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About Caladorn EstvialBackground:
Caladorn is an elf on the run; this is why he’s willing to head off on a caravan to Tian Xia… He stole a chest from a ship that was docked in Magnimar, and found it contained a wizard’s effects, including 3 spellbooks (and spell component pouch). Although he’d never had the opportunity for arcane training at home, he had always wanted to try. He kept the books, and found he could read one of them (Magical Knack Trait)...He has been studying it diligently…
However, a couple of disturbing incidents in Magnimar convinced him that the wizard in question was looking for him – presumably wanting his books back, and planning on pulling Caladorn’s spleen out through his nose… Caladorn hied himself away to Sandpoint, and is now looking to leave his troubles behind him. Caladorn Amarnoth Triellan Estevial comes from a small community of elves in what they still call the Mierani Forest. A rural (very druidic) community, it was definitely short on the kind of opportunities an elf of his character (CN) was looking for. Caladorn left at the first opportunity (becoming one of the Forlorn), confident of making his mark on a wider world (due to his inherent elven superiority – Elven Arrogance race trait). He ended up in Magnimar, lifting purses. He was confident this was just a setback, and has been rewarded with his stolen books… He worships Calistria, as any true elf does; opportunist, vengeful and hedonistic…it fits him to a T. He is the black sheep of the Andosana family, younger ½ sibling to Shaelu Andosana (Younger Sibling campaign Trait). They have met twice, both at formal occasions when Shaelu was visiting her family. Description:
6’2” and 141 lbs, a typical elven twig… Bright green eyes and blond hair (cleanshaven). Dresses neat, well-organized (not unkempt). The only flaw in his features is the missing tip of his right ear. Mechanical:
Elf Unchained Rogue (Rake) 1 Wizard 1 Alignment: Chaotic Neutral Diety: Calistria Init +7 = +3 Dex +4 Familiar Speed 30 ft Low light vision Defense AC : 14 =10+1 Armor +3 Dex HP: 15 = 8+d6=4+ 2*1 (con)+1 FCB Fort + 3 = +0 Rogue +0 Wizard+1 con +1 Trait +1 resistance Ref + 7 = +2 Rogue +0 Wizard+ 3 dex +1 Trait+1 resistance Will + 3 = +0 Rogue +2 Wizard+ 0 wis+1 resistance CMD : 13 = 10 + 0 (bab)+3 (dex) Offense Melee: Rapier +3/1d6, Dagger +3/1d4m, Sap +3/1d6, Spiked Gauntlet +3/1d4 Ranged: Longbow +3/1d8 BAB : +0 CMB : + = +0 (BAB) Spells Prepared L0 (3): Detect Magic, Message, Ray of Frost L1 (1+1+1): Windy Escape, Color Spray, Vanish Spell Book L0: All except Acid Splash L1 (7): Windy Escape, Color Spray, Vanish, Ear Piercing Scream, Expeditious Retreat, Shield, Mage Armor, Silent Image, Snapdragon Fireworks, Magic Missile, Adhesive Spittle Race = Elf (favored class: Wizard) Str: 10 =10 (0 pts)
Skills : (8+2+2*4 int) Not including ACP (0)
Background Skills (2/level)
Laguages : Elven, Draconic(int), Sylvan(int), Azlanti (int), Celestial (int), Common (Linguistics), Goblin (Linguistics) Traits : Younger Sibling (Shaelu) (Campaign), Magical Knack (Magic Trait), Forlorn (Elf) Feats
Race Abilities:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws 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 checks made to identify the properties of magic items. Keen Senses: Elves receive a +2 racial bonus on Perception 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. Elven Arrogance: Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only Azlanti, Celestial, Draconic, and Sylvan. Class Abilities:
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Bravado’s Blade (Ex): When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding. Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while 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. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Arcane School: 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.
School: Air Elementalist (Smoke Subschool)
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below). Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Equipment:
Magic Items: Cloak of Resistance +1 Scroll – Shocking Grasp Scroll – Unseen Servant Weapons:
Armor: Haramaki Equipment :
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