![]() About Allandír DinúvrielElf Wizard (Conjuration School Specialist) 1
Initiative +7; Senses Perception +3, Darkvision 60 ft (dazzled in bright light) _______________
AC 13, Touch 13, Flat-footed 10 (0 Armour, 3 Dex)
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Speed 30 ft
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Str 9, Dex 16, Con 12, Int 18, Wis 10, Cha 10
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*Craft (woodcarving) 8 (1 point, Class Skill, 4 Int)
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Issian: You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects. Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws. _______________
Scribe Scroll (free class feat) Spell Focus: Conjuration (free racial feat) Improved Initiative (level 1 feat) _______________
Prepared Spells Cantrips: Light, Mage Hand, Prestidigitation 1st level spells: Colour Spray, Grease, Mirror Image Spellbook Cantrips: all (except for enchantment and necromancy school) 1st level spells: Colour Spray, Feather Fall, Grease, Mage Armour, Mirror Image, Protection from Evil, Shield _______________
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (bonded object, Staff): At 1st level, wizards form a powerful bond with an object. This bond can take one of two forms: a familiar or a bonded object. A bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. 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. Arcane School (Conjuration, opposing Enchantment and Necromancy): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Spellbook: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Darkvision: 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 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity. _______________
Special Bonded item (staff) Scrolls 2x Mage Armour (50 gp) Weapons 2 daggers (4 gp) Other gear Artisan's outfit, woodcarving (1 gp)
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Allandír’s birth, a little less than two centuries ago in Kyonin, was a source of embarrassment for his parents once it became clear that the young elf (already marked by pale skin and dislike of sunlight) could see in the dark – revealing a drow heritage that had previously gone unremarked in the family line. His childhood and youth were not especially enjoyable, lived as they were under the constant shadow of suspicion, and he doesn’t care to remember them. He did however gain a thorough grounding in magic, which (always seeking to show his allegiance to a family and nation that seemingly disdained it) ultimately led him to fight at the Worldwound. In that Abyssal, demon-ravaged realm, horrors almost beyond imagining and beyond number tore at his body, mind and soul; but he held fast, although ultimately after two decades of conflict he had to leave lest he fall to become the very things he was fighting against. He has two legacies of his time there, although he is only aware of one of them: saving the life of a human warrior and captain of men, Halvar Brandt. Now retired, this grizzled veteran is one of the few friends Allandír has, of any race. His second, more insidious legacy is when he battled against a cult of humans who had willingly given over their souls to demon lords – he defeated them, but unknown to him their leader survived and fled, down to the Stolen Lands. At this point weary beyond measure, and in search of rest, Allandír’s journey took him to the serene wilderness of Brevoy and the unspoilt forests which belong to House Medvyed. He doesn’t measure time exactly, but a decade – possibly even two – passed happily as he set up a woodcarver’s shop, which gave him respite from the horrors of battle and brought in some funds to supplement his war treasury. Peace, he had been looking for, and found; love unlooked-for, however, found him. Elinor Medvyed, a spirited soul at odds with her family and looking to do something with her life other than intrigue and scheme endlessly, entered his shop one day and he was lost to her. The two found they had much in common despite the difference in backgrounds, and Allandír found himself telling her things he had not told any other soul. Their marriage was the final straw for her family, who (already furious that she had spend much of her allowance on funding an orphanage) disinherited her; not that the two of them cared. Several slow, enjoyable years passed, all too few, before tragedy struck again when they tried for a child of their own: the complications in childbirth killed both Elinor and their daughter, Miranda (Allandír insisted on a name for the gravestone). In the 18 months since, Allandír has wandered aimlessly; unable to leave the land where his wife and daughter are buried but unable to move on. At the urging of Halvar Brandt (who was best man at his and Elinor’s wedding), he accepted the charter for exploring the Greenbelt because it is a fresh start, and a chance to do some good. ===============
Whoever wrote the book about immortal, wise, fair, noble, beautiful elves didn't give a copy to Allandír: his pale, sallow skin (sunlight burns him, and he avoids it) is shrouded in a black cloak and he wears a hood both for warmth and as protection against the glare of daylight. His eyes are alert, seeing further than most - even in pitch-darkness, which is a sign to those who know such things of his drow ancestry. He tries not to draw too much attention to that. An iron holy symbol of the Elven deity Yuelral (not that most humans would recognise that) hangs from his belt; it travelled with him to the Worldwound and, like Allandír himself, it survived but much the worse for wear - pitted and scarred from years of exposure to demonic toxicity. Allandír is softly-spoken, when he does speak, choosing his words carefully; although when he is angry, his turn of phrase can be bitter and stinging without having to raise his voice. While he is ultimately a good person, he has suffered much, both at the Worldwound and more recently with the loss of his wife and daughter; and although he is not seeking to die, exactly, he currently feels that he has little to live for. If he can take a few bandits with him to make the world a little safer, than so much the better. In his spare time, when he is not poring over scrolls and books of magic in an attempt to regain the skills that he has lost (he honestly didn't realise that his power would atrophy so quickly - it's barely been three decades), he loses himself in wood-carving. He is quick with a knife and can whittle both with and against the grain as he pleases to create a beauty that he himself does not have (and knows it). He also knows the ins and outs of carpentry, but that is more physical labour than he generally cares to exert. His early memories of living in Kyonin under the sting of suspicion have not abated significantly, and he feels both a keen resentment and a need for acceptance that has led him to accept the role of informant for his former homeland, reporting on the events of his current homeland. So far, he has seen little division of loyalty in this since the affairs of Brevoy and the interests of Kyonin are not in conflict. Exactly what would happen if that were to occur... well, that will be an interesting day. ===============
Friendly: Halvar Brandt. Now quite old, for a human, Halvar served alongside Allandír at the Worldwound and was lucky enough to survive the conflict and retire. He insists that it was Allandír who saved his life and the elf never has to buy a drink whenever he is with Halvar. Halvar was best man (and one of the only guests) at Allandír and Elinor’s wedding, and it was Halvar who suggested that perhaps it was time for the elf to stop moping and do something useful with the remainder of his life (“You were always going to outlive her, boy, eh?” For some reason, he calls the elf “boy” and Allandír for some reason puts up with it.) Halvar pulled some strings to ensure that Allandír was awarded the charter. Friendly: Sarvir Noldren. An elf merchant who periodically travels through Brevoy; he is also Allandír’s contact for passing information back to Kyonin. Sarvir has no doubts about Allandír’s loyalty – in his view anyone who fights at the Worldwound is a hero and should get medals from their homeland, not suspicion and effective exile. Sarvir is increasingly tired of the endless politics within Kyonin, and finds himself travelling more and more in the outside world as a way of escaping. Hostile: Karl Medvyed. Elinor’s brother, and in line for succession of the House of Medvyed. He despises Allandír both because he had no business in marrying a noblewoman but also, less snobbishly, because he believes that if his sister had married someone else she would still be alive. Whether or not that is true is irrelevant: grief takes many forms and is rarely rational. He will hate Allandír until his dying breath. ===============
Player: At the moment, Allandír cares very little about whether he lives or dies – he's not actively seeking death but he doesn’t see much to live for. My goal would be to see that change, as he forms bonds with his new companions and they adventure together and he rediscovers some of the pleasures of life. Character: Allandír has long had thoughts of setting up a magical academy that trains Good-aligned wizards, as some sort of counter to the Infernal binders of Cheliax. That goal faded when he arrive in Brevoy and allowed his memories and magical skills to atrophy; but it could easily be re-kindled now that he has taken on the life of an adventurer once again. |