Spell Sovereign

Melchesiech's page

263 posts. Alias of John Woodford.


Full Name

Melchesiech

Race

Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

Strength 14
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 14
Charisma 10

About Melchesiech

Melchesiech

Male elf gestalt abjurer wizard|unchained rogue 1
LG* Medium humanoid (elf)

DAILY EXPENDABLES

Protective Ward (6/day): [ ] [ ] [ ] [ ] [ ]

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex); 17/13/14 with mage armor
hp 9 (1d8+1)
current hp 9
Fort +1, Ref +5, Will +4, +2 vs. enchantments
Immunities/Resistances Sleep; fire resistance 5

OFFENSE
Speed 30 ft.
Init +5 (+3 DEX +2 trait) Perception +8/+10/+13 (+2 when within 5' of Tranh, +3 on opposed sight-based Perception checks in bright light, +1 vs. traps), low-light vision
Melee rapier +3 (1d6+2/18-20)
Ranged longbow +3 (1d8/x3)
Special Attacks +1d6 sneak attack

Spells in Book:

1st -protection vs. chaos (1 minutes), mage armor (1 hours), grease (Reflex DC 15), obscuring mist, color spray (Will DC 15), shield (1 minutes), enlarge person (1 minutes), magic weapon (1 minutes), expeditious retreat (1 minutes), line in the sand (), celestial healing (1 minutes), see alignment (1 minutes), snowball, monkey fish (1 minutes), alarm (2 hours)

0 -resistance, acid splash, detect magic, detect poison, read magic, ghost sound, mage hand, mending, message, open/close, arcane mark, prestidigitation

Spell book has 39/100 pages used.

Concentration check: +6

Spells Memorized:

1st (2+1) - color spray (Will DC 14), mage armor (1 hours) (cast), shield (1 minutes; school slot)
0 (3) - detect magic, mage hand, prestidigitation

STATISTICS
Str 14, Dex 16, Con 12, Int 16, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 15

Feats:

Scribe Scroll (Wizard bonus): 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. See the magic item creation rules in Magic Items for more information.

Weapon Finesse (U-Rogue bonus):

Point-Blank Shot (L1):

Skills:

Disable Device +8 (+1 ranks, +3 DEX, +3 class skill, +1 trapfinding)
Stealth +7 (+1 ranks, +3 DEX, +3 class skill)
Climb +6 (+1 ranks, +2 STR, +3 class skill)
Swim +6 (+1 ranks, +2 STR, +3 class skill)
Perception +8/+10/+13 (+1 ranks, +2 WIS, +3 class skill, +2 familiar feat, +2 racial, +3 on opposed sight-based checks in bright light, +1 vs. traps)
Spellcraft +8/+10 to identify items (+1 ranks, +3 INT, +3 class skill, +2 racial, +1 trait)
Knowledge (Arcana) +7 (+1 ranks, +3 INT, +3 class skill)
Knowledge (Planes) +7 (+1 ranks, +3 INT, +3 class skill)
Knowledge (Dungeoneering) +7 (+1 ranks, +3 INT, +3 class skill)
Sense Motive +6/+8 (+1 ranks, +2 WIS, +3 class skill, +2 familiar feat)
Use Magical Device +4 (+1 rank, +3 class skill)

Traits:

Riftwarden Orphan: You bear a strange mark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the close relatives of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you have not seen your parents since you were told they died in Tanglebriar, for none of your other relatives spoke of them after they disappeared. Other elves in Kenabres have confirmed that your parents were Riftwardens, and have further confirmed that they went missing on a secret mission into the Worldwound while you were still young. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.

Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.


Racial Modifiers +2 on caster level checks to penetrate spell resistance, +2 on Spellcraft checks to identify magic items, +2 on Perception checks
Languages Common (Taldane), Elvish, Draconic, Hallit, Abyssal

SQ Abjurer wizard; opposition schools Enchantment and Necromancy
Combat Gear rapier, cold iron dagger, longbow, cold iron arrows (20), backpack, thieves' tools, explorer's outfit, flint and steel, rice paper (20 pcs), ink, pen, spell book, spell component pouch, 0 pp, TBD gp, TBD sp, 0 cp Encumbrance #TBD (light); w/o backpack, encumbrance #24 (light)

SPECIAL ABILITIES
Favored Class: Investigator

Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Familiar: Hawk, Tranh. Grants Alertness (+2 to Perception and Sense Motive checks) when within 5' of Melchesiech, grants +3 on opposed sight-based Perception checks in bright light.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

2nd level:
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

-Trap Spotter (Ex) (L2): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

3rd level:
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

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.

Background:
Melchesiech (not his birth name) was born in Kyonin in 4561 AR, scion of a family of wizards and scholars, and for a time it seemed that his life’s path was set for him. His intellectual gifts were recognized early on, allowing him to receive training in magic from his childhood and, though studious enough, his louche ways also earned him a favored place among Calistria’s worshippers. He was, in short, a dilettante, and spent a considerable amount of time on less savory means of making a living. The death of Aroden did little to change this; it was something important to humans, of course, but elves could afford to wait a century or two and see what its effects would be.

Then word of the First Mendevian Crusade came to Kyonin, and something in the nascent wizard’s heart began to change. Treerazer's depredations in the south of Kyonin were a known quantity, but this was a new thing. The change was subtle at first...a growing urgency to his studies and focus on the more martial aspects of roguery, but that could easily be attributed to the deaths of his parents, supposedly slain in Tanglebriar. But the years became decades, the news from the Worldwound grew grimmer, and the changes continued…not only internal, but also in appearance; the chameleon nature of elvenkind saw to that. His fine, bishounen features hardened and became angular, hawklike; his long blond hair darkened, and a strange mark appeared on his back, the spiral symbol of the Riftwardens. His nights were troubled by dreams of Kyonin’s fall and the death of all he held dear, and so his days filled with arcane studies to the exclusion of everything else. Finally he was ready, and in recognition of his new dedication he left his old name behind him in Kyonin, taking as his name an ancient Sovyrian word meaning only "Weapon."

What Melchesiech did not know until he came to Kenabres was that he was not the first (or even the second) crusading elf with that name. His parents, whom he thought had died in Tanglebriar, had actually joined the crusaders in Kenabres decades before, both calling themselves Melchesiech. They went missing soon after they arrived, though, lost on a mission into the Worldwound.

His alignment is starred because he has deliberately made his personality a better match for the Inevitables, whom he believes are best capable of aiding in his quest to close the Worldwound. His self-sacrifice, though, is ultimately a Good act. So he generally acts LN, but is at heart LG (for the moment).

In appearance, Melchesiech is a blade-thin elf with sharp, ascetic features that in many ways match his hawk familiar. His movements are precise and well-controlled; though possessed of the usual elven grace, in his case his rigidity of posture and stillness when not actually doing anything combine to give the impression of a well-made clockwork automaton. He has little or no emotional affect, again evincing an atypical level of self-control for an elf. (In his case, it is clearly not boredom; he is engaged with the world, but attempts to show no visible emotion beyond an occasional intense curiosity.)

Incidentally, I messed with the fluff for the Riftwarden Orphan trait a bit because otherwise it wouldn't apply to an elf; it's been less than a century since the Worldwound reopened, and the minimum starting age for an elf wizard is 120 years.