Created using PCGen 5.8.1 on Nov 25, 2006
       

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE REDUCTION

SPEED
HP
Hit Points
50




  
Walk 40'
BASE ATTACK
Bonus
+3
SPECIAL ABILITIES
+2 racial saving throw bonus against enchantment spells or effects, +4 to Concentration to use spell or spelllike ability on the defensive, AC Bonus (Ex), Advanced Learning 1 (Ex), An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it, Armored Mage (light) (Ex), Evasion (Ex) ~ No damage instead of half damage on successful save, Fast Movement (Ex), Flurry of Blows (Ex), Immunity to magic sleep effects, Still Mind (Ex) ~ +2 save vs. enchantment, Stunning Fist 3/day (DC 16), Warmage Edge +3 (Ex)
FEATS
Armor Proficiency (Light), Blind-Fight, Combat Casting, Combat Reflexes, Improved Unarmed Strike, Shield Proficiency, Simple Weapon Proficiency, Stunning Fist, Weapon Focus (Unarmed Strike)
LANGUAGES
Common, Draconic, Elven, Goblin, Literacy, Orc
SPELLS
 Warmage 0
1
2
3
4
5
6
7
8
9
6
6
0
0
0
0
0
0
0
0
0:
Acid Splash (DC:13)Disrupt Undead (DC:13)Light (DC:13)
Ray of Frost (DC:13)
1:
Accuracy (DC:14)Lesser Acid Orb (DC:14)Burning Hands (DC:14)
Chill Touch (DC:14)Lesser Cold Orb (DC:14)Lesser Electric Orb (DC:14)
Lesser Fire Orb (DC:14)Fist of Stone (DC:14)Hail of Stone (DC:14)
Magic Missile (DC:14)Lesser Orb of Acid (DC:14)Lesser Orb of Cold (DC:14)
Lesser Orb of Electricity (DC:14)Lesser Orb of Fire (DC:14)Lesser Orb of Sound (DC:14)
Shocking Grasp (DC:14)Sleep (DC:14)Lesser Sonic Orb (DC:14)
True Strike (DC:14)
 * = Domain/Specialty Spell
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
Chain Shirt
Light
+4
+4
-2
20
Steel
Leather
Light
+2
+6
+0
10
SHIELD
TYPE
AC

CHECK
SPELL FAILURE






ITEMS

AC










Chain Shirt
TYPEARMOR BONUSMAX DEX BONUS
Light
+4
+4
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-2
20
Steel

Leather
TYPEARMOR BONUSMAX DEX BONUS
Light
+2
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
10

EQUIPMENT ( - //)
x Longbow
Wood
   x Flurry of Blows
  
x Backpack
   x Leather
  
x Bedroll
   x Quarterstaff
Wood
  
x Chain Shirt
Steel
   x Trail Rations (Per Day)
  
x Chalk (1 piece)
   x Unarmed Strike
  
AMMUNITION

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.8.1 on Nov 25, 2006

EQUIPMENT
ITEM LOCATION QTY WT. GP COST
 Longbow

1
3
75
 Backpack
Carried
1
2
2
 Bedroll
Backpack
1
5
0.1
 Chain Shirt
Backpack
1
25
100
 Chalk (1 piece)
Backpack
1
0
0.01
ITEM LOCATION QTY WT. GP COST
 Flurry of Blows
Equipped
1
0
0
 Leather
Backpack
1
15
10
 Quarterstaff
Carried
1
4
0
 Trail Rations (Per Day)
Backpack
5
1
0.5
 Unarmed Strike
Equipped
1
0
0
TOTAL WEIGHT CARRIED/VALUE   56 lbs. 190.71 gp
WEIGHT ALLOWANCE
Light 76 Medium 153 Heavy 230

FEATS
Armor Proficiency (Light), Blind-Fight, Combat Casting, Combat Reflexes, Improved Unarmed Strike, Shield Proficiency, Simple Weapon Proficiency, Stunning Fist, Weapon Focus (Unarmed Strike)
MONEY
SPECIAL ABILITIES
+2 racial saving throw bonus against enchantment spells or effects, +4 to Concentration to use spell or spelllike ability on the defensive, AC Bonus (Ex), Advanced Learning 1 (Ex), An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it, Armored Mage (light) (Ex), Evasion (Ex) ~ No damage instead of half damage on successful save, Fast Movement (Ex), Flurry of Blows (Ex), Immunity to magic sleep effects, Still Mind (Ex) ~ +2 save vs. enchantment, Stunning Fist 3/day (DC 16), Warmage Edge +3 (Ex)
PROFICIENCIES
Bead of Force, Blowgun, Bomb, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Dynamite, Fragmentation Grenade, Gauntlet, Gauntlet (Spiked), Handaxe, Javelin, Kama, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Nunchaku, Quarterstaff, Rapier, Rock, Sai, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Shuriken, Siangham, Sickle, Sling, Smoke Grenade, Smokebomb, Spear, Unarmed Strike
LANGUAGES
Common, Draconic, Elven, Goblin, Literacy, Orc
SPELLS
 Warmage 0
1
2
3
4
5
6
7
8
9
6
6
0
0
0
0
0
0
0
0
0:
Acid Splash (DC:13)Disrupt Undead (DC:13)Light (DC:13)
Ray of Frost (DC:13)
1:
Accuracy (DC:14)Lesser Acid Orb (DC:14)Burning Hands (DC:14)
Chill Touch (DC:14)Lesser Cold Orb (DC:14)Lesser Electric Orb (DC:14)
Lesser Fire Orb (DC:14)Fist of Stone (DC:14)Hail of Stone (DC:14)
Magic Missile (DC:14)Lesser Orb of Acid (DC:14)Lesser Orb of Cold (DC:14)
Lesser Orb of Electricity (DC:14)Lesser Orb of Fire (DC:14)Lesser Orb of Sound (DC:14)
Shocking Grasp (DC:14)Sleep (DC:14)Lesser Sonic Orb (DC:14)
True Strike (DC:14)
 * = Domain/Specialty Spell
FEATS
NAME DESCRIPTION
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Blind-Fight In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit (see Concealment, page 152). An invisible attacker gets no advantages related to hitting you in melee. That is, you dont lose your Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus for being invisible (see Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page 151). The invisible attackers bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half (see Table 9-4: Hampered Movement, page 163).
Combat Casting You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140) or while you are grappling or pinned.
Combat Reflexes When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round -- the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the characters threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Unarmed Strike You are considered to be armed even when unarmed - that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Shield Proficiency You can use a shield and take only the standard penalties (see Table 7-6: Armor and Shields, page 123).
Simple Weapon Proficiency You make attack rolls with simple weapons normally.
Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character cant act, loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Weapon Focus (Unarmed Strike) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Created using PCGen 5.8.1 on Nov 25, 2006

SPELLS
 Warmage 0
1
2
3
4
5
6
7
8
9
  Per Day 6
6
0
0
0
0
0
0
0
0
0:
Acid Splash (DC:13)Disrupt Undead (DC:13)Light (DC:13)Ray of Frost (DC:13)
1:
Accuracy (DC:14)Lesser Acid Orb (DC:14)Burning Hands (DC:14)Chill Touch (DC:14)
Lesser Cold Orb (DC:14)Lesser Electric Orb (DC:14)Lesser Fire Orb (DC:14)Fist of Stone (DC:14)
Hail of Stone (DC:14)Magic Missile (DC:14)Lesser Orb of Acid (DC:14)Lesser Orb of Cold (DC:14)
Lesser Orb of Electricity (DC:14)Lesser Orb of Fire (DC:14)Lesser Orb of Sound (DC:14)Shocking Grasp (DC:14)
Sleep (DC:14)Lesser Sonic Orb (DC:14)True Strike (DC:14)
 * = Domain/Specialty Spell

Created using PCGen 5.8.1 on Nov 25, 2006

Warmage Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 6 6 0 0 0 0 0 0 0 0
LEVEL 0
Acid Splash
DC: 13
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Orb deals 1d3 acid damage.
Source:  p.196.
Target Area:   One missile of acid
Disrupt Undead
DC: 13
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  You direct a ray opf positive energy. Deals 1d6 damage to one undead.
Source:  p.223
Target Area:   Ray
Light
DC: 13
Save: None
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes an object to glow like a torch, shedding bright light in a 20-foot-radius [and dim light for an additional 20 feet] from the point you touch. The effect is immobile, but it can be cast on a movable object.
Source:  p.248
Target Area:   Object touched
Ray of Frost
DC: 13
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
Source:  p.269
Target Area:   Ray
LEVEL 1
Accuracy
DC: 14
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 30 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Doubles weapon's range increment
Source:  p.96
Target Area:   3 thrown weapons touched or 3 projectile weapons touched
Lesser Acid Orb
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Ranged Touch, 2d8 acid damage.
Source:  Miniatures Handbook, Pg.33
Target Area:   One orb of acid
Burning Hands
DC: 14
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: 15 ft.
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  A cone of searing flame shoots from your hands, dealing 3d4 fire damage
Source:  p.207
Target Area:   Cone-shaped burst
Chill Touch
DC: 14
Save: Fortitude partial or Will negates; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  A touch from your hand, which glows with blue energy, disrupts the life force of living creatures [deals 1d6 damage and 1 Str damage if failed save].
Source:  p.209
Target Area:   Up to 3 Creatures touched
Lesser Cold Orb
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Ranged Touch, 2d8 cold damage.
Source:  Miniatures Handbook, Pg.34
Target Area:   One orb of cold
Lesser Electric Orb
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Ranged Touch, 2d8 electrical damage.
Source:  Miniatures Handbook, Pg.35
Target Area:   One orb of electricity
Lesser Fire Orb
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Ranged Touch, 2d8 fire damage.
Source:  Miniatures Handbook, Pg.36
Target Area:   One orb of fire
Fist of Stone
DC: 14
Save: None
Time: 1 standard action
Duration: 1 minute
Rng: Personal
Comp: V, S, M
SR: No
School: Transmutation
☐☐☐
Effect:  Gain +6 Str and natural slam attack
Source:  p.107
Target Area:   You
Hail of Stone
DC: 14
Save: None
Time: 1 round
Duration: Instantaneous
Rng: MEDIUM (130')
Comp: V, S, M
SR: Yes
School: Conjuration
☐☐☐
Effect:  Rain of stone deals 3d4 damage
Source:  p.110
Target Area:   Cylinder, 5 ft radius x 40 ft high
Magic Missile
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (130')
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. 2 missiles.
Source:  p.251
Target Area:   Up to five creatures, no two of which can be more than 15 ft. apart
Lesser Orb of Acid
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: CLOSE (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Ranged touch attack deals 2d8 acid damage
Source:  p.115
Target Area:   One orb of acid
Lesser Orb of Cold
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: CLOSE (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Ranged touch attack deals 2d8 cold damage
Source:  p.116
Target Area:   One orb of cold
Lesser Orb of Electricity
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: CLOSE (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Ranged touch attack deals 2d8 electricity damage
Source:  p.116
Target Area:   One orb of electricity
Lesser Orb of Fire
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: CLOSE (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Ranged touch attack deals 2d8 fire damage
Source:  p.116
Target Area:   One orb of fire
Lesser Orb of Sound
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: CLOSE (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Ranged touch attack deals 2d8 sonic damage
Source:  p.116
Target Area:   One orb of fire
Shocking Grasp
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Your successful melee touch attack deals 3d6 points of electricity damage. When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor [or made out of metal, carrying a lot of metal, or the like].
Source:  p.279
Target Area:   Creature or object touched
Sleep
DC: 14
Save: Will negates
Time: 1 round
Duration: 3 minutes
Rng: Medium (130')
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures.
Source:  p.280
Target Area:   One or more living creatures within a 10-ft. radius burst
Lesser Sonic Orb
DC: 14
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (30')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Ranged Touch, 2d8 sonic damage.
Source:  Miniatures Handbook, Pg.39
Target Area:   One orb of sonic energy
True Strike
DC: 14
Save: None
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: V, F
SR: No
School: Divination
☐☐☐
Effect:  You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll [if it is made before the end of the next round] gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Source:  p.296
Target Area:   You
* = Domain/Specialty Spell

Created using PCGen 5.8.1 on Nov 25, 2006

Aramil Galanodel
Aramil Galanodel's portrait
Elf
RACE
130
AGE
5' 2"
HEIGHT
130 lbs.
WEIGHT

EYE COLOR

SKIN COLOR

HAIR COLOR

HAIR LENGTH

PHOBIAS

PERSONALITY TRAITS

INTERESTS

SPOKEN STYLE
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