Elf

Allien Layshien's page

38 posts. Alias of Ragadolf.


Full Name

Allien Layshien

About Allien Layshien

Name: Allien Layshien
Class: Wizard, Lvl 1
Exp:42
Next Level:1,300

Stats

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Male, Elf (Medium)
Alignment: CG
(28Pt Stat buy)
Elf Stats: +2 Dex, -2 Con, +2 Int
STR: 10(+0)
DEX: 16(+3)
CON: 12(+1)
INT: 16(+3)
WIS: 12(+1)
CHA: 12(+1)

Skills

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Acrobatics: (Dex)(cc) Y +3
Appraise: (Int)(C) Y +3
Climb: (Str)(cc) Y + 0
Craft: (Int)(C) Y +3
Deception: (Cha)(cc) Y +1
Diplomacy: (Cha)(cc) Y +1
Disable Device: (Int)(cc) N +
Disguise: (Cha)(cc) Y +1
Escape Artist: (Dex)(cc) Y +3
Fly: (Dex)(C) N +
Handle Animal: (Cha)(cc) N +
Heal: (Wis)(cc) Y +1
Intimidate: (Cha)(cc) Y +1
Knowledge (Arcana):(C)(Int) Y +7 = 1+3+3
Knowledge (Planes):(C)(Int) Y +7 = 1+3+3
Knowledge (Nature):(C)(Int) Y +7 = 1+3+3
Linguistics: (Int)(C) N +7 = 1+3+3
Perception: (Wis)(cc) Y +3 = 1 [+2rb]
Perform: (Cha)(cc) Y +1
Profession:(C)(Int) Y +3
Ride: (Dex)(cc) Y +3
Spellcraft: (C)(Int) Y +10 = 1+3+3+3(Skill Focus)
Stealth:(Dex)(cc) Y +3
Survival: (Wis)(cc) Y +1
Swim: (Str)(cc) Y +0
Theft: (Dex)(cc) N +
Use Magic Device:(Cha)(cc) N +

1st level: Knowledge (Arcana, Planes, Nature), Linguistics, Spellcraft
2nd level:
*Armor Check Penalty
Bold=skill studied (taken)
X=Untrained/Unusable
C=Class Skill
cc=cross class
F= Affected by Feat
s=Synergy bonus
rb=+2 racial bonus on Sight & Sound based Perception checks.

Feats

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1st level: 1
- Skill Focus (Spellcraft)- +3 to skill roll
-Scribe Scroll (Free- 1st level Wiz)

Languages:

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Common, Elvish, Draconic, Sylvan, Thassilonian,

Combat

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AC:13 ; Touch AC:13 ; Flat Footed:10 ;
(17/13/14 w/+4 Mage Armor)
*+2 Dodge bonus to AC when Fighting Defensively (-4 to att)
*+4 Dodge bonus to AC when using the Total Defense Standard Action

HP (Racial Hit Dice):12
Current HP: 2
BAB: +0
Initiative: +3
Speed: 30'

Saves:
Fort: +1 (+, +1 Con)
Ref: +3 (+, +3 Dex)
Will: +3 (+2, +1 Wis)*(+5 vs enchantment spells or effects)
*+2 racial saving throw bonus against enchantment spells or effects

Longsword: +0 (Dmg:1d8, 19-20/X2, ?lb, Slashing)(?GP)
Rapier: +0 (Dmg:1d6, 18-20/×2, 2 lb., Piercing)(20GP)
Short Bow: +3 (Dmg:1d6, ×3, 60 ft., 2 lb., Piercing) (30GP)
ShortSpear: +0/+3 Thrown (Dmg:1d6, ×2, 20 ft., 3 lb., Piercing)(1GP)
Dagger: +0/+3 thrown (Dmg:1d4, 19-20/×2, 10 ft., 1 lb. -Piercing or slashing) (2GP)
Quarterstaff: +0 (Dmg:1d6/1d6, X2, ?lb, Bludgeoning)(0GP)

Elf Stats

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Pathfinder Elf
* +2 Dexterity, -2 Constitution, +2 Intelligence
* Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
* Elf base land speed is 30 feet.
* Elven Immunities: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Keen Senses: Elves receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
* 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 Appraise skill checks made to identify the properties of magic items.
*Unnatural Beauty: The attitude of those dealing with elves is improved by one step so long as their starting attitude is at least “indifferent.” This increase is subject to GM discretion and might not apply to all creatures.
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.
* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
* Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Wizard Magic Info:

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Caster Level: 1 (Universal Wizard)
Arcane Bond: Amulet (Symbol of Nethys)
Arcane School Specialist Bonus:Universal School-no bonus power

School Powers:1st-Hand of the Apprentice, (Su): As a standard action, you can summon a ghostly hand to do your bidding. This functions like mage hand with the following changes. When summoned, the hand can draw a weapon on your person as a free action. The hand can be directed to make a single attack against a foe within 30 feet, using your base attack bonus plus your Intelligence
modifier for both attack and damage. The hand does not threaten foes and does not make attacks of opportunity. You must concentrate on the hand each round or it winks out, returning any item held to you before it disappears.

Spells/Day :(Includes Bonus spells, ):
0=3 ; 1=2 ;

Spells Memorized: 0= Acid Splash, Detect Magic, Prestidigitation
1= Mage Armor, Color Spray,

Spells in Spellbook:
0- All (PHB)
1- Mage Armor, Magic Missile, Color Spray, Prot vs Evil, Magic Weapon, True Strike,

Save DC's for spells cast: 0=13 ; 1=14 ;

Wizard Class Info:

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Wizard Class Skills: Appraise, Craft, Fly, Knowledge(all), Linguistics, Profession, Spellcraft
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells, which are drawn from the sorcerer/wizard spell list. A wizard must chooseand 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 spellis 10 + the spell level + the wizard’s Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table4–5. In addition, he receives bonus spells per day if he has a
high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s 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 (Su): At 1st level, wizards forge a powerful bond with an object or creature. This bond can take one of two forms: The first is a familiar, following the standard rules for such creatures (see Familiars) and the second is a bond with an object, using it to cast spells and enchanting
it with even greater powers. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. 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 Spellcraft check or lose the spell. The DC for this check is equal to 20 + the spell’s level. A bonded object can be used once per day to cast any one spell that the wizard knows, just as if the wizard had cast it. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s prohibited schools. A wizard can enchant his bonded object as if he had the required feats. Any powers added to his bonded object are done so at half the normal cost. If the bonded object is a wand, it loses its enchantment when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the subject of an arcane bond is lost or destroyed, it can be replaced after 1 week’s time in a special ritual that costs 200 gp per wizard level. This ritual takes 8 hours to complete.
Cantrips (Sp): Wizards can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a wizard can prepare each day is noted in Table 4–5 under spells per day. Cantrips are treated like any other spell cast by the wizard in terms of duration and other variables based on level.
School Powers: At first level, a wizard may choose one school of magic to focus on, and two other schools of magic to ignore (called prohibited schools). Wizards who do not choose a school of focus instead gain the powers listed for the universal school and do not need to choose any prohibited schools. Wizards may prepare and cast spells from their prohibited schools, but they do not gain the
specialist bonus ability of their chosen school for that day if they do so.
Each arcane school grants a number of school powers dependent upon the level of the wizard. In addition, each arcane school (except the universal school) also grants a specialist bonus power so long as the wizard does not have any spells prepared from his prohibited schools. See the Spells and Magic chapter for more information.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.
Spellbooks: 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 her prohibited school or schools, if any; see School Powers) plus three 1st level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. 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.
At any time, a wizard can also add spells found in other wizards’ spellbooks to his own.

Arcane Spells and Armor
Armor restricts the complicated gestures that a wizard or sorcerer must make while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armorsand shields.
If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are
bound or if he is grappling (although Spellcraft checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Spellbook (Spells listed here for easy reference)

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Acid Splash
Conjuration (Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25' + 5'/2 levels)
Effect: 1 missile of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Read Magic
Divination
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 0 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.
Focus- A clear crystal or mineral prism.

Ray of Frost
Evocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close(25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. (Dazed creature can take no actions, but suffers no penalty to AC.)
Material Component-A pinch of wool or similar substance.

Detect Magic
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Range: 60'
Effect: Cone Shaped Emanation
Duration: Concentration, Up to 1 min/Level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus- A piece of cured leather.

Color Spray
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.
2 HD or less= The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD= The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD= The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Material Component= A pinch each of powder or sand that is colored red, yellow, and blue.

Inventory

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Weapons: Longsword, Shortbow, 20 arrows, Dagger, Cold Iron Dagger, Quarterstaff,

Gear: Backpack, Bedroll, Blanket, Traveler's Clothes , 50' hemp rope, grappling hook, waterskin, 7 days trail rations, 6 candles, flint/steel, 6 sheets parchment, 2 charcoal sticks, 5 pieces Chalk, (2)Vial of Ink, 6 Quills, Sack(Empty),

2 Sunrods, 1 Acid(Flask), 2 Tindertwigs, wolfsbane(1 sprig), 1 vial Holy Water, Hooded Lantern, 3 flasks oil, Whetstone, 2 torches,

Belt pouch, 1 Caltrops bag,
Spell Component Pouch,

Magic Items:
1 potion CLW

Money:
PP:
EP:
GP:
SP:
CP:

Familiar: None-took Arcane Bond(Object)

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Appearance & Mannerisms

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110 years old, 6'4” tall, 140lbs, Shoulder length Platinum-blonde hair, striking violet eyes
Friendly & engaging, yet aloof & superior. Allien somehow embodies all of the traits that other races both love and hate about the elves. He is both young enough to think that he can single-handedly change the world, and intelligent enough to realize that he does not, yet, have all the answers. (But that doesn't prevent him from acting like he does!)

Allien is a study in contrasts. He is both uncharacteristically accepting of the 'short-lived' races, (for an elf), And superiorly condescending to those who are not obviously blessed with his exceptional intelligence. Even though he is barely old enough to be considered an adult among the elves, he has been known to become protective, almost patronly, of shorter-lived that he has developed a friendship with.

Typically dressed in fine fashion, (if not the latest fashions, which he refuses to bow to,) consisting of sky blue and yellow robes, with knee-high boots and hooded cloak while travelling. He is never seen without his amulet of Nethys, which he claims he is fond of because it is a family heirloom. (Which is true) But In truth it is his Arcane bonded object, and the source of his magical control.

Background

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Allien is the youngest son of a moderately powerful elvish family. He has done his best to make them proud of him, but somehow keeps falling short of the mark. His tendencies to wander away from his familial duties to have 'adventures' with his friends have made him an 'undesirable' in 'polite' (IE=snobbish) Elvish society. His family and wizardly tutors have volunteered him to participate in an adventure, which he jumped at, to help retake an old castle and grounds. This is both to get him away from the potentially embarrassing family situations, as well as participate in politics to show that the elves DO cooperate with the other races.