* +2 to one ability score
* Normal Speed
* Low-Light Vision: Half-elves can see twice as far as humans in conditions of poor illumination.
* Keen Senses: Half-elves receive a +2 bonus on Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
* Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects.
* Adaptability: Half-elves receive Skill Focus, as a bonus feat, at 1st level.
* Elf Blood: Half-elves count as both elves and humans for any effect related to race.
* Languages: Half-elves begin play speaking Common and Elven.
* Favored Classes (2): Ranger, Wizard
Transmutation Specialist Ability: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.Typically applied to Strength. Augment (Sp): As a standard action, you can touch a
creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess,
to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. 7/day
Arcane Bond (ring of protection +2) (Su): 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. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a Spellcraft check or lose the spell. The DC for this check is equal to 20 + the spell’s level.
A bonded object can be used once per day to cast any one spell that the wizard knows and can cast, just as if the wizard had cast it. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s prohibited schools.
A wizard can enchant his bonded object as if he had the required feats. If the bonded object is a wand, it loses its enchantment when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties. Bonded objects only function for their creator, including any magic abilities added to the object. This means that they cannot be sold.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the subject of an arcane bond is lost or destroyed, it can be replaced after 1 week’s time in a special ritual that costs 200gp per wizard level. This ritual takes 8 hours to complete.
Favored Enemy (Undead) (Ex): The ranger gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such creatures.
Track (Ex): A ranger adds half his level to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, inf luencing an animal in this way takes 1 minute, but, as with inf luencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
FEATS & TRAITS
Scribe Scroll (Wizard B) (create spell scrolls)
Skill Focus [Knowledge (Religion)] (Half-Elf B) (+3 on Knowledge (Religion) checks)
Arcane Strike (Lvl 1) (swift action; weapons are magic and +1 damage)
Smiting Spell (Lvl 3; PHII) (place touch spell into weapon; +1 lvl to spell slot)
Improved Initiative (Lvl 5) (+4 on initiative rolls)
Death-touched: You've spent years of your life hunting and destroying those who refuse to rest peacefully. Constant exposure to negative energy and powers of the undead have helped you develop a resistance to them. You receive a +1 trait bonus on saving throws against the extraordinary or supernatural abilities of undead creatures.
Magical Knack: (Wizard) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Spells Prepared: (Transmuter 4, Caster Level 5th)
0 Level: detect magic, disrupt undead, light, mage hand
1st Level: enlarge person, expeditious retreat, magic missile*, shield, shocking grasp
2nd Level: bull's strength*, glitterdust*, scorching ray, smiting shocking grasp
Arcane Bond allows Sanvoros to cast any spell he knows 1/day
APPEARANCE & PERSONALITY
Height: 5' 9" Weight: 168
Sanvoros Draben is a dark-complexioned half-elf of average height but large frame. The fact he has some Xoltec heritage is evident is his tan skin and dark hair. With his elven background combined with this, he is not unattractive; however, he is typically unkempt and dirty from his numerous excursions into the undead-haunted jungle regions.
Once a fun-loving and adventurous youth, Sanvoros' years spent hunting those who should be dead have taken a toll on his outlook. He rarely smiles, and his sense of humor can best be described as "dark". He doesn't make friends very easily, for one very good reason - they often don't live long, considering the line of "work" he's in. His primary focus in life is the destruction of the undead, but the adventurous spirit of his parents is still there underneath, and he does spend some time exploring the area and investigating the ruins of his ancestors.
Sanvoros Draben's mother, Elendara, was an elven mage from the northern continent of Dragora. Arriving in Opal over three and a half decades ago with a group of companions, their goal was the exploration and plundering of some of the ancient Xoltec ruins that dotted the region. Hiring a local guide and ranger named Shune Draben (who was half-Xoltec through his own mother's side), the group had a great deal of success. It was only a short period of time before Elendara and Shune fell in love and married.
Sanvoros was born not long after, and though his parents took a break from their adventurous careers to raise him, the lure of the ancient ruins of both the Xoltec and the Old Ones was too strong. The two gathered some of their old companions, and taking Sanvoros (who was in his early teens and a student of both parents), they set out on numerous explorations.
The end of Sanvoros' parents, and his youthful joy, came quite suddenly. The expedition was like all of the others; only this time, they disturbed the tomb of a not-quite peacefully resting priest. The mummified worshipper of Xipe Totec and his minions made short work of most in the group. Sanvoros' father escaped with his son, but the swarms of undead were right on their heels. Finally exhausted, Shune stopped and told Sanvoros to continue running as fast as he could and not stop; Shune thought that his son's only chance was if he turned and held the creatures up for a time. The last thing Sanvoros recalls hearing is his father's screams as he ran away.
Sanvoros stumbled back into the city of Opal nearly two months later, with only a vague recollection of what had happened in the intervening time. He had memories of collapsing in a cave, someone or something healing him, a brightly colored feathered snake (called a 'couatl' in Xoltec legends) - though he couldn't remember if it was a picture or real, and a strong desire to seek out the Order of the Feathered Serpent. There was no doubt, however, that his magical talents (begun under his mother) had increased substantially, and he was in perfect health.
The Order took in the boy, and realizing his newfound determination, continued his training in both magic and martial skills. Since gaining adulthood, Sanvoros has been a staunch member of the order; one of the few arcane spellcasters in a primarily divine order. He's lost many friends, which only makes his determination grow. Occasionally, he will hire himself out to groups exploring the area, but this has grown more infrequent through the years.