Damiel

Talathel "Tal" Darkariel's page

772 posts. Alias of Jolly Roger.


Full Name

Talathel "Tal" Darkariel

Race

Void-Wizard 5 | AC 14(17 mage armor) T 13 FF 11 | HP 32/32 | F +2 R +4 W +4 | Init +9 | Perc +7/+12

Classes/Levels

Skills:
Bluff +11, Diplomacy +14, Knowledge (arcana) +11, Knowledge (dung, planes) +10, Know (history, local, nobility, religion) +9, Linguistics +12, Perception +7, Spellcraft +13/15

Gender

Male

Age

45

Alignment

Chaotic Good

Languages

Common, Draconic, Elven, Goblin, Thassalonian, Sylvan, Orc, celestial, Tien, Terran, Abyssal

Strength 7
Dexterity 16
Constitution 12
Intelligence 21
Wisdom 11
Charisma 7

About Talathel "Tal" Darkariel

Talathel:

TALATHEL (Oppara)
(Oppara) Wizard 2
CG Medium Elf / Humanoid (Elf)
Init +9; Senses Perception +4, Darkvision 60 ft
==DEFENSE==
AC 14, touch 13, flat-footed 11 (+1 armor, +3 dex)
hp 12 (2d6+2)
Fort +1, Ref +3, Will +3
Armor Haramaki, Light
Defensive Abilities Elven Immunities (PFCR 22)
==OFFENSE==
Spd 30 ft/x5
Melee Quarterstaff -1 (1d6-3) 20/x2 monk, double
Ranged Ray +4 (By Spell) -
Ranged Light Crossbow +4 (1d8) 19-20/x2
==STATISTICS==
Str 7, Dex 16, Con 12, Int 20, Wis 11, Cha 7
BAB +1, CMB -1, CMD +12
Feats Alertness (PFCR 117), Run (PFCR 132), Scribe Scroll (PFCR 132), Spell Focus (Conjuration) (PFCR 134)
Skills Bluff +8, Diplomacy +11, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +9, Linguistics +10, Perception +4, Spellcraft +10 [Identify properties of magic items +12]
SQ Elven Magic (PFCR 22), Arcane Bond (PFCR 78)
MC Arcane School (PFCR 79-82), Scribe Scroll (PFCR 78), Spellbook (PFCR 79), Wizard Bonus Languages (PFCR 78), Wizard Cantrips (PFCR 79), Wizard Spells (PFCR 78)
Traits Fashionable (Faction: Taldor) (PFSc: GtPSOP), Student of Philosophy (Social) (PFCo: QuCa)
Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan, Thassilonian, Tien
Gear Spell book, Wizards Kit

Feats & Traits:

-- ELVEN RACIAL TRAITS --
• Dex: +2, Con: -2, Int: +2
• TYPE: Humanoid (Elf)
• SIZE: Medium
• ELVEN IMMUNITIES: Elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells or 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.
• FLEET-FOOTED: While all elves are naturally lithe and agile, some also
are naturally speedy and have a strong desire to rush into situations rather than
worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat
and a +2 racial bonus on initiative checks.
• DARKVISION 60 FT: Though uncommon, some groups of elves are born with
darkvision, rather than low-light vision. In many cases this is taken as a sign of a
drow in the elf's ancestry, and can lead to persecution within the elf's home
community. Elves with this racial trait gain darkvision with a range of 60 ft, but
also gain sensitivity to light and are dazzled in areas of bright light or within the
radius of a daylight spell.
• Automatic Languages: Common, Elven
• Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan

-- CLASS ABILITIES --
• FAVORED CLASS (Wizard) : You've gain the following bonuses: +1 Skill Point.
• ARCANE BOND: You have selected Greensting Scorpion familiar. It grants +4 bonus
on initiative checks. See the rules for familiars in [PFCR 82-83]. (PFCR 78).
• ARCANE SCHOOL: You are a wizard of the Void school, sacrificing knowledge in
Water schools. Preparing a spell from an opposition school takes up two slots of the
given level. You have the following school powers:
- Void Awareness: Your ability to recognize the void allows your body to react
to magical manifestations before you're even aware of them. You gain a +2 insight
bonus on saving throws against spells and spell-like abilities. (PFCo: DEP).
- Reveal Weakness: When you activate this school power as a standard action, you
select a foe within 305. That creature takes a -1 to its AC and on saving throws for 1
round. You can use this ability 8 times per day. (PFCo: DEP). (PFCR 79-82).
• SCRIBE SCROLL: You gain Scribe Scroll as a bonus feat. (PFCR 78).
• SPELLBOOK: The wizard must prepare all spells from a spellbook, except Read
Magic. (PFCR 79).
• WEAPONS AND ARMOR: You are skilled with club, dagger, light crossbow,
quarterstaff, weapons. You are proficient with no type of armor, and no shields.
Armor and shields may interfere with casting, requiring a Arcane Spell Failure roll
[PFCR 83]. (PFCR).
• WIZARD BONUS LANGUAGES: The wizard can select Draconic as a bonus language
at 1st level. (PFCR 78).
• WIZARD CANTRIPS: The wizard can cast known 0-level spells at will. (PFCR 79).
• WIZARD SPELLS: A wizard may know any number of spells, and cast them according
to the spell progression in PFCR 78. (PFCR 78).

-- GENERAL FEATS --
• ALERTNESS: You get +2 to Perception checks and +2 to Sense Motive checks.
(PFCR 117)
• RUN: When running, you move five times your normal speed (if wearing medium, light,
or no armor and carrying no more than a medium load) or four times your speed (if
wearing heavy armor or carrying a heavy load). If you make a jump after a running
start (see the Jump skill description), you gain a +4 bonus on your Jump check. While
running, you retain your Dexterity bonus to AC. (PFCR 132)
• SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR
134)

-- ITEM CREATION FEATS --
• SCRIBE SCROLL: Scribe scroll as per the rules in PFCR 552. (PFCR 132)

-- TRAITS --
• FASHIONABLE (Faction: Taldor): So long as you are wearing clothing and
jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and
Sense Motive checks. Diplomacy is always a class skill for you. (PFSc: GtPSOP)
• OUTLANDER (LORE SEEKER) (Campaign): You've studied magic intensely,
and hope to increase that knowledge by adding ancient lore. You gain a +1 trait bonus
on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. You
are particularly adept at casting the following spells, Grease, Color Spray, Snowball, they function at +1 caster level when you cast them, and their save DCs (if
any) gain a +1 bonus. (PFAPG 331)
• STUDENT OF PHILOSOPHY (Social): You were trained in a
now-defunct philosophical tradition—such as that of the now-destroyed magic
universities or astrologers—and learned to use logic and reason to persuade others.
You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy
checks to persuade others and on Bluff checks to convince others that a lie is true.
(This trait does not affect Diplomacy checks to gather information or Bluff checks to
feint in combat). (PFCo: QuCa)

-- DRAWBACK --
• FAMILY TIES (DRAWBACK): Your family is extremely important to you, and
you feel disheartened when you can't do what they ask. When a family member makes a
request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and
Charisma-based ability checks and skill checks until you either do what was requested
or succeed at a DC 20 Will saving throw, which you can attempt once per day at the
start of each day. You can't take this drawback if you have no family. If you ever
lose your family or lose contact with your family, exchange this drawback for the
Doubt drawback. (PFUCgn 65)

-- WEAPONS --
• LIGHT CROSSBOW: You draw a light crossbow back by pulling a lever. Loading a
light crossbow is a move action that provokes attacks of opportunity. You can shoot,
but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can
shoot a light crossbow with each hand, but you take a penalty on attack rolls as if
attacking with two light weapons. This penalty is cumulative with the penalty for
one-handed firing. [Weapon 2 (PFCR)]

Scorpion familiar:

N Tiny virmin
Init +3; Senses Darkvision; Perception +8
Defense
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 6 (2d8)
Fort +2, Ref +3, Will +3
Offense
Speed 30 ft.
Melee Sting +6 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7
Feats Weapon Finesse
Skills Acrobatics +3, Climb +11, Escape Artist +3, Perception +9, Stealth +19;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Special Abilities
Poison: fort save dc 10, effect sickened for 1 round. 1/round for 6 rounds
Familiar: Alertness, improved evasion, share spells, empathic link
Master Bonus: The master of a Greensting Scorpion familiar gains a +4 bonus on initiative checks.

Gear:

Haramaki (3gp)
Spellbook
Light Crossbow +20 bolts (35 gp)
Quarterstaff
Scrollcase (1gp)
Wrist sheath (5gp)
Custom kit (21 gp)
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, soap, a spell component pouch, torches (1), trail rations (5 days), and a waterskin.
50 gold
scroll of minor image
Scroll of mage armor
Wand of shocking grasp (28 charges)
identify wand
Caizarlu's spellbook

Spellbook:

All Cantrips except Ray of frost

First Level
Color Spray
Gravity Bow
Grease
Mage Armor
Magic Missle
Sleep
Silent Image
Vanish
Charm
Snowball
Keen Senses

Second Level
Create Pit
Glitterdust
See invisibility
False Life

Third Level
Haste
Dispel Magic

Daily Resources:

Cantrips (4):
Acid Splash (1d3+1)
Ghost sound (dc 15)
Detect magic
Daze

Level 1 (4+2+1):
Grease (dc18)
Snowball (2d6, dc 18)
Gravity Bow
Color Spray (dc17)
Sleep (dc 16)
Magic Missle (2d4+2)
Mage Armor

Level 2 (2+1+1)
Create Pit (dc 18)
Glitterdust (dc 17)
See invisibility
False Life

Level 3 (1+1+1)
Dispel magic
Haste (2x)

Void school:

Void
The void is a complex idea considered by some to be a fifth element—one that comprises thought, space, spiritualism, and insight. Wizards who tap into its mysterious powers gain control over energies that bind the earth to the heavens and the planes to their mysterious and eternal alignments, as well as the powers that stitch living beings to their spirits.

The void elemental school presented here is an additional arcane school for the wizard class.

A wizard who specializes in the void element gains a number of school powers and one bonus spell slot of each level that the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the void elemental school’s spell list.

Unlike a normal arcane school, the void elemental school requires the wizard to select a single element (air, earth, fire, or water) as his opposition school. A wizard must expend two spell slots to prepare a spell from his opposed elemental school as normal. He does not need to select a second opposition school.
Void Magic

Add the following spells to your wizard spell list at the listed spell level:

1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience.

Void Awareness (Su)

Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.

At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Reveal Weakness (Su)

When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Aura of Prescience (Su)

At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

Void Elementalist Wizard Spells

0th—guidance;
1st—gravity bow, keen senses, shield, true strike;
2nd—continual flame, haunting mists, invisibility, masterwork transformation, see invisibility, share memory;
3rd—arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts, tapestry’s embrace*, twilight knife;
4th—minor creation, moonstruck, wandering star motes;
5th—fabricate, major creation, mind fog, telepathic bond, teleport;
6th—greater dispel magic, legend lore, true seeing, mage’s lucubration;
7th—greater teleport, simulacrum, vision;
8th—mind blank, moment of prescience, orb of the void, whirlwind;
9th—foresight, mage’s disjunction, time stop.

background:

Tal is an elf who grew up with eyes the color of ominous black pits. His mother died in childbirth and it kept the relationship with his father strained. Though his eyes helped him look into the darkness, it did not help him find a lot of friends. He has always been a child who got himself into trouble and got quick on his feet running away from chasing angry people. He grew up apprenticing his father as a wizard and there he found his eyes weren't only good for looking into the dark. Thanks to his strange eyes he could see and manipulate the flow of magic quite easily. Offensive spells are easily to resist if you know how they work when cast on you.

Still a young elf by normal standards, Tal got in good graces with some noble's sons. Partying was fun and he was good at it. It is always fun to be able to lift girls skirts from a distance. However, at one party at the Duke's house he "accidentally" set the Dukes beard on fire for a drunken dare. Taldor nobles are quite fond on their beards and having yours burned away made the Duke take out a hit on Tal.

He had to ran away from the Duke's ire and contacts, and went to live with his aunt in Sandpoint. As far away from the Duke as possible. Though he is grateful of his aunt and likes her, he hates it in Sandpoint. It is absolutely boring and there is nothing to do at all. There are almost no elves save him and a couple of others, the villagers are way too friendly. There is no one to get into trouble with.

His aunt, Niska Mvashti, is the "wise woman" of the village. She gave Tal a place to hide and sends him on errands to keep him out of too much trouble.

Tal is a jokester and does not like to take life too seriously. He prefers chasing women and starting trouble where he goes to provide entertainment for himself and others. He is a bit too smart than is good for him as his running mouth has often gotten him into trouble. He wairs sunglasses against the sun and makes sure his clothes look fashionable and clean. Nothing would ruin his day more than getting gore over his clothes.

rp example:

The noise from outside forces Tal to wake up and open his eyes. His head is still pounding a little when he tries to rise. He looks to the side and sees a pretty girl lying next to him. Oh damn what was her name again? Marissa, Clarissa, ugh it has to be something that ends with issa. He picked her up last night, another visitor to the town for the Swallowtail Festival. Not wanting to wake her up and have the morning after talk, Tal sneaks outside silently.

As he walks down the stairs of the inn, he sees Ameiko cleaning up after the night before. "Walk of shame Talwin?" She says with a wink.
"I am never ashamed of walking, dear Ameiko." Tal responses with a grin on his face. They have hooked up a couple of times since Tal has been in Sandpoint, both understanding it was only for the night and having fun while at it.
"Could I bother you for some breakfast and water? My head is killing me." Tal says while taking a seat at the bar. Ameiko brings him some bread, chicken legs and broth to eat and when he starts attacking the food, Ameiko stands in front of Tal, leaning on her arms with a huge grin on his face. "You aren't forgetting anything are you Tal?"
With his mouth still full he responds "Wvaff? *swallows* What? The name of that girl? Pfft, she will find another strapping lad to lead her around the town anyway."
Ameiko's grin widens "Nooooooo" she says teasingly. "I believe a certain someone asked you to do something....".
Still chewing his food, Tal's face looks back at her questioningly. When it suddenly dawns on him, he starts chewing slower and swallows. He hits his head with the flat of his hand and shouts "BLASTED DEMONIC BUNNIES OF DOOM!" I promised Niska I would bring her fresh fish from the harbor for her stew! He jumps from his chair and runs towards the door.
He brakes on his feet and runs back towards the bar, drops five silver pieces on the counter, picks a leg of chicken and kisses Ameiko on the forehead saying "Thanks for reminding me, love! See you later!" And out the door he goes.

Once outside he glares against the bright sunlight and quickly dons his sunglasses. Ugh way too bright!
He hurries towards the market through the bustling streets. A lot of strangers here, hopefully none that know me from Taldor. He thinks peering at the strangers walking in the streets. He takes a back route to the harbor and picks up some of the fish Niska needed. Unfortunately they already sold out all of the tuna.

Once back at Niska's place, Tal takes a deep breath and prepares what what's coming to him. He tries to sneak inside and drop the fish in the kitchen, hoping Niska is still out for one of her walks. Tiptoeing through the residence he reaches the kitchen and just as he places the fish on the counter his fears become reality as he hears a raspy female voice behind him say "So Talathel... I thought I asked you to bring me the fish before ten o clock. And I believe I asked tuna as well?"
Damned racoons of the fiery hells! He turns around and apologetically says "Sorry aunt Niska, they ran out of tuna. And please don't call me by that name. People here know me as Talwin, please use that or Tal." [dice=bluff]1d20+7[/dice]
As Niska walks up to Tal she slaps him on the back of the head. With a stern face she says "I told you I will not have you lie to me Talathel! You can save those for those young girls you try to woo all the time. Your mother would be very disappointing. And I will use the name she gave you in my own house! Those silly nobles will never set foot in this place anyway."
Tal hangs his head in defeat. "Yes Niska...I am sorry. I was too late and the tuna was sold out." He says apologetically.
Niska's stern face shifts instantly to a friendly one when she smiles and says "Thank you for being honest. Good thing I went there myself and got the things I needed already. Now as punishment for forgetting your task you will have to walk me to the forest for the coming five days."
Tal stammers "But if you went to get the tuna yourself...why did you ask me to...*sigh*...very well...anything else you need today?"
Niska starts preparing the fish and over her shoulder she says "Nothing right now Talathel, enjoy yourself at the festival, but be sure to be back here tomorrow at noon. I do so enjoy our walks together. Hi hi hi."
Tal looks at her for a moment and the cogs start turning into place. "You did all that just to make sure I would walk with you didn't you...*sigh* I see I still have much to learn, auntie." Tal says with a grin. He kisses Niska on the check and walks up stairs to get a fresh batch of clothes before heading outside towards the festival.
"Don't you break young girls hearts now Tal! That sort of stuff leads to trouble!" Niska shouts when Tal opens the outside door.
Tal shakes his head and grins as he puts on his sunglasses and walks towards the festival terrain.