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About Seltyn SevenleafDefense:
Init: +2, Senses: Low-light vision, Perception: +4
AC: 12/12/10 (+2 dex) hp: 32 6,4,4,4,4 +5 (toughness) +5 (favored) Fort +1, Ref +3, Will +6 (+3 feat) Offense:
Speed 30'
Melee MW Longsword +4 (1d8+1 S, 19-20, x2) or Dagger +3 (1d4+1 S or P, 19-20 x2) Ranged Force missile (Sp) (1d4+2) 8/day Ranged Touch Spells +4 Base Atk +2; CMB +3; CMD +15 Skills:
Points/Ranks (35)
Appraise: 9/1
Non-Class Skills: Perception: 5/4 Feats:
Scribe Scroll
Touched by Labelas Enoreth: Your existence is the result of intervention by the Elven god of time. You have an occasional indication of Labelas' feelings about a particular situation or person as if he were there. You gain +3 to all Will Saves. Elven Caster (+1 DC to all spells) Toughness Extend Spell Spell Focus Racial Traits:
•+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
•Medium: Elves are Medium creatures and have no bonuses or penalties due to their size. •Normal Speed: Elves have a base speed of 30 feet. •Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision). •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. •Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Gear:
Weapons MW Longsword 4 lbs. 315gp, Dagger 1 lb. 2gp
Bonded Object Ring (Cast any spell known 1/day) Gear Spellbook 3 lbs. Free Spell Component Pouch 2 lbs. 5gp Explorer's outfit 8 lbs. Free Backpack 2 lbs. 2gp Bedroll 5 lbs. 1sp Sack 1/2 lb. 1sp Waterskin 4 lbs. 1gp Ink - 8gp Inkpen - 1sp 2 Parchment - 4sp 2 Rations 2 lbs. 10sp Special items:
Spells Known:
0 level (DC 16):
Acid Splash, Arcane Mark, Dancing Lights*, Detect Magic, Detect Poison, Flare*, Ghost Sound, Light*, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost*, Read Magic 1st level (DC 17): Burning Hands*, Color Spray, Comprehend Languages, Enlarge Person, Feather Fall, Floating Disc*, Grease, Identify, Mage Armor, Magic Missile*, Protection from Evil, Shield, Silent Image 2nd level (DC 18): Acid Arrow, Alter Self, Blur, Glitterdust, Gust of Wind*, Invisibility, Knock, Mirror Image, Scorching Ray*, See Invisibility, Summon Monster II 3rd level (DC 19): Dispel Magic, Displacement, Fireball*, Haste, Summon Monster III (* Evocation, add +1 to DC) Spells Prepared:
Concentration +10
0: 4 (DC 16): Dancing Lights, Mage Hand, Message, Flare 1: 5+1/day (DC 17): Color Spray x2, Mage Armor, Shield, Magic Missile 2: 3+1/day (DC 18): Glitterdust, Mirror Image, Scorching Ray, SM II 3: 2+1/day (DC 19): Haste x2, Fireball School:
Evocation Opposed Schools: Enchantment, Necromancy
Intense Spells (Su) 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. Force Missile (Sp) 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. Elemental Wall (Sp) At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. History:
Seltyn was apprenticed to Elaes after the evoker met his parents. Both parties agreed that he was unfocused, even for a young elf, and Elaes taught him how to do flashy and impressive evocations, among other spells. Seltyn learned quickly, but resented his lack of choice in his career. He had to admit, though, he was pretty good at it, and decided that even though evokers sometimes get a bad rap, he would prove the usefulness of creating fire and ice (and other things) from thin air. Elaes had taught him very well. Now it was time to practice what he'd learned, and grow his power outside of Elaes's depressing tower. It was time to make his mark in the world.
While Seltyn is very bright, and has a natural talent for things arcane, he's spent more time studying histories and mysteries than developing a deeper "common sense" understanding of the world around him. He's rather naive, and Elaes took advantage of that with a number of wizard's pranks, and the poor elf just kept falling for them. He's likewise awkward in social situations. Seltyn means well, but he's never at ease, and often comes off as insincere or sarcastic when he tries to interact with others. Appearance:
Seltyn looks like a typical elf. He has blond, almost white hair, large green eyes, and is 6'1" tall, but weighs only 147 lbs. He's pale, even for an elf, and looks like he could use some more sunshine.
He favors simple, utilitarian clothes with lots of pockets, in dark colors of green, blue, gray and black, usually with a dark gray, hooded cloak. However, there is always a bright, multicolored accent somewhere, such as a gaudy scarf or an embroidered sleeve, reflecting his penchant for bright, colorful evocation spells. Others:
Ciedrel: boss lady Lithiel Flambeaux: bannerman Derrick: Human friend in the city. His kid's stayed with the elves. Merk: #&@^@* piece of #*#& barbarian cultist who almost killed me. Radriel: dryad who died for us Spider: roguish human fellow Lienilda: Cleric who died right away. She was instrumental in bringing us Azlain. Alex, Julius and Miesko: Crazy wizards or something.
Lord Pentima's daughter, Lady Fontina, has significant influence in the elvish nation and sits on the Queen's council. |
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