistics

Str 12, Dex 20, Con 14, Int 24, Wis 18, Cha 12
Base Atk + 9; CMB + 10; CMD 30
Feats Arcane ShieldAPG, Brew Potion, Craft Magic Arms & Armor, Craft Staff, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials, Improved Counterspell, Nimble Moves, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Mastery, Toughness
Traits focused mind, magic is life
Skills Acrobatics + 10, Appraise + 15, Bluff + 5, Climb + 8, Diplomacy + 7, Disable Device + 6, Disguise + 5, Escape Artist + 9, Fly + 12, Handle Animal + 5, Heal + 7, Intimidate + 6, Knowledge (arcana) + 34, Knowledge (dungeoneering) + 11 (+ 13 to navigate underground), Knowledge (engineering) + 11, Knowledge (geography) + 11, Knowledge (history) + 15, Knowledge (nature) + 28, Knowledge (planes) + 12, Knowledge (religion) + 15, Linguistics + 14, Perception + 20, Ride + 11, Sense Motive + 9, Sleight of Hand + 6, Spellcraft + 14, Stealth + 11, Survival + 7 (+ 9 to avoid becoming lost when using this), Swim + 7, Use Magic Device + 19; Racial Modifiers + 2 Perception
Languages Abyssal, Common, Custom Language, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Infernal, Orc, Sylvan, Thassilonian
SQ arcane bond (staff of life), elf blood
Combat Gear potion of cure serious wounds (6), staff of life, wand of cure serious wounds; Other Gear amulet of natural armor + 3, bag of holding i, belt of incredible dexterity + 4, blessed book, blessed book, bracers of armor + 8, cloak of resistance + 5, glove of storing, headband of mental prowess + 4 (Int, Wis), ring of protection + 5, ring of sustenance, robe of eyes, winged boots, backpack, bank, bedroll, belt pouch, cold weather outfit, compassAPG, custom gear, everburning torch (2), feed (per day) (10), flint and steel, hourglass (1 hour), ink (11), inkpen (2), soap, spell component pouch, sunrod, torch (10), trail rations (5), waterskin, wizard starting spellbook, heavy horse (combat trained), animal harness, bit and bridle, military saddle, pot, riding saddle, saddlebags, studded leather barding, 1,500 pp, 95 gp, 4 sp

Tracked Resources

Arcane Bond (Staff of life) (1/day) (Sp) – 0/1
Elemental Wall (18 rounds/day) (Sp) – 0/18
Feed (per day) – 0/10
Force Missile (1d4+ 9, 10/day) (Sp) – 0/10
Heal – 0/10
Potion of cure serious wounds – 0/6
Raise Dead – 0/2
Staff of life – 0/10
Sunrod – 0/1
Torch – 0/10
Trail rations – 0/5
Wand of cure serious wounds – 0/50
Winged boots (3/day) – 0/3

Special Abilities

All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Arcane Bond (Staff of life) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Shield Convert a level 1 + spell into + Spell Level deflection bonus to AC for 1 rd.
Darkvision (120 feet) You can see in the dark (black and white only).
Elemental Wall (18 rounds/day) (Sp) Create wall of one chosen energy type, otherwise as wall of fire.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities – Sleep You are immune to magic sleep effects.
Empower Spell Numeric effects of a spell are increased 50%. + 2 Levels.
Enlarge Spell Increase spell ranges. + 1 Level.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+ 9, 10/day) (Sp) As a standard action, magic missile strikes a foe.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Intense Spells (+ 9 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Spell Mastery (Fireball, Ice Storm, Magic Missile, Cone of Cold ,) You can prepare the chosen spells without a spellbook.

Spell Mastery:
Fireball, Magic Missile, Meteor Swarm, Ice Storm, Invisibility – Greater, Teleport, Cone of Cold

Horse, heavy (combat trained)
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init + 4; Senses low-light vision, scent; Perception + 8

Defense

AC 18, touch 13, flat-footed 14 (+ 3 armor, + 4 Dex, + 2 natural, – 1 size)
hp 19 (2d8+ 10)
Fort + 8, Ref + 7, Will + 3

Offense

Speed 50 ft.
Melee bite + 4 (1d4+ 5), 2 hooves – 1 (1d6+ 2)
Space 10 ft.; Reach 5 ft.

Statistics

Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk + 1; CMB + 7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics + 3 (+ 7 to jump with a running start, + 11 to jump), Perception + 8
SQ combat riding
Other Gear studded leather, animal harnessAPG, bit and bridle, military saddle, pot, riding saddle, saddlebags

Tracked Resources

   -none-

Special Abilities

Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance + 4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Bio:

Caldreas Arannis was born on Ches 25 in the year 1459 to his Eladrin parents Aran and Calaereth Arannis. His father Aran was a Lord Regent’s High Sword of Bear’s Head and one of the original members of the Cloaked Raiders from over a century ago, but has since retired his position since the High Swords left Bear’s Head.

His mother Calaereth was originally an interpreter for the noble families of Waterdeep. As Caldreas grew throughout his childhood he exhibited a remarkable memory. He rapidly went through his primary education and caught the attention of a town scholar and wizard, Rolando, who took him as an apprentice at 12 years of age. Calaereth wished for her son Caldreas to become an educator and Aran trained his son to use the traditional Eladrin longsword, but Caldreas was fascinated with the magical cantrips that Rolando had taught him and wished to become a full-fledged wizard in his own right. He marveled at the work of a gnome wizard named Omega and dreamed of being an archmage of his own someday.

As Caldreas entered his teens, he assisted a half-elf female teacher named Oriel in her classroom and poured over ancient tomes in Rolando’s possesion. His remarkable memory would retain facts like very few could. He spent considerable time studying arcana, history, languages and religion. His father made sure that Caldreas maintain his physical conditioning, continuing his training with the longsword and making Caldreas a respectable athlete and runner in his own right.

Caldreas came of age and yet he didn’t know where his path lay. He could become a full-fledged teacher as his knowledge already surpassed Oriel and yet that didn’t interest him. He continued collecting knowledge with Rolando, aiding Oriel in her teaching, and yet his early mastery of fire spells caught the attention of Omega who encouraged him to become an adventurer.

At twenty years of age he made the announcement to his parents that he was joining an adventuring company known as the Company of the Siren Song. His parents expressed their support, but Caldreas could detect a great fear in the eye of his mother. She had seen her share of brave adventurers who marched off to glory and never returned. A single tear flowed from her eye as Caldreas went on his first adventure. Caldreas soon learned a new appreciation for her skill at cooking as trail rations are drab and tasteless and whenever he returned to Bear’s Head he eagerly sought a hot meal from her. His father always gave him an encouraging embrace and was very proud of him. Aran was also thankful that Caldreas spent less time in Rolando’s libarary and more time in the real world, developing strong friendships with his new companions and becoming a valuable asset in the defense of Bear’s Head and the West Vale.

When Rolando died of old age, and with Caldreas’s arcane skills improving, he soon became Bear’s Head’s most powerful wizard and moved into Rolando’s arcane tower.

Until recently, Caldreas was one of the new leaders of the recently reformed town of Bear’s Head. Caldreas had endured many hardships, and lost many friends. Among them were Lo-kag, Winslow, and Skaylebane.

When called to save the realms from the evil dragon queen, Tiamat, Caldreas joined the others on a dangerous quest. When Lo-kag, Winslow, and Skaylebane were captured and later sacrificed to Tiamat, Caldreas along with others descended into the Nine Hells to retrieve an object which contained the souls of his friends.

Having succesfully returned from the Nine Hells to find his friends’ souls, Caldreas enjoyed a brief moment of respite in Bear’s Head when a strange magical storm appeared over the Sunset Vale and the town. Magical bolts struck downward and either injured, killed people, or teleported them elsewhere. Caldreas, who was helping citizens was himself struck along with a few of his friends.

When he awoke, Caldreas found himself and his friends in a whole new world. Together, they discovered they had been transported to the world of Golarion and in the nation of Taldor. Unable to find a way back home, Caldreas and the others from Toril made a living as adventurers in Taldor. Caldreas made a living crafting wondrous items and selling them, ultimately gaining a reputation as one of the most skilled wizards in all of Taldor.

In the two years since their arrival, Caldreas and his friends have made a name for themselves as the Champions of the Realms.

Caldreas Arannis

The Golarion Gambit Caldreas