Mage Sniper

Aubheroene's page

35 posts. Alias of Jubal Breakbottle.


Race

Snow Elf

Classes/Levels

HP: 32/32 | Bond 1/1 | Admixture 8/8 | 1st lvl 4/6 | Pearls 3/3 | 2nd lvl 4/4 | Rod 3/3

Stats:
AC 1321 Touch 1317 FF 1018 CMD 15 | Fort +3 Ref +5 Will +5 | Initiative +3 | Perception +6, Darkvision

Gender

Male

About Aubheroene

Aubheroene (Ō-vər-ōn)

Male Wizard (Admixture) 4
Neutral Medium Humanoid (Elf)
Favored Class Wizard
Initiative +3
Senses Perception +6, Darkvision

==DEFENSE==
AC 13, touch 13, flat-footed 10 (+3 dex)
HP 32 (4x MAXd6 +1 Con +1 Favored Class)
Fort +3, Ref +5, Will +5
Armor none
Defensive Abilities
- Elemental Resistance Resist 5 (Cold)

==OFFENSE==
Speed 30 ft/x4
Melee Metamagic Rod +2 (1d6) Bludgeoning 20/x2
Melee Dagger +2 (1d4) Piercing or Slashing 19-20/x2
Ranged Acid Splash +4 (1d3+2) Acid 20/x2 Range 30-ft
Offensive Abilities

==STATISTICS==
Str 10, Dex 16, Con 12, Int 21, Wis 10, Cha 10
BAB +2, CMB +2, CMD 15

==FEATS==
Weapon Proficiencies (club, dagger, heavy crossbow, light crossbow, and quarterstaff) – Wizard start
Scribe Scroll – Wizard start
Spell Focus (evocation) – 1st level
Spell Specialization (fireball) – 3rd level

==TRAITS==
1. Magical Lineage (Magic) Pick one spell when you choose this trait: Fireball. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
2. Clever Wordplay (social) He uses Intelligence instead of Charisma for Diplomacy.
3. Ease of Faith (faith) You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

==SKILLS==
28 ranks = (2 +5 Int ) x4
Diplomacy +13 (4 ranks +3 class +5 Int +1 trait)
Knowledge (arcana) +12 (4 ranks +3 class +5 Int)
Knowledge (dungeoneering) +9 (1 rank +3 class +5 Int)
Knowledge (engineering) +9 (1 rank +3 class +5 Int)
Knowledge (geography) +9 (1 rank +3 class +5 Int)
Knowledge (history) +9 (1 rank +3 class +5 Int)
Knowledge (local) +9 (1 rank +3 class +5 Int)
Knowledge (nature) +12 (4 ranks +3 class +5 Int)
Knowledge (nobility) +9 (1 rank +3 class +5 Int)
Knowledge (planes) +9 (1 rank +3 class +5 Int)
Knowledge (religion) +9 (1 rank +3 class +5 Int)
Perception +6 (4 ranks +0 Wis +2 Racial)
Spellcraft +13 (4 ranks +3 class +5 Int)

Languages Common, Ulfen, Skald, Draconic, Giant, and Sylvan

==EXTRAORDINARY & SUPERNATURAL ABILITIES==
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

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.

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.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Elemental Resistance (Cold): Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.

Arcane Bond (Ex) : Ring At 1st level, wizards form a powerful bond with an object or a creature. 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 held in one hand. 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 below). 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 Craft Magic Arms and Armor feat). 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: Evocation
Opposition schools: Enchantment, Necromancy

Intense Spells (Su) : +2. Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Versatile Evocation (Su): 8 per day. When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

==SPELL-CASTING==
Concentration check +13 (4th level +5 Int) +2 Arcane Focus
DC = 5 + spell level +1 if Evocation*

Spells Known
0th – level: all 0-level wizard spells excluding Enchantment & Necromancy, including Disrupt Undead
1st – level (3 +5 Int +2 = 10): Burning Hands* (VS), Color Spray (VSM - red, yellow, and blue powder or colored sand)Comprehend Languages (VSM – pinch of soot and salt), Feather Fall (V), Grease (VSM – butter), Identify (VSM – wine stirred with an owl's feather), Infernal Healing (VSM – devil blood), Mage Armor (VSF – piece of cured leather), Magic Missile* (VS), Mount (VSM – a bit of horse hair), Shield (VS), Windy Escape (VS), Vanish (VS)
2nd – level (2+2 = 4): Flaming Sphere* (VSM – tallow, brimstone, and powdered iron), Glitterdust (VSM – ground mica), Invisibility (VSM – an eyelash encased in gum arabic), Mirror Image (VS), Scorching Ray* (VS)

Spells Prepared & Cast
0th – level (4 at-will): Acid Splash (VS), Detect Magic (VS), Disrupt Undead (VS)
1st – level (5+1 per day): (2) Burning Hands* (4d4+2 fire damage), Grease (VSM – butter), Mage Armor, Magic Missile* (2d4+4), Shield, Windy Escape
2nd – level (3+1 per day): Flaming Sphere*, Glitterdust, Mirror Image, Scorching Ray*

==EQUIPMENT== 8,000 gp
Worn
(free) Masterwork ring (arcane bond) [ring slot]
(free) Traveler’s Outfit – 5 lb.
(1,000 gp) Cloak of Resistance +1 - 1 lb.
(3,000 gp) Pearls of Power (3) 1st level
(200 gp) Sleeves of Many Garments – 1 lb. [wrist slot]
(2 gp) Dagger – 1 lb.

(5 sp) Multi-pocketed belt (bandolier)
1. Half of a spell component pouch (from kit)
2. Half of a spell component pouch (from kit)
3. (50 gp) Potion of Cure Light Wounds
4. (50 gp) Potion of Cure Light Wounds
5. (50 gp) Potion of Cure Light Wounds

(50 gp) Masterwork Backpack + 2 lb. from kit
- (3,000 gp) Metamagic Rod of Selective, lesser – 5 lb.
- (21 gp) Wizard’s kit (less 10 torches) – 11 lb.
- Spellbook – 3 lb
- (1 gp) Grooming kit – 2 lb.
- (5 gp) Scroll box - 1 lb.
1. (12.5 gp) Scribed scroll of Infernal Healing
2. (12.5 gp) Scribed scroll of Infernal Healing
3. (12.5 gp) Scribed scroll of Comprehend Languages
4. (12.5 gp) Scribed scroll of Identify
5. (50 gp) Scribed scroll of Mount @4th level
6. (50 gp) Scribed scroll of Mount @4th level
7. (100 gp) Scribed scroll of Invisibility @4th level

- (5 gp) Second Scroll box - 1 lb.
1. (12.5 gp) Scribed scroll of Infernal Healing
2. (12.5 gp) Scribed scroll of Infernal Healing
3. (12.5 gp) Scribed scroll of Infernal Healing
4. (12.5 gp) Scribed scroll of Infernal Healing

Purchased scrolls to learn new spells
(150 gp) Invisibility
(25 gp) Comprehend Languages
(25 gp) Identify
(25 gp) Color Spray
(12.5 gp) Disrupt Undead

Current Load 33 lb. Light

Currency 28 gp

Carrying Capacity Medium Load (39 – 76 lbs.)

==============================================

==DESCRIPTION==
Age 150 Height 6-ft, 1-in Weight 137 lb.
Hair white Eyes white

Aubheroene (Ō-vər-ōn) has straight white hair and white pupils. His cloaked traveling attire matches local customs. He shoulders a full backpack and wears a sturdy leather boots and a multi-pocketed belt with a sheathed dagger.

==PERSONALITY==
South of the Stormspear Mountains, Aubheroene (Ō-vər-ōn) accepts the role of outsider and avoids conflict. When possible, he enjoys speaking with locals to gather information and knowledge. While he is not overly altruistic, he will support justice if he is not endangered. Without his tribe, his feels exposed.

==BACKGROUND==
Aubheroene (Ō-vər-ōn) is a snow elf and Snowcaster from north of the Stormspear Mountains. His tribe specializes in producing elementalists. They are almost nomadic following herds and migrating among ancient and concealed fortresses below the tundra or inside rocky outcroppings. The Snowcasters as a loose collection of tribes descend from the elves who escaped Earthfall over the the Stormspear Mountains, as opposed to going to the Mordant Spire, down into the Darklands, or through the portal to the mysterious realm of Sovyrian. Their magical knowledge is strong, but they are few in number.

Aubheroene’s father was the chief of the tribe but was killed by a giant Remorhaz when Aubheroene was in his teens. He apprenticed with his uncle to learn the arcane arts and learned diplomacy from his mother who succeeded his father as chief. Diplomacy was so important with so few members of the tribe, long lives, and dangerous neighborhood.

Aubheroene had in love with Tatiana for most of his life. They grew up together and were very good friends. They were never in a hurry to marry, because it was not important to them. Then, to settle a blood feud with another snow elf tribe, Tatiana was pledged to marry another in the other tribe by Aubheroene’s mother. He worked tirelessly for the year of courtship, but failed to find another solution. Instead of witnessing the marriage of his true love to another, Aubheroene went into self-imposed exile.

He packed up his father's Elemental Sculptor and crossed the Stormspears into Icemark and has been traveling south ever since looking for his fate and trying to mend his broken heart.

Recently, he allowed himself to be recruited for his damaging magic to a crew of a longship.

ADVANCEMENT:

5th – Heighten Spell, Preferred Spell (fireball)
6th –
7th – Mage’s Tattoo
8th –
9th – Intensified Spell