Hooded Man

Pharrell's page

7 posts. Alias of Kuolio.


Full Name

Caladrel Faerondaerl

Race

Elf

Classes/Levels

Magus (Hexcrafter, Staff Magus) 1

Gender

Male

Size

M

Alignment

N

Strength 15
Dexterity 12
Constitution 12
Intelligence 17
Wisdom 12
Charisma 9

About Pharrell

********************
Caladrel is fair-skinned, he has green eyes and dark longish hair (about shoulder length). He is tall and lean like most elves but his physique in not as fragile as usual among elves (due to his unusually high strength and constitution), actually he is quite muscular for a an elf. Because he doesn't want to stick out, he doesn't wear shiny armor, fancy clothes or jewels.

Faerondaerl's parents left the Crying Leaf, military outpost in Mierani Forest before Caladrel was born. They travelled all the way to the city of Eleder (in Sargava) where Caladrel was born. Faerondaerl family line has long traditions in magic. Both of his parents are wizards, they provice for the family by crafting magical items and selling spellcasting (Magical Lineage). Caladrelis was raised with the goal in mind that he is a magic-user. As a kid he was studying arcane powers when others were playing, racing or fighting, that may have affected his social development.

Caladrel is quiet person, you could even say little unsociable. He doesn't mean ill, it is just his poor self-expression that can cause troubles. He has learned that sometimes it is just easier to keep quiet and blend into the crowd. He is suffering from melancholy, typical to the Forlorns. Caladrel doesn't make friends easily, he selects them very carefully. But once friendships developed he values it highly. "Elven honor has little to do with battle, property rights, or even personal morality, and everything to do with friendship.", (from Elves of Golarion). During combat Caladrel is loyal to his friends and he won’t abandon them. But if he feels that he can retreat and return to save captured, he might try to do so.

Recent decades Caladrel has been traveling a round, training and searching for the Brightness. He believes that the Brightness can be found by studying martial and arcane secrets. Wealth and power doesn't motivate him, it is the desire of knowledge that drives him.

Caladrel started his search from Irrisen where he studied the ways of black magic for several years in the city of Whitethrone. He wasn't ever really able to adapt to the evil land and accept the ways of the white witches, he ended up in an argument with his master and was forced to flee to Varisia (Failed Winter Witch Apprentice).

During his travels in Varisia Caladrel spent lot of time in his favorite city, Magnimar, studying magic as Toth Bhreacher's apprentice. Caladrel managed to anger local slumlord Rassimeri Jaijarko by interfering his business. Rassimeri's thugs were collecting rent from one of his tenants when Caladrel unexpectedly appeared on the scene and drove the thugs off. One of the thugs, who happened to be Rassimeri's close friend, got killed in the conflict. Rassimeri is an infamous greasy half-Varisian drug dealer with ties to a Sczarni gang known as the Gallowed who he uses as hired muscle. In fear of Rassimeri and the Gallowed Caladrel was, once again, forced to flee (Caladrel prefers to use term retreat), and now he is hiding in the small village of Heldren behind name Pharrell, he suspects that Rassimeri has sent assassins after him.

Pharrell
N Medium Humanoid (elf)
Init +1; Senses Low-Light Vision; Perception +4 (Keen Senses)
Favored Class Option
* 1st: +1 hp
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8 +1 +1 favored class)
Fort +3, Ref +2, Will +3; (NOTE: Elven Immunities)
Defensive Abilities
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee
Quarterstaff two handed +2 (1d6+3 x2) B
Quarterstaff one handed +2 (1d6+2 x2) B
Dagger (Cold iron) +2 (1d4+2 19–20/×2) P or S
Cestus +2 (1d4+2 19–20/×2) B or P
* –2 to melee attacks when Spell Combat
* +1 enhancement bonus when expend 1 point from arcane pool
Ranged Sling +1 (1d4+3 x2)
Special Attacks
Spells Prepared (CL 1st; concentration +4)
1st - Rimed Frostbite, Shield
0 (at will) - Brand, Light, Detect Magic, Ghost Sound
Spellbook
1st: Blend, Shocking Grasp, Frostbite, Color Spray, Shield, Ill Omen
0: acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark, brand
--------------------
STATISTICS
--------------------
Str 15, Dex 12, Con 12, Int 17, Wis 12, Cha 9
BAB +0; CMB +2; CMD 14
Feats Quarterstaff Master (as a bonus from Staff Magus Archtype), Rime Spell
Traits Failed Winter Witch Apprentice (campaign), Magical Lineage (Frostbite)
Skills
Languages Common, Elven, Celestial, Draconic, Sylvan and Skald (bonus from Failed Winter Witch Apprentice)
--------------------
SPECIAL ABILITIES
--------------------
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.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Quarterstaff Master (Ex): At 1st level, the staff magus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.

Skills:

1st: Intimidate, Knowledge (Planes), Perception, Spellcraft, Stealth

(bonus, name, attribute, ranks, class, other)
+1 Acrobatics 1+0-1 (-1 acp)
+3 Appraise 3+0+0
-1 Bluff -1+0+0
+1 Climb 2+0(+3)-1 (acp) *
+3 Craft 3+0(+3) *
-1 Diplomacy -1+0+0
-- Disable Device
-1 Disguise -1+0+0
+0 Escape Artist 1+0-1 (acp)
+0 Fly 1+0(+3)-1 (acp) *
-- Handle Animal
+1 Heal 1+0+0
+3 Intimidate -1+1+3 *
+3 Knowledge (Arcana) 3+0(+3) *
+3 Knowledge (Dungeoneering) 3+0(+3) *
+7 Knowledge (Planes) 3+1+3 *
-- Linguistics
+4 Perception 1+1+0+2 (Keen Senses)
-1 Perform -1+0+0
-- Profession *
+0 Ride 1+0(+3)-1 (acp) *
+1 Sense Motive 1+0
-- Sleight of Hand
+7 Spellcraft 3+1+3 * (Elven Magic: +2 to identify magic items)
+1 Stealth 1+1-1 (acp)
+1 Survival 1+0+0
+1 Swim 2+0(+3)-1 (acp) *
-- Use Magic Device *

Gear:

Studded leather 25 gp 20 lbs. (+3 AC, Armor check penalty -1)
Quarterstaff 0 gp 4 lbs.
Sling 0 gp 0 lbs.
Bullets (20) 2 sp 10 lbs
Cold iron dagger 4 gp 1 lb
Cestus 5 gp 1 lb
Spell component pouch 5 gp 2 lbs.

Backpack 2 gp 2 lbs.
Bedroll 1 sp 5 lbs.
Blanket 5 sp 3 lbs.
Ink 8 gp
Ink pen 1 sp
Paper (sheet) x 10 4 gp
Rope (50 ft.) 1 gp 10 lbs
Explorer's outfit 0 gp 8 lbs
Spellbook

60 gp