Nolveniss Azrinae

Aerflae Windwaker's page

109 posts. Alias of Darkmeer.


Full Name

Aerflae Windwaker

Race

Moon Elf

Classes/Levels

Wizard 1

Gender

Male

Size

Medium

Age

156

Alignment

Chaotic Good

Deity

Corellon Larethian

Location

Not at home

Occupation

Adventurer

Strength 15
Dexterity 16
Constitution 11
Intelligence 17
Wisdom 12
Charisma 12

About Aerflae Windwaker

Aerflae Windwaker

Class and basic information:

Elven Wizard (Universalist) 1
HP 6
AC 14, Touch 14, Flat-footed 10 (+3 Dex, +1 luck)
Fort +1 (+1 Luck)
Ref +4 (+3 Dex, +1 Luck)
Will +4 (+2 Class, +1 Wis, +1 Luck)

Str: 15
Dex: 16
Con: 11
Int: 17
Wis: 12
Cha: 12

Skills: 5 ranks (favored class bonus lv1 adds one rank)

Knowledge (Arcana) (Int) +7 ( 1 rank +3 Int, +3 class skill)
Knowledge (Religion) (Int) +7 ( 1 rank +3 Int, +3 class skill)
Knowledge (Nature) (Int) +7 ( 1 rank +3 Int, +3 class skill)
Perception (Wis) +4 (1 rank, +1 Wisdom, +2 Elf)
Spelllcraft (Int) +7 ( 1 rank +3 Int, +3 class skill)(+2 if identifying magic item properties)
Survival (Wis) +2 (1 rank, +1 Wisdom)

Feats:
1: Point Blank Shot
W: Scribe Scroll
Nightflier bonus: Precise Shot
Instead of 2 traits: Luck of Heroes (Elven Court regional Feat)

Encumbrance:
Light load 66
Medium Load 133
Heavy Load 200
Currently carries: 48 pounds, light load

Weapons and gear
Shortbow +3 attack 1d6 x3 2 pounds (60' range increment)
40 arrows (6 pounds total)
Longsword +2 Attack 1d8+2 19/x2 crit, slashing 4 pounds
Dagger +2 Melee, +3 ranged attack 1d4+2 19/x2 crit, piercing 1 pound (10' range increment)

Gear
Backpack (2 pounds), Bedroll (5 pounds), 6 days trail rations (6 pounds total), waterskin (4 pounds), Flint and Steel, 2 scroll cases (1 pound total). 2 spellbooks, one for travel and one for safety (3 pounds each), 2 sunrods 2 pounds total, 10 sheets parchment (in scroll case), 1 vial of Ink, and 2 inkpens. Potion Belt (1 pound),Spell component pouch (1 pound), Cold Weather outfit (7 pounds), Traveler's Outfit (5 pounds)

Wealth
0 GP 7 SP remaining

Spellbook Contents:

Spoiler:

0-level:
Abjuration
Resistance: Subject gains +1 on saving throws.
Conjuration
Acid Splash: Orb deals 1d3 acid damage.
Divination
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
Enchantment
Daze: A single humanoid creature with 4 HD or less loses its next action.
Evocation
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illusion
Ghost Sound: Figment sounds.
Necromancy
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Transmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Universal
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.[/b]

1st Level:
[spoiler]
Abjuration
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Evocation
Burning Hands: 1d4/level fire damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illusion
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.

Spells Currently Prepared:
0: Detect Magic, Read Magic, Daze (DC 13)
1: Color Spray (DC 14), Burning Hands

Elven, Class, and Pathfinder Traits

Spoiler:

Elven 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.

Favored class: Wizard

Universalist School
Wizards who do not specialize (known as universalists) have the most diversity of all arcane spellcasters.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (6 times per day)
Languages: This elf begins play speaking Common, Elven, Celestial, Draconic, and Sylvan.

Description and history:

Spoiler:

The hollow-faced Moon elf stands before you wearing a traveler's outfit. He looks the part of a ranger, but something is different about how he holds himself. He looks at you with haunted eyes, looking as if something horrible had happened in his past.
Aerflae wears a simple green and brown cloak, a patchwork to blend into the leaves and foliage. It works much better in spring, summer and fall rather than winter, but he likes this cloak, as it was his father's... and it's the last thing he has of him.

Aerflae was one of the elves remaining in the old Elven Court... when the Dhaerow came. They assaulted his family and he was rushed away with another wizard. His mentor, a wizard of some skill, had allies in the Silver Marches. During the attack, his mentor, mortally wounded, teleported both himself and Aerflae to the Silver Marches. Aerflae was soon alone, and began scouting for somewhere quiet in the forests to call home.