Vael, Elven Fire Elementalist Wizard. I see him as either a wanderer or exile in regards to elven society. He has experienced the power of fire at somepoint in his past and has developed an obsession with it. In truth it both fascinates and scares him, the power to destroy or purify and protect.
Returning to camp, you are suprised to see you have company. Slowly the elf rises, making no move for the bow next to him nor the rapier at his side. Brushing back his long hair, his burning gazes meets each of you in turn. "I am Vael"..........
Why does he want to get dirty, walk the stolen lands, and probably get captured or killed by bandits?
Power, Knowledge, ......Salvation?
While Vael may tell people he was exiled, the truth is he ran, ran from his home, ran from his people, ran from his future. Now he is searching for a new future. The stolen lands may be rough and dangerous but they also contain secrets, lost lore and power. Perhaps out here, surrounded by untamed wilderness, Vael can forge his shattered soul into something more......if the fire does not consume him.
AC 13: 10+0+3
Fort 0: 0+0
Reflex 3: 0+3
Will 3: 2+1
Rapier -1, 1d6-1, 18-20 x2
Longbow +3, 1d8, 20 x3
For a short time Vael fell in with a group of brigands on the outskirts of the stolen lands. Driven by hunger and desperation, Vael was jsut another desperate soul to gather under the bandits banner. If not for his magic, the bandits would have killed him from the start. Still they were evil men and Vael left on night, though not before grabbing a few useful items and setting fire to 3 tents! Hunted for days, Vael has finally shaken his pursuers and in the process found a small band from Brevoy.
Benefit: You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Long hours pouring over Arcane tomes, grueling days spent exhausting his power has given Vael a focused mind, allowing him to block out distraction, even when in the heat of battle.
Benefit: You gain a +2 trait bonus on concentration checks.
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•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. See the Linguistics skill page for more information about these languages.
•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.
fire Supremecy: SU:
You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.
Fire Jet: SU:
7/Day, 20' Line, 1d6+1, DC 15
As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.