Danilor Level 4

Female Snow Elf Transmuter 4

Str 10 +0
Dex 20 +5 (17 base + 2 racial +1 Enhancement)
Con 10 +0 (12 base -2 racial)
Int 22 +6 (17 base + 2 racial, +1 level, +2 enhancement)
Wis 9 -1/2
Cha 11 +1/2

Init: +11
Speed: 30

Rapier +10 (1d6 damage) 18-20 crit
MW Longbow +8 (1d8 damage) X3 crit

Other Attacks:
Telekinetic Fist +7 touch (1d4+2 force damage) 30 ft. range 8/day

AC: 15 (dex +5) touch 15, FF 10
hp: 20 (Rolls 6,3,5,2 +4 favored)
BAB: +2
OCM: +2 (+2 BAB, +0 Str) Class: 17
DCM: +7 (+2 BAB, +5 Dex) Class: 22

Fort +1 (+1 base +0 Con +0 Str)
Ref +12 (+1 base +5 Dex +6 Int)
Will +2 (+2 base -1/2 Wis +1/2 Cha)

Skills: 25/26.5
Appraise +10 (2 ranks +3 class +5 int)
Craft (alchemy) +9 (1 rank +3 class +5 int)
Craft (taxidermy) +9 (1 rank +3 class +5 int)
Disguise +2 (2 ranks + 1/2 cha)
Spellcraft +12 (4 rank +3 class +5 int) {+2 to identify properties of magic items, +2 for adding transmutation spells to spellbook}
Knowledge (Arcana) +12 (4 rank, +3 class, +5 int)
Knowledge (Dungeonering) +10 (2 rank, +3 class, +5 int)
Knowledge (Nature) +12 (4 rank, +3 class, +5 int)
Knowledge (Planes) +10 (2 rank, +3 class, +5 int)
Knowledge (Religion) +9 (1 rank, +3 class, +5 int)
Perception +3 (2 ranks - 1/2 wis + 2 racial)
Heal +3 (4 ranks from headband, - 1/2 wis)

Native: Snow Elven.
Proficient: Low elven. Gnome, Trade Common, Draconic, Dark Tongue.

Scribe Scroll, Weapon Finesse, Spell focus (transmutation)

Racial Abilities

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.


Disguise Kit 8 lbs.
MW Longbow 3 lbs.
Quiver of 20 Cold Iron Arrows 3 lbs.
Quiver of 10 Alchemical Silver Arrows 2 lbs.
Spell Component's Pouch 2 lbs
Bedroll (5 lbs Carried by Dagobras)
5 days Trail Rations (5 lbs carried by Dagobras)
Waterskin 1 lb (would be 4 lb full)
Rapier 2 lbs.
Spellbook 3 lbs.
Explorer's Outfit 0 lbs.
Courtier's Outfit with Silver Tiara and Bracelets 6 lbs, (30 gp outfit + 50 gp matching jewelry) (No penalty to use charisma skills to influence nobles)
Chastity Belt with Good Quality Lock 1 lb
4 Ounces of Salt
4 ounces of Tobacco

Desiccated Specimens

  • heart of a sea wolf
  • Hands and brain of ethereal filcher
  • Claws, feathers and spleen of owlbear
  • Tusks of a dire boar
  • Mane and flukes of Sea Cat.
  • Dried Stem and leaves of an assassin vine
  • Claws and skinned forearms of a dire weasel
  • Paralyzing Bile of a Tendriculous

2X potion of cure light wounds
1 bottle of fine wine 1 1/2 lbs.
Handy Haversack containing:
Headband of vast intelligence + 2 (Heal Skill)

  • 10 nets
  • Healers kit with extra scalpels
  • Masterwork Taxidermy Tools

20 G 75p
Owes 1000 G to rylan

Light Medium Heavy
33 lbs 66 lbs 100lbs

Wealthy Lifestyle (5 gp items from home, 10 gp purchases or less are inconsequential)


Name: Imago, Race: Goliath Birdwing Butterfly, Size & Type: Tiny Magical Beast, CR: N/A, HD: 1, Hp: 8, Init: +2, Spd: 5, 20 fly good,, AC: 15 (+2 Dex, +2 size, +1 nat), touch 14, flat-footed 13 Space/Reach: 5/0, AL: N, SQ: Alertness, improved evasion, share spells, empathic link, De;liver touch spellsSV: Fort +2, Ref +4, Will +0, Ability Scores: Str 2, Dex 14, Con 10, Int 6, Wis 10, Cha 12
Wingspan 11 inches Picture
Familiar Skill bonus: Master gains a +3 bonus on fly checks.


Prohibited Schools
Abjuration, Illusion

Spells Known:
0: Resistance , Detect Poison, Detect Magic, Read Magic, Acid Splash, Dancing Lights, Flare, Light, Ray of Frost, Bleed, Disrupt Undead, Touch of Fatigue, Mage HandT, MendingT, MessageT, Open/CloseT, Arcane Mark, Prestidigitation
1: Enlarge Person, Magic Missile, Cause Fear, Expeditious Retreat, Feather Fall, Mage Armor, Charm Person, Ray of Enfeeblement, Unseen Servant, True Strike, Erase, Jump, Magic Weapon, Burning Hands, Comprehend Languages, Obscuring Mist
2: Scorching Ray, Alter SelfT, LevitateT, Gust of Wind, Glitterdust, See Invisibility, Cat's GraceT, Bull's StrengthT, Bears Endurance T, Fox's Cunning, Spider Climb T, Knock T, detect thoughts, rope trick

Typical Spells Prepared
0: Mage HandT, MendingT, Detect Magic, Touch of Fatigue
1: Burning Hands (DC 17), Enlarge PersonT, Charm Person (DC 17), 2x Magic Missile 2d4+2, Expeditious Retreat
2: Scorching Ray (DC 18), Alter SelfT, Bull's StrengthT, LevitateT Glitterdust (DC 18)

Scrolls on Hand
0: Mending
1: Enlarge Person, Jump, Feather Fall,Comprehend Languages, Erase (folded into spellbook), Mage Armor, Burning Hands (CL 2) (DC 11), True Strike, Magic Missile, Obscuring Mist, Feather Fall (tucked up sleeve)
2: Gust of Wind, Glitterdust, See Invisibility, Cat's Grace, Bull's Strength, Levitate, Knock, scorching ray (1 ray), detect thoughts, rope trick

Transmuter Powers

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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