Elentiri Elentiri had ultimately chosen to trust Rahela's advice about assaulting the Crimelord's lair. Her friend was odd, to be sure, but she hadn't survived her upbringing without possessing trustworthy instincts. If Rahela were vehemently against a rescue attempt of the pseudodragon, that was good enough for Elen, and she'd politely declined Elmendarr's proposal, paying for his drinks by way of compensation.
Later, as she pored over large, ancient tomes of magic back at her dormitory room at the Acadamae, she was sent a message delivered by an exhausted city guardsman. Frowning, she closed the book, dressed and armed herself, and quickly headed toward the gate to make her way to The Three Rings Tavern .
She didn't normally spend much time in the North Point ward, and had to ask directions once or twice to find Jeggare Circle at the end of Northgate Avenue. Entering the quaint-looking building, she paused to allow her eyes to adjust to the interior light, and looked around for the Field Marshal.
OOC
Elentiri
Elf - Fighter 2 / Wizard 1
HP: 18 /18 | AC: 13 | Touch: 13 | Flat: 10 | Initiative: +4 | Speed: 30ft/30ft | Load: 29
Condition: Normal
Effects: None
Perception: +3
Ability Scores: Str: 12(+1) | Dex: 16(+3) | Con: 11(+0) | Int: 18(+4) | Wis: 12(+1) | Cha: 13(+1)
Saving Thows: Fortitude: +2 | Reflex: +3 | Will: +3
Languages: Taldane (Common), Elven, Draconic, Sylvan, Orcish, Goblin, Giant
Spell Slots Level 0: 3 / 3
Level 1: 1 / 1
Prepared Spells Level 0: Casting Time 1 standard action Component: V, S Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw none; Spell Resistance no Detect Magic , Casting Time 1 standard action Components V, M/DF (a firefly) Range touch Target object touched Duration 10 min./level Saving Throw none; Spell Resistance no Light , Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect ray Duration instantaneous Saving Throw none; Spell Resistance yes 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. Ray of Frost
Level 1: Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Targets up to five creatures, no two of which can be more than 15 ft. apart Duration instantaneous Saving Throw none; Spell Resistance yes A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. Magic Missile , Casting Time 1 round Components V, S, M (fine sand, rose petals, or a live cricket) Range medium (100 ft. + 10 ft./level) Area one or more living creatures within a 10-ft.-radius burst Duration 1 min./level Saving Throw Will negates; Spell Resistance yes A sleep spell causes a magical slumber to come upon 4 HD of creatures. Sleep
Weapons Rapier (MW, Bonded): Attack +7 | Damage 1D6+1 | Piercing | Critical 18-20/x2
Dagger: Attack +5 | Damage 1D4+1 | Piercing/Slashing | Critical 19-20/x2 | Range 10'
Longbow: Attack +5 | Damage 1D8 | Piercing | Critical 20/x3 | Range 100'
Race Features: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Low-Light Vision
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Elven Immunities
Elves receive a +2 racial bonus on Perception checks. Keen Senses
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. Elven Magic
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. Weapon Familiarity
Class Features: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane Bond
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Arcane School - Evocation Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result. Intense Spells (Su)
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Force Missile (Sp)
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slot. Cantrips
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. Scribe Scroll
Feats: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Combat Reflexes
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Weapon Finesse
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Combat Casting
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Weapon Focus
Last edited by The Rat Queen; Jan 12th, 2019 at 05:49 PM .