Spell Sovereign

Tirnel Stargazer's page

1,140 posts. Alias of Torvald Torvaldson.


Full Name

Tirnel Stargazer

Race

Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')

Classes/Levels

Saves:
+5FORT; +9REF; +9WILL

Gender

AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18

Size

6' 130 lbs.

Age

125

Strength 10
Dexterity 18
Constitution 10
Intelligence 28
Wisdom 10
Charisma 10

About Tirnel Stargazer

Male Elf Wizard (Arcane Crafter) 11
NG Medium Humanoid (Elf)
Deity Yuelra
Initiative +12 (+4DEX/+2trait/+6feat) SensesLow-light vision
Perception +18 (11ranks/2elf/5magic items)

6’/130 lbs.; Blue-black hair with light blue eyes and faintly silver skin

==DEFENSE==
Robes
AC 18 (4DEX/2amulet/2ring) 22 w/Mage Armor Touch AC 16 (4DEX/2ring) Flat-Footed AC 14 (2amulet/2ring)
HP 73 (51Wizard/11fc/11feat)
Fort +5 (3class/2cloak) Ref +9 (3class/2cloak/4DEX) Will +9 (7class/2cloak)

==OFFENSE==
Spd 30ft
Melee Longsword +5 (5BAB) (1d8/19-20/x2)
Ranged Long Bow +9 (5BAB/4DEX) (1d8/20/x3/100’/40 arrows)

==STATISTICS==
Str 10 Dex 18 (+4/16base/2racial) Con 10 Int 28 (+9/18base/2racial/2level/6headband) Wis 10 Cha 10
Base Atk +5 CMB +15 (5BAB) CMD 19 (5BAB/4DEX)

==FEATS & TRAITS==

Second Chance:

Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Warrior of Old (Elf):
You gain a +2 trait bonus on initiative checks.

Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Scribe scroll:
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Improved initiative:
You get a +4 bonus on initiative checks

Craft wondrous items:
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Craft Magic Arms and Armor:
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Quicken Spell:
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell’s actual level.)
Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.

Forge Ring:
You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.
See magic item creation rules for more information.

Defensive Feedback:
When an abjuration spell you cast prevents damage (with damage reduction or energy resistance), if the attacking creature is within 30 feet of the protected creature, the foe takes 1d6 points of damage for every 10 points of damage prevented.

Craft Rod:
You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price.

Time Stutter:
You can briefly step out of time, pausing the world around you. This ability acts as the time stop spell, except that you gain only 1 round of apparent time. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th.

Spell Penetration:
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

==WIZARD ABILITIES==

Spells/day:

LV0-4/DC19
LV1-4/DC20
LV2-4/DC21
LV3-4/DC22
LV4-3/DC23
LV5-2/DC24
LV6-1/DC25

Known Spells:

LV0-All
LV1- animate rope; burning hands; cause fear; celestial healing; charm person; color spray; comprehend languages; disguise self; gravity bow; grease; identify; mage armor; magic missile; protection from evil; shield; shocking grasp; silent image
LV2-bear’s endurance; blur; bull’s strength; cat’s grace; create pit; flaming sphere; fox’s cunning; invisibility; levitate; locate object; masterwork transformation; minor image; mirror image; stone call; web
LV3-dispel magic; fireball; fly; haste; heroism; invisibility sphere; stinking cloud; summon monster 3
LV4-ball lightning, black tentacles, greater false life, stoneskin, terrible remorse
LV5-dominate person; hold monster; stoneskin, communal; teleport
LV6-contagious flame; disintegrate

Spells Memorized:

(4)LV0-dancing lights; detect magic; message; open/close
(7=4+3)LV1-burning hands; magic missile x4; mage armor; protection from evil
(6=4+2)LV2-create pit; flaming sphere x2; locate object; mirror image; web
(5=4+2)LV3-dispel magic; fireball; fly; haste; stinking cloud
(5=3+2)LV4-ball lightning x2; black tentacles; false life, greater; stoneskin
(4=2+2)LV5-dominate person; hold monster; stoneskin, communal; teleport
(2=1+1)LV6-contagious flame; disintegrate

Spells in ring:

Quickened magic missile x3

Universal Arcane School:

Metacharge
As an Arcane crafter, you gain a bonus feat at 3d level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.

Metamagic Mastery (Su)
At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.


Bonded item/Ring:

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the requiredItem Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

==SKILLS & LANGUAGES==

Skills:

Ranks: 121 (22class/99INT)
• Acrobatics +4
• Appraise* +16 (4)
• Bluff
• Climb
• Craft* +16 (bows) (4)
• Diplomacy
• Disable Device
• Disguise
• Escape Artist +4
• Fly* +17 (10)
• Handle Animal*
• Heal
• Intimidate* +0
• Knowledge (arcana)* +20 (8)
• Knowledge (dungeoneering)* +18 (6)
• Knowledge (engineering)* +18 (6)
• Knowledge (geography)* +19 (7)
• Knowledge (history)* +19 (7)
• Knowledge (local)* +19 (7)
• Knowledge (nature)* +19 (7)
• Knowledge (nobility)* +19 (7)
• Knowledge (planes)* +19 (7)
• Knowledge (religion)* +19 (7)
• Linguistics* +13 (1)
• Perception +18 (11ranks/+2elf/+5magic items)
• Perform
• Profession*
• Ride +4
• Sense Motive
• Sleight of Hand
• Spellcraft* +23 (11ranks/9INT/3class skill)
• Stealth +10 (6magic item/4DEX)
• Survival
• Swim
• Use Magic Device
*Class Skill

Languages:

Common, Elven, Aklo, Draconic, Giant, Goblin, Orc, Sylvan,

==RACIAL ABILITIES==

Elven Immunities:

Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment
spells and effects.

Keen Senses:

Elves receive a +2 racial bonus on Perception checks.

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.

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.

Low-Light Vision:

Elves can see twice as far as humans in conditions of dim light.

Equipment:

Combat Gear:
MW Longsword, Longbow, 40 arrows
Other Gear:
Backpack, Crowbar, Hemp rope 50’, 3 days Trail Rations, Water Skin, Bed Roll

785 GP

Magic Items:

+2 ring of protection
Ring of spell storing-3 levels total
Pearl of Power level 1
Pearl of Power level 2
Pearl of Power level 3
Pearl of Power level 4
Amulet of Natural Armor +2
Cloak of Resistance +2 (acid resistance 5)
Handy Haversack
Headband of Vast Intellect +6 (stealth)
Eyes of the Eagle
Elixir of swimming
Boots of levitation

Background:
Tirnel has been such a disappointment to his parents. They had hoped as he grew out of his youth and celebrated his 110th year that Tirnel would finally settle on a path to find peace and harmony for his life. After years of apprenticing with the finest bow makers in Brevoy he suddenly decided that bow making was a waste of his talents and instead now he wished to learn about matters arcane and went to study with the wizards at Skywatch in an attempt to aid them in unlocking the secrets bound in that magiced settlement.

His parents hope that he had found his calling at last when, just as suddenly, he took up the study of nature and the ancient elven ruins that dot the Stolen Lands. Tirnel became fascinated by the thin wall between the world of Fey and the mortal world and hopes that discovering ancestral elvish ruins will reveal the secrets that separate the two realms. Such a discovery would bring fame and recognition, the desire for which his parents clearly do not understand as they patiently hope for an end to this new ‘phase’.

Hearing of the Swordlord’s call to explore and perhaps claim the Stolen Lands, Tirnel realizes this is his chance to further pursue his pursuit of fame and prestige.

Feat Progression:

13-

Spells cast:
Locate object
Mage armor
False life
Flaming sphere
Magic missile
Magic missile (ring)
Teleport

Treasure
1,500
+1 dagger, +2 ring of protection, +2 cloak of resistance, headband of intellect +2 Int, Pearl of Power 2nd