Tulrin Endessell

Caladorn Estvial's page

386 posts. Alias of pad300.


Full Name

Caladorn Amarnoth Triellan Estevial

Race

Elf

Classes/Levels

Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

Gender

M

Size

6'2" 141 lbs

Age

49

Special Abilities

See text

Alignment

CN

Deity

Calistria

Location

Sandpoint

Languages

Elven, Draconic, Sylvan, Azlanti , Celestial , Common, Goblin

Occupation

Caravaner

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Caladorn Estvial

Background:
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)
Dex : 16 = 14 (5 pts)+2 Racial
Con : 12 =14(5 pts) – 2 racial
Int : 18 =16 (10 pts) +2 racial
Wis; =10 (0 pts)
Cha: = 10 (0 pts)

Skills : (8+2+2*4 int) Not including ACP (0)
K Arcane (2, +9 = 2 rank +3 Trained +4 int),
Spellcraft (2, +9 = 2 rank +3 Trained +4 int),
Perception (2, +7 = 2 rank +3 trained +2 racial),
Stealth (2, +8 = 2 rank +3 trained +3 dex),
Disable Device (2, +8 = 2 rank +3 trained +3 dex),
Escape Artist (2, +8 = 2 rank +3 trained +3 dex),
UMD (1, +4 = 1 rank +3 trained),
Bluff (1, +4 = 1 rank +3 trained),
Acrobatics (1, +7 = 1 rank +3 trained +3 dex),
Sense Motive (1, +4 = 1 rank +3 trained),
Intimidate (1, +4 = 1 rank +3 trained)
Appraise (1, +8 = 1 rank +3 trained +4 int)

Background Skills (2/level)
Linguistics (2, +9 = 2 rank +3 trained +4 int),
Sleight of hand (2, +8 = 2 rank +3 trained +3 dex),

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
Wasp Familiar (1st)
Weapon Finesse (Finesse Training)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker(3ed)

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.
BONDED OBJECT: Ring
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 (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

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.
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.

School: Air Elementalist (Smoke Subschool)
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.

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:
longbow, 20 Cold Iron Arrows, Cestus , Dagger, Rapier, Sap, hanbo with alchemical silvered head

Armor: Haramaki

Equipment :
Explorer’s outfit, heavy cloak, wide brim hat, backpack, bedroll, blanket, hammock, 50 ft hemp rope, String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, waterskin , mess kit, Rice Notepaper in a scrollcase , pen, ink, MW Thieves Tools , Spellbook, spell component pouch, Scroll Writing Supplies (75gp), Spellbook Writing Supplies (20 gp) 18 gp 4 sp, 8cp