Nathanew Felantyrn

A fiend mage with a Pet raven, who serves as the spellslinger of the squad


Race: Fiend Male
Class: level 11 Sorcerer
Health: 43/43
AC: 10+2-1+4=15

STR: 7 (-1)
DEX: 8 (-1)
INT: 17 (3)
WIS: 9 (
CON: 13 (2)
CHA: 20 (
Comeliness: 18= VERY attractive

Base Attack Bonus: 5
(Wounding- Blood Garnet rapier): 1d6
1pt con damage (Crit on 19-20) -4 to attack roll

Dagger of Venom: +1 dagger
1/day poison (1d10 temporary constitution damage + 1d10 more after one minute)
Fort save DC 101/2CL negates

Frost-enchanted focus: 3/day 2d6 cold damage, 60ft DC 14 reflex= halve

Fortitude: +3
Reflex: +3
Will: +7

*Skills: *

Bluff: 13
Diplomacy: +12
Spellcraft: +8
Concentration: +9
Decipher Script: 7
Move Silently: +4
Open Lock:
Knowledge (arcana): +8
Knowledge (religion): +8
Knowledge (Architecture): +8
Appraise: +6

Class abilities:
20 cold resist
Raven Familiar
Speaks: common

6 AC
Alertness, Evasion, Empathic link, Spell delivery, Speak with master/Ravens, Spell Resistance (Lvl

Combat Casting: +4 to concentrate
Spell Penetration: +2 on Caster Level checks to penetrate spell resistance
Elemental Substitution: can substitute energy elements for other energy elements
Elemental Admixture: can combine two elements in one spell to make a more powerful spell… Spell is +4 spell slots higher

Spells per day:
Level= known = Number

123 sp by Official SP rules

Spells known: (note: Edit these for shortness)

Lvl 0: +1

Daze: 4HD or less monster loses it’s next turn (Ench)

Ray of Frost: (25ft) 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. (Evok)

Flare: Creature is dazzled by light for 1 minute unless it makes a successful Fortitude save. (Evok)

Disrupt undead: 1d6 to one undead

Touch of fatigue: touch attack fatigues target

Dancing Lights

Detect magic: detects spells and magic items within 60ft

Read Magic

Mage Hand


Lvl 1:

Energy Orb, Lesser: 1d8/ every 2 levels above 1 of that elements damage, ranged touch

Burning hands: A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. Reflex save halves. (evok)

Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. (Evok)

Shocking Grasp: Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). 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). (Evok)

Ray of enfeeblement: Ranged touch attack. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1 (Necro)

Lvl 2:

Web: "Web ": creates a many-layered mass of strong, sticky strands. (Conj)

Invisibility: invisible for 1min/level or until they attack (illusion)

Molten Strike: Deals 2d6 fire damage in a 5ft blast radius

Scorching ray: You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. (Evok) (at 9, 2)

Blindness/Deafness: Blind or Deafen a creature (necro)

Spectral Hand: Disembodied hand for touch attacks

Lvl 3: +1

Phantom Steed: summons a magical horse for riding (Conj) (Only available due to backstory.)

Hold Person: Paralyzes a humanoid for 1 round/level (Ench)

Rage: throws a character into a rage, granting +2 to STR and CON, and +1 to will. However, they take a -2 drop to AC (Ench)

Fireball: A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Range: 400+40/lvl ft, 20 ft spread (Evok)

Lvl 4:

Ice Storm: Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt). 400 ft. + 40 ft./leve range, Cylinder (20-ft. radius, 40 ft. high) area (Evok)

Wall of fire: A firey wall is summoned (Evok)

Incendiary Surge: 1d6/lvl (Max 10d6) damage to all creatures in a 30ft Cone. If cast again before the end of next turn, deals 1d8 points of damage/lvl (Max 10d8) and gain a +2 to all spell resistance checks for this spell

Lvl 5:

Arc of lightning: Causes a bolt of electricity to form between two targets. Deals 1d6 per caster level to each creature and to anything between the creatures. Reflex halves

Cone of Cold: 1d6 cold damage/level (max 15d6)


Focus: hand held ringstaff- Nathanew’s focus is a peculiar flattened ring-shaped ‘staff’ that is made of etched metal and is held in such a way that it’s wide part sits over his hand. A large, glowing Red-orange gem is set into it. It is much like a staff or a scroll in that it it used to cast, focus, and aim spells. It is functionally identical…. now is a frost focus. 3/day 2d6 cold damage, 60ft DC 14 reflex= halve

Red Scale scarf: +2 deflection, blight resist

Dagger of Venom: 1 dagger
1/day poison (1d10 temporary constitution damage + 1d10 more after one minute)
Fort save DC 10
1/2CL negates

Bracers of Armor +4

Spell component pouch
Barkskin Potion x4
x1 2d6 con damage, secondary damage 2d6 con
Bottle of Kwellen blood.

3463 GP

Fiendish, Imperial, Draconic, Mahgran, Ignan


Nathanew Felantyrn

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