Lantern Bearer

Aelwyn Coronis's page

16 posts. Alias of markforabit.


Race

Elven Evoker

Classes/Levels

[HP11] [AC:12 T:12 FF:10 CMD:13] [Init +6] [Fort +1 Ref +2 Will +4] [Perception +5]

About Aelwyn Coronis

Background:
Aelwyn is estranged from his family. As a child, he was slowly introduced to magic by his grandmother, and showed an early talent, particularly with energy magic. His training stopped when his grandmother was slain in a orc raid. The orcs were soon driven off, and nobody else was injured, but he resents her loss, having never been close to his parents. When nearly adult, his grandfather got him drunk at a family wedding, and he was so embarrassed at his actions and how his family reacted to him that he left, and has not yet (7 years ago) returned. He is still very nervous about alcohol or speaking in front of groups of people. He misses his younger sister Sileal, but is unwilling to return – he feels his parents did not support him at the time of his grandfather's prank.

When he first left his own people, he packed carefully, and intended to make his way as a travelling wizard, fixing small things with his magic, teaching where possible, but certainly not adventuring. He wandered through Varisia and ended up in Korvosa. Much to his surprise, he found himself in the city watch of that city. His elven sight made night patrols easy, and his magic allowed him to find a place, though he remained nervous of the Watch's carousing while off duty, and avoided their drinking sessions. The watch were mostly followers of Abadar, god of cities, and Aelwyn explored that faith while in Korvosa. He eventually decided with some reluctance that Abadar could be rather too morally murky for him. He's no crusader of righteousness, but he'd like a deity that gives him something good to hope towards. He only left Korvosa a few months ago, and remains on good terms with the Watch there.

Since leaving Korvosa, he applied to join the army as an arcane support agent, thinking it would be a good way to improve his skills. As it was accepted that the army was practically invincible, he felt no particular danger, but recent events are making him question joining up. He's loyal to his platoon, though, and wants to look after them.

Character Sheet:
Aelwyn
Male NG Elf Wizard (Evoker) 1, 5'11”, 121lbs
Str 10, Dex 15, Con 12, Int 18, Wis 12, Cha 10
Stats & Saves:
Wizard (1), hp 11
Base Stats (unenhanced by magic)
Str 12, Dex 15, Con 12, Int 18, Wis 12, Cha 10

Saving Throws
Fortitude = +1 (Base +0, Con+1)
Reflex = +2 (Base +0, Dex +2)
Will = +4 (Base +3, Wis +1)
+2 racial saving throw bonus against enchantment spells and effects.
Armor Class = 12 (Dex +2)
Flat-Footed AC = 10
Touch AC = 12 (Dex +2)
BAB = +1, CMB = +1, CMD = 13 (Dex +2)

Drawbacks, Feats, & Traits:
Racial Traits
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 Additional Rules.
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.

Drawbacks and Traits
Eyes and Ears of the City: Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. .
Focused Mind: Your childhood was dominated by lessons that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Feats
Weapon and Armor Proficiency: Proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.
Scribe Scroll: You can create magic scrolls.
Improved Initiative (Combat) Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Skills:
Appraise (Int +4) (+3 class skill) (+2 ranks) (= +9)
Craft (Alchemy) (Int +4) (+3 class skill) (+1 rank) (= +8) Skill from Background points
Craft (Carpentry)(Int +4) (+3 class skill) (+1 rank) (= +8) Skill from Background points
Craft (Bows)(Int +4) (+3 class skill) (+1 rank) (= +8) Skill from Background points
Handle animal (Cha +0) (+1 rank) Skill from Background points
Knowledge (arcana) (Int +4) (+3 class skill) (+2 ranks) (= +9)
Knowledge (dungeoneering) (Int +4) (+3 class skill) (+2 ranks) (= +9)
Knowledge (engineering) (Int +4) (+3 class skill) (+2 ranks) (= +9)
Knowledge (nature) (Int +4) (+3 class skill) (+1 rank1) (= +8)
Perception (Wis +1) (+2 racial) (+1 trait) (+3 class skill) (+2 ranks) (= +9)
Profession (Herbalist)(Wis +1) (+3 class skill) (+1 rank) (= +5)
Spellcraft (Int +4) (+2 racial to identify magic items) (+3 class skill) (+2 ranks) (= +9, +11 to identify magic items)

Languages
Common, Elven, Draconic, Orc, Sylvan, Gnoll

Spells & Special Abilities:
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object.
Arcane School: Evocation. Opposition Schools: Necromancy & Conjuration
Equipment & Wealth:
-Masterwork Longsword (15gp) (weight 4)
-Masterwork Shortbow (30gp) (weight 2)
-40 arrows (2gp) (weight 6)
- Bedroll & winter blanket (6sp) (8lb)
- Candle x5 (5cp) (-)
- Chalk x5 (5cp) (-)
- Flint & steel (1) (-)
- Rations x4 (2) (4)
- Tindertwigs x5 (5) (-)
-Masterwork Artisan's tools (55) (5)
-Spell component pouch (5) (2)
- Spellbook (15) (3)
- Parchment x20 (3) (-)
- Pen & Ink (?gp) (-)
- Empty sack x2 (2sp) (1)
- wooden bowl and drinking cup (-)
- Explorer's outfit (-) (8)
- Arcane Bond item (tree pendant) () (-)
Weight: 42 (Medium Load, but 1 empty sack, Artisan's tools, bedroll and winter blanket are in the other large sack, ready to be dropped as a free action, reducing weight to 29, a light load )
(medium load >33lb, heavy load > 66lb)
Total Cash: 95.9gp spent out of 250gp

Spellbook contains:
All Core 0-level spells

1st level spells
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Burning Hands: 1d4/level fire damage (max 5d4).
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Expeditious Retreat: Your base speed increases by 30 ft.
Identify: Gives +10 bonus to identify magic items.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.

Typical Spells Memorised at sea:
0-Level: Detect Magic, Dancing Lights, Mending, Disrupt Undead
1st Level: Colour Spray, Magic Missile x 2, Silent Image