Uzbin Parault

Slidell Stormraven's page

402 posts. Alias of Ragadolf.


Full Name

Slidell Stormraven

Race

Human

Classes/Levels

Wizard 2/Sor 1

Gender

Male

Size

5' 11"

Age

19

Special Abilities

Varisian Tattoo (Conj) Acid Splash 1/day DC-13

Alignment

Nuetral Good

Deity

Nethys-God of Magic (Pathfinder PG)

Location

Sandpoint

Occupation

Mage-in-Training & Freelance Troubleshooter

About Slidell Stormraven

Wiz 2/Sor 1
Current XP: 6330 (need to lvl up!)
Next lvl: 10,000
Craft Points:8

Stats:

Spoiler:

Str: 10 (+0)
Dex: 14 (+2)
Con: 12 (+1)
Int: 16 (+3)
Wis: 10 (+0)
Cha: 15 (+2)

Skills:

Spoiler:

Appraise +6 [+3 from Familiar]
Balance +2
Bluff +5 = 2 + [3r]
Climb +0
Concentration +10 = +1,[+3F]+[6r]
Craft +2
Decipher Script +8 = 3 + [5r]
Diplomacy +2
Disable Device X
Escape Artist +2
Forgery +3
Gather Information +2
Handle Animal X
Heal +0
Intimidate +2
Jump +0
Knowledge (Arcana) +9 = 3 + [6r]
Knowledge (Planes) +8 = 3 + [5r]
Knowledge (Nature) +5 = 3 + [2r]
Open Lock X
Perception -1 (xc)[2r][F,f] Alertness & Inattentive
Perform +2
Profession +0
Ride +2
Search +3
Slight of Hand X
Spellcraft +11 = 3 + [6r] + [+2 Synergy- Knowledge/Arcana]
Stealth +2 (xc)
Survival +0
Swim +0
Use Rope +2

1st level: 24 skill points, Max ranks 4/2
2nd level: +6 skill points, Max Ranks 5/2-1/2
3rd level; +6 skill points, Max Ranks 6/3
*Armor Check Penalty for # Encumbrance;
Bold=skill ranks taken;
X=Untrained/Unusable
xc=cross class
F,f= Affected by Feat &/or flaw

Languages:
Common, Chelax (Racial, Bonus), Draconic, Thassalonian (Pathfinder PG), Elvish

Feats:

Spoiler:

(1st level)
Spell Focus: (Conjuration)+1 to the DC of all Conjuration spells (1st feat)
Varisian Tattoo: Conjuration @ +1 Caster Level (Acid Splash 1/day, DC-13)(Pathfinder Bonus)
Skill Focus (Concentration): +3 on Concentration Checks (Human)
Energy Substitution (Sound): [+0 to spell level] (Flaw)
Transdimensional spell: Affects Incorporeal, Ethereal, Shadow & Trandimentional Spaces as normal [+1 to spell level] (Flaw)
Alertness: +2 to Listen, +2 to Spot (From Familiar)
Scribe Scroll: (Class-Wiz)

(3rd level)
Practiced Caster (Sorcerer): Add +4 levels (up to your Character level) to your caster level of one class you have that can cast spells.

Flaws:
Inattentive: (-4 to Listen and Spot checks)
Poor Reflexes: (-3 to reflex saves)

Armor Class: 12 (16 w/ Mage Armor)
Touch: 12 (16 w/ Mage Armor)
Flat-Footed: 10 (14 w/ Mage Armor)

HP: 14
CURRENT HP: 14

Saves:
Fort: +1
Ref: -1
Will: +5

Combat:
Initiative: +2
BAB: +1
Speed: 30'

Quarterstaff (Masterwork) +2 (1d6/1d6, X2)
Dagger: +1(1d4, 19-20/x2), thrown +3 (1d4, 19-20/x2, 10ft)
Light Crossbow: +3 (1d8, 19-20/X2, 80ft)

Class and Special Abilities:

Spoiler:

Wizard-See PH page ?
Varisian Tattoo (Conjuration): +1 caster level w/ Conjuration, Acid Splash 1/day, DC-13 X

Caster Level: Wiz2 (3 w/ Conjuration Spells)
Spell DC: 0-13 (14 w/ Conj), 1-14 (15 w/ Conj),

Spells per Day: 4/3

Spells Memorized:0-XRay of Frost(X2), (!)Sonic Snap, Minor Image,
1-(*)XMage Armor, (*)Summon Monster I, (*)XOrb of Cold(lesser)

Spells in Spellbook: 0-ALL, 1st- (*)Orb of Cold(lesser), (*)Mage Armor, (*)Summon Monster I, Sleep, Color Spray, Protection from Evil, Magic Weapon,(!)Benign Transposition,

Sorcerer- PH pg?
Sor 1; Caster Level; (CL):3 (Practiced Caster Feat); CL:4 w/ Conjuration (Varisian Tattoo)
Spell DC: 0=13 (14 w/Conjuration), 1=14 (15 w/Conjuration),

Spells/Day(Sor):0= 5, 1= 4 (3+1)

Spells Used: 0= , 1=X ,

Spells Known (Sor): 4/2
0=Read Magic(Free), Detect Magic, Prestidigitation, Acid Splash, Mage Hand
1= Magic Missile, (*)Mage Armor,

(*)=+1 caster lvl, Conjuration, Varisian Tattoo
(!)=From Spell Compendium

Spellbook

Spoiler:

Benign Transposition
Conjuration (Teleportation)
Sorcerer/Wizard 1
Components: V
Casting Time: 1 Standard Action
Range: Medium (100'+10'/Level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes.

Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures maximum loads), go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.

Familiar: Raven, "Veran" (Thassilonian for "Dark Wind")

Spoiler:

Tiny Magical Creature
Hit Dice: 7hp (1/2 of Master's)
Current HP: 7
Initiative +2
Speed:10', Fly 40' (Average)
Armor Class:15 (+2 size,+2 dex, +1 Familiar) touch:15 flat footed :13
Base Attack/Grapple: +0/-13
Attack: Claws +4 Melee (1d2-5)
Full Attack: Claws +4 Melee (1d2-5)
Space/Reach: 2 1/2 ft/0ft
Special Attacks:
Special Qualities: Low Light Vision, Alertness, Improved Evasion, Share Spells, Empathic Link
Saves: Fort+2, Ref+4, Will+2
Abilities:Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Listen +3, Spot +5, Hide +10, Move Silently +2
Feats: Weapon Finesse
Languages: Common (The ability to speak one language is a special ability of this familiar choice.)
-Tiny creatures get a +8 bonus to Hide (Included above)

BOLD indicates where creature has changed due to being a familiar

Equipment:

Spoiler:

Weapons: Masterwork Quarterstaff,(1)Dagger,(1)Silvered Dagger,(1)Cold Iron Dagger, Light Crossbow, 20 Bolts,

Traveler's Cloak, Explorer's Outfit, Standard Adventurer's Pack, Backpack (Blanket, Bedroll, 50ft. Silk rope, Grappling Hook, 6 Days Rations, Waterskin, Flint and Steel, Whetstone, 3 flasks of oil), Bullseye Lantern, Belt Pouch, Caltrops, Spellbook, Component pouch, Belt pouch, (10)candles, (5)Charcoal, (5)Chalk, (1)Ink(vial), (10)Ink pens, (4)Parchment (scroll paper),

Magic Items:
X-Clasp of Protection: (Silver Holy symbol of Nethys, Prot/Evil, 1/Day, CL:1)
X-Tassel/Talisman of Shield, 1/Day, Immediate interrupt, duration one minute.
-*Rod of Thassilonian origin, powerful, used by Imp to create flame bursts, needs study to determine powers and how to use.
- (1)'Everburning Torch' in candle form. Purple light. (From Alzanist's Study)

Potions:
-CLW(0),

Scrolls:
-XSleep, Magic Weapon, Color Spray, XProt/Evil, XEnlarge Person, Benign Transposition(X2)
-'Rubbing'-Thassilonian scroll of "Burning Hands', CL:5, full round to cast, +5 DC to scribe into spellbook

Collected Items:
- *Ancient Scroll of Thassilonian History: User spends 20+ minutes reading the scroll, and makes a successful SEARCH check (DC:20) and gets a +5 bonus to his next roll of KNOWLEDGE:(Arcana) or KNOWLEDGE:(History) regarding things Thassilonian.
-*Skull with 7 pointed star inlaid with silver, discovered in Shrine/milk of Lamashtuu room
-*Book from Thassilonian Study. Mentions the runewell and 'Sihedron Ritual', shows diagram of a 7 pointed star.
-Copies (Sketches/rubbings) of symbols on the pillars of the Runewell room

Cash:
PP:10 (100GP)
GP:187
EP:
SP:5
CP:5

Encumbrance: TBD

Appearance and Personal Traits:
Height: 5'11"
Weight: 130 lbs

Spoiler:

Slidell is a tall, thin, good-looking, personable young man of obvious Chelish descent. His black hair currently has blond sunstreaks from his recent travels. His journeys and studies have left him rail-thin, and he looks like a good breeze would blow him over. His most obviously unusual feature is a large Varisian Tattoo covering his entire right arm, out of place on a Chelaxian. (When it is activated, the pulsing magical lights briefly make the Verasian Symbols appear to look like a large, winged, feathered & rainbow colored snake.) He is currently wearing his traveling clothes, an Explorer's Outfit, (including hiking boots, Heavy Pants, shirt, vest, Overcloak, wide-brimmed floppy Hat & Scarf for cool weather.) All with lots (LOTS) of pockets. His pockets never seem to be empty, and he often surprises himself with what he finds in there.

He has an almost manic energy about him that seems to carry him from place to place, like his body can't keep up with what his mind is doing. He is obviously intelligent, (and chatty) but despite his Charisma, he seems to have a talent for ticking people off. Mostly because he speaks bluntly and loudly about what he sees and how he feels about it, and not always diplomatically.

While he is definitely "good", despite his upbringing in Chelaxian magical society, he has a definite cold, almost heartless streak he unleashes on those that he feels deserve it. He will gladly give anyone a second chance, (IF they ask for it), but he does not believe in giving a third.

He fancies himself a troubleshooter/mystery solver, and never passes up an opportunity to involve himself squarely in the middle of an mystery or event. He is not a glory hound, he just cannot stand the idea that there might be "something" happening and he didn't get the opportunity to learn about "it" before it is gone.

His interest in learning all he can, ABOUT all he can, sometimes blinds him to the bigger picture. While this can be good due to his ability to focus on one problem in spite of all distractions, it can sometimes blind him to whats going on as well. (He HAS complained about the view of the forest being blocked by the large redwood tree in front of him).

Background

Spoiler:

Slidell is an orphan, a true foundling with no earthly idea of who his parents are, or were. Before he could become a tragic statistic of Chelaxian society, (or worse, an experiment for the upper mageocracy), he was found and taken in by a mage who saw his mystic potential. (And who, while a conjurer, was not completely evil.)

His fellow apprentices, who always play tricks on each other, (a little meaner than most in the capital city), quickly learned that messing with Slidell was a bad idea. He would take anything they did, but only until a certain point. They quickly learned that Slidell does not believe in getting even, he multiplies his revenge by at least a factor of three.

His mystic abilities began to baffle his parent/tutor, he grasp of magic was as quick & instinctive as a sorcerer's, but he was obviously memorizing his cantrips as a wizard.
While Slidell is not a specialist, his influence by the Chelax mystical community is obvious in his Feat & spell selection.

Eventually, his mentor began to despair as to how to continue his training. He finally told Slidell (Who by now had earned the nickname "Stormraven" from his peers due to his choice of familiar, and his temper when finally aroused.)to take a journey to study the mystic arts of other cultures for a year or 2, and then return and relate what he had learned.

His travels took him into Varisia to study the mysticism of the tribes there. And after proving himself to one tribe in a mystic contest, he acquired a Varisian Tattoo.

After this he was running low on funds, and in the Sandpoint area. He heard about the festival, and in an uncharacteristic display, decided he had earned a few days "off", and decided to join the party. When we start, he will have been in Sandpoint at least a couple of days, taking 10 & 20 and making much of his Search, Spot & Gather info rolls. (Such as they are) He will be happily poking his nose into every building he can find, and making compliments & criticisms of everything he sees.

Quotes:
"Look at this, This is fascinating!,... Oh, Wait. That can't be good."

"OK, NOW you have my attention, and your going to regret it."

"Can you ask them to stop clanging those swords? I'm trying to work here."

"You are SERIOUSLY cramping my plans to die of old age!"

"Overkill?!? There's no such thing as OVERkill!"

(In a BAD accent, when summoning a creature to fight for him)
"Say Helloo to my leetle friend!"

"Don't look at me. I'm just making this up as I go along,... But I do it brilliantly!"

Level up adds:

Spoiler:

4th Level
Add #3 level of Wizard
+1 to any stat
SKILLS +6 Skill points, Max Ranks 7/3-1/2
(2+Int Bonus(3)+1 Human Bonus=6)
ADD +1 to Fort Save = +2
ADD +1 to Ref Save = +0
ADD +0 to Will Save = +5
ADD +1 to BAB = +2 total (Update weapons stats)
add NO Languages
add NO Feats (Unless bought w/ Craft Points!) (Possibly- Augment Summoning; Craft Wondrous Item; Practiced Caster-Wizard)
ADD +4HP = 18HP
ADD 2 spells to spellbook (Spells TBD, possibles include Acid Arrow, Glitterdust, Summon Monster 2, Scorching Ray, Shatter, Baleful Transposition, Combust, Rainbow Beam, Scorch, Prot/Arrows
Wiz Spells/day now 4/2/1 (W/Bonus Spells=4/3/2)
ADD +8 Craft Points = 16 Craft Points before using any
Familiar (Veran) Update:
9HP Total (1/2 of Sli's)
Deliver touch spells
ADD +1 Nat Armor bonus = +2 Nat Armor = 16AC Total
ADD +1 Int = 7 Total