Grand Necromancer

Lethander Grey's page

133 posts. Alias of Xzylvador.


Full Name

Lethander Grey

Race

Elf

Classes/Levels

Wizard 2

Stats:
HP 11/11, AC 13, T 13, FF 10, Fort +1, Ref +2, Will +3, CMD 11, Init +6, Darkvision

Gender

Male

Size

5ft

Age

153

Special Abilities

Darkvision, Shift (Su) 14/day

Alignment

Neutral Good

Deity

Nethys

Location

Kenabres

Languages

Common, Elven, Sylvan, Draconic, Celestial, Gnome, Abyssal, Infernal

Strength 8
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 10
Charisma 12

About Lethander Grey

Background:
Orphaned only a few weeks after birth, Lethander was adopted by a family close to his parents. Both humans, they did what they could but grew old quickly and before passing on because of their age, they told him about his parents.
Despite being 40 years old, in Elven society Lethander would still have been considered a child when he learned about his parents disappearance inside the Worldwound while on a mission for a group called The Riftwardens. His young mind became obsessed and ever since that moment, Lethander has devoted his life only on finding out everything he could about their deaths, the Riftwardens, the Worldwound and how to fight the foul demons it spawned.
Showing great intellect and a natural talent for magic, Lethander had no trouble finding tutelage under a group of wizards who specialized in demonology.
Now several decades into his studies, Lethander he knows he's not yet ready to take the obvious next step: battling demons. He must first gain more experience and power and seeks to adventure until he's convinced he's powerful enough to face his enemy head-on.
Lethander specializes in Conjuration -something used quite often by the demons he studied and he plans on fighting fire with fire- and Abjuration spells to protect against their evil powers and magic.
He has a burning desire to enter the Worldwound and fight demons. But while confident of his power, he is also smart enough to understand that he needs more preparation and possesses the patience -and the natural longevity- to take the time to grow in power and knowledge.

Physical Description:

Little over 5 foot tall, Lethander isn't nearly as tall as other members of his race. Also unlike most elves, he is completely bald and instead of their typical long hair has a large, strange looking birthmark covering large part of his scalp.
Having spent most time inside in candlelit rooms, bent over books and scrolls in, he has a very pale skin complexion and often squints his eyes in daylight. The lack of physical exercise also visibly had had its toll on his muscles. He's not just slender like you'd expect from an elf, he's much thinner; weighing only 85 pounds, many would even call him scrawny.
All this combined, he'd appear to be sickly and weak if it were not for the extraordinary confident way in which he talks and behaves and if not for the passion burning in his eyes. His manners are almost arrogant. He obviously thinks he's the smartest person in the room -but, let's be honest, he usually is- and he is confident in his goals and the means to achieve those goals.

OOC Character Info:
Not immediately an offensive powerhouse, Lethander tries to make up for his lack in straight firepower with an array of protective magic, summons, utility spells and generally being well prepared.
His plan is to continue gaining power and knowledge as a wizard until he has proven to be capable of following his parents footsteps by becoming a Riftwarden (PrC, also known as Planes Walker).

Mythic path will be Archmage.

Charsheet:
Attributes
Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 12

Defenses
Hitpoints 11 / 11 HP
AC 13, Touch 13, Flat-Footed 11
Fort +1, Ref +3, Will +3 (+2 vs Enchancement, immune to sleep effects)
Initiative: +6 (2 Dex, 2 Race, 2 Trait)
Senses: Darkvision 60ft
Perception: +0
Combat Maneuver Defense: 12 = 10 + 0 BaB -1 Str + 2 Dex

Attacks
Weapon Attack Bonus Damage Crit Range

  • Masterwork Light Crossbow, +3 1d8 19-20/x2 80ft
  • Masterwork Dagger, +0/+3 1d4 x3 10ft

Movement
Base Speed, 30ft

Proficiencies
Weapon: Club, Dagger, Heavy Crossbow, Light Crossbow, Quarterstaff

Languages: Common, Elven, Sylvan, Draconic, Celestial, Goblin, Abyssal

Racial Abilities

  • Fleet Footed: +2 Initiative, gain Run feat.
  • Run: Run at 5x movement speed, do not lose Dex to AC, +4 acrobatics for running jump.
  • Darkvision: 60ft Darkvision, dazzled* in bright light or near a daylight spell. (* -1 attack and sight-based perception)
  • Elven Immunities: Immune to magic sleep effects and +2 saves vs enchantment spells and effects.
  • Elven Magic: +2 to caster level checks to overcome spell resistance. +2 Spellcraft to identify items.
  • Favored Class: Wizard. +50% uses of class ability.

Traits & Feats

  • Riftwarden Orphan: Born with a mysterious birthmark, both parents were lost in the Worldwound. +2 on concentration checks.
  • Magical Knack: +2 Caster level, up to Character level.
  • Reactionary: Adept at reacting to danger quickly, +2 Initiative.
  • Pride: After being threatened accused or challenged, -2 Diplomacy & Sense Motive checks until apologized to.
  • Spell Focus (Abjuration): +1DC for Abjuration spells

Class Abilities

  • Specialty School: Conjuration, Teleportation Subschool
  • Opposed Schools: Enchantment, Necromancy
  • Summoner's Charm: Increase duration of conjuration (summoning) by a number of rounds equal to 1/2 wizard level.
  • Shift (Su) (Subschool): Teleport as a swift action as if using dimension door. Distance: 5ft for every two wizard levels. Doesn't provoke AoO, needs LOS. 14/day* *(3 + IntMod)+100% (2x Favored Class)
  • Arcane Bond (Ring): Can cast one spell out of spellbook without preparation 1/day. Must wear ring to cast spells or make 20+SpellLevel concentration check.

Skills *Trained Only
Skill Name: Total = Mod + 1/2 lv. + Trained + Ar Pen + Misc
Disable Device*: /
Knowledge Arcana*: 10 = 1 + 2Rank + 3Trained + 4Int
Know. Dungeoneering*: 9 = 1 + 1Rank + 3Trained + 4Int
Know. Geography*: /
Know. History*: 9 = 1 + 1Rank + 3Trained + 4Int
Know. Local*: 9 = 1 + 1Rank + 3Trained + 4Int
Know. Nature*: 9 = 1 + 1Rank + 3Trained + 4Int
Know. Planes*: 10 = 1 + 2Rank + 3Trained + 4Int
Knowledge Nobility*: /
Knowledge Religion*: /
Linguistics: 10 = 1 + 2Rank + 3Trained + 4Int
Spellcraft*: 10(12) = 1 + 2Rank + 3Trained + 4Int (+2 Racial, items only)

Equipment


  • Weapons: Masterwork Dagger (Cold Iron), Masterwork Crossbow, 20 Bolts (Cold Iron)
  • Wizardly Stuff: Spellbook, Spell Component Pouch, Inherited Signet Ring (bonded item)
  • Outfit: Explorer's Outfit, Ring of Protection +1
  • Misc Gear: Belt Pouch x1, Chalk x10, Ink (Black & Colored), Inkpen x2, Mirror, Parchment x10, Sack, Sealing Wax, Sewing Needle, Silk Rope, Trail Rations x3, Waterskin
  • Magical/Alchemical/Utility Gear: Alchemist's Fire, Acid Flask x2, Flint & Steel, Caltrops x3, Holy Water x2, Smelling Salts x2, Signal Whistle, Scroll of Lightning Bolt, Scroll of Fireball, Potion of Cure Light, Potion of Barkskin
  • Money: 32GP, 2SP, 3CP
  • Mule: Pack Saddle, Saddlebags, Backpack, Bedroll, Bell x3, Blanket, winter, Bottle x2, Bucket, Canvas 10sq. yd., Feed x10, Rations x7, Flask x2, Oil 5x, Rope x2, Sack, Scholar's Outfit, Shovel, Soap, Tent (small), Traveler's Outfit, Vial x2

LOOT

  • spellbook with Mirror Image, Mage Armor, Shield, Protection from Good, Silent Image, Invisiability, Summon Monster 1, Summon Monster 2 and Fly
  • spellbook with Detect Secret Doors, Fog Cloud, Grease, Invisibility, Resist energy, Shocking grasp, Silent image

Spellbook (* = Conjuration, **= Abjuration)
Cantrips:Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights,Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st Level
Mage Armor*, Grease*, Protection From Evil**, Identify, Color Spray, Vanish, Shield**, Frostbite, Grease, Infernal Healing, Magic Missile, Shocking Grasp, Mount, Unseen Servant, Summon Monster I, Silent Image, Detect Secret Doors

Prepared Spells

Tracked Usage:
Bonded Ring Daily Ability: Unused.
Shift (Su): 0/14 used.

Note to self:

Lvl2 Spell: Anti-Summoning Shield