Damiel

Aviel Whitemane's page

113 posts. Alias of Patrick Bailey.


Full Name

Aviel Whitemane

Race

Half-Elf

Classes/Levels

Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1

Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Gender

Male

Size

Medium

Age

45

Alignment

True-Neutral

Languages

Elven, Common, Draconic, Dwarvan, Celestial, Giant, Infernal, Undercommon, Aklo, Gnomish, Goblin, Auran,Sylvan, Abyssal, Aquan, Terran, Ignan,

Occupation

Scholar,

Strength 10
Dexterity 14
Constitution 16
Intelligence 26
Wisdom 16
Charisma 12

About Aviel Whitemane

General Info:
NAME- Aviel Shalel CR: 9
Gender- Male, Race- Half-Elf, Class-Wizard (Conjuration Specialist) (Archtype)- Teleportation Focus Lvl.8/ Lore Master Lvl.1 #
AL-True Neutral, Size- Medium, Type- Humanoid, (Subtype)- Elf/Human
Init +2; Senses Perception +14
EXP: 75,000
PP:
FAME:
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Background:

Born as a scion of the Noble house of Whitemane, Aviel grew up in a household full of what the common people would refer to as adventurers. Since his youngest days, he would sit around hear tales of bravery and acts of valor in the face of danger from family and friends of the Whitemane and their fellow noble house of the Ravencourts. Yet these were usually only told at family gatherings or other times of importance. There were many days of nothing and for one so inquisitive as himself, Aviel was often bored. It was quickly decided that although he lacked in the areas of the body, he excelled at even the highest levels of studies and languages, he more than once made somewhat renowned and brilliant scholars quit in frustrated embarrassment. Aviel soon took solace in reading books. This sparked a great interest in his family lineage.

Aviel found that the House of Whitemane was an old and proud house and with it came a long line of traditional thoughts and ways. It was during his investigation that he caught on to something. While all of the family's names were written down, only the eldest living Human male ever became master of the house hold. He was mildly upset by this but knew better than to challenge what had been set in place for so long. He wanted for little and that gave him the chance to take in more knowledge.

He was given every opportunity to study and learn in whatever field interested him. He was a prodigy in the mind and so when he was 13 years of age, he was given to a wizards academy where he learned many sorts of talents. The years went by and he found that he had a special gift for conjuration magics, yet unlike most students of that school, he specialized not in bolstering the creatures he summoned, but the summoning magics themselves and learned to apply that to himself. He initially disdained the use of Necromancy and Evocation as too distasteful and destructive. Once he had mastered the use of teleportation, he began applying the same principle he had learned to lengthen the times of his summons to those of his enchantments. It was slow going at first but eventually he managed to successfully do so. Yet he never forgot his love of learning and understanding the world around him and so while he mastered magic he spent the rest of his time focusing on his divinatory magics. Eventually he achieved a level that he could see into the truth of things much faster than others. Aviel eventually learned to craft items of wondrous power to aid him and he further discovered that he had learned a truth about magic resistant creatures and found it easier to bypass their defenses.

Two decades had passed and Aviel knew that returning home was unnecessary and so he stayed at the academy, eventually becoming an instructor himself. His lust for knowledge served him well and after he had served for several years as an instructor he was approached by a master who offered to teach him yet a further level of education. The order of Lore Masters had been a known sect of the academy but only for those who focused in divinatory studies. He was far from the youngest person asked to join but it had been decided to wait until his studies of other arts had been completed. Aviel joined immediately and he was thrust back from instructor to student. He spent the next four years learning all sorts of lore and eventually he was tasked to overcome a mental block. He was sent out into the world with a pair of specialists in areas he had trouble with and over the course of 2 years, he managed to overcome his mental block of Necromancy.

2 years later Aviel received word that a Tomb of Horrors which supposedly had many great treasures inside but had also managed to claim the lives of many adventurers was about to be traversed again. He had heard it spoken of many times in his youth and it had managed to claim several of the Whitemane and Ravencourt family since. He was about to dismiss it as another failed attempt when he saw the name of Garret Ravencourt, a cousin and one of the few family members he had grown up with before being sent to the Academy. The both of them had heard the tales of the tomb and had taken both talked about the possibility of someday conquering it themselves.

Aviel spoke with his colleagues and made arrangements for travel immediately. He packed up his things and headed out, hoping that his cousin would survive long enough for him to reach him in time.

DEFENSE:

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AC 15, touch 15, flat-footed 13(+0 armor, +2Dex, +3 Deflection)
hp (9d6+27) Current: 58/58
Fort + 9, Ref +8, Will +16
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OFFENSE:

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Spd- 30 ft.
Melee + 4
Ranged + 6
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STATISTICS:

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Str 10-, Dex 14, Con 16, Int 26, Wis ,16 Cha 12
Base Atk +4; CMB +4; CMD 19

Feats: (B)Skill Focus:Knowledge- Arcana, (B)Scribe Scroll, Spell Focus-Divination, Spell Penetration, Extend Spell, (B)Craft Wondrous Item, Diviner's Delving, Spell Focus-Conjuration,

Traits:
Pragmatic Activator- Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Focused Mind- +2 on Concentration checks.

Skills: 16+4+54+3= 77 Ranks
Ranks+ Ability+ Misc= Total
Acrobatics: 3+2= +5
Appraise: 2+8+3= +13
Craft- Alchemy: 1+8+3= +12
Craft- Calligraphy: 2+8+3= +13
Fly: 3+2+3= +8
Knowledge (arcana): 9+8+6= +23
Knowledge (Dungeoneering): 5+8+3= +16
Knowledge (Engineering): 5+8+3= +16
Knowledge (Geography): 2+8+3= +13
Knowledge (History): 5+8+3= +16
Knowledge (Local): 2+8+3= +13
Knowledge (Nature): 2+8+3= +13
Knowledge (Planes): (Headband)9+8+3= +20
Knowledge (Religion): 2+8+3= +13
Linguistics: 6+8+3= +17
Perception: 9+3+2= +14
Sense Motive: 9+3= +12
Spell Craft: 9+8+3= +20
Use Magic Device: (Headband)9(1)+8+3= +20

Languages: Elven, Common, Draconic, Dwarven, Celestial, Infernal, Undercommon, Aklo, Giant, Goblin, Terran, Ignan, Abyssal, Gnomish, Halfling, Aquan,

SQ::
+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Favored Class(es):
-Wizard (8)- When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration. Currently: +2 Skill point, +2 CL. for Duration of Enchantment spells.
-Loremaster (1)- +1 Skill Point(s).

Wizard

Arcane Bond-Object-RingA 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- Teleportation Focus)
-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. +4 Rounds.
-Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (Currently: 20 feet). 10/11 per day
-Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. Currently- 200/240 feet per day.

Opposition School Evocation

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.

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 feats 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.

Loremaster

Secret: At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the Loremaster Secrets table. His level plus Intelligence modifier determines which secrets he can choose. He can't choose the same secret twice.
1.) Applicable knowledge Any one feat- Opposition Research: By completing strenuous studies, you have broken through the mental barriers that made it hard for you to prepare spells from one of your opposition schools. Select one wizard opposition school; (Necromancy) preparing spells of this school now only requires one spell slot of the appropriate level instead of two, and you no longer have the –4 Spellcraft penalty for crafting items from that school.

Spells:

Arcane Caster Level 9 +1= 10th/ 12th for Duration of Enchantment Spells,
Dc. 18+ Spell Level/ Dc. 19+ vs. Divination/Conjuration
Concentration, +20
Spell book:
0th level- All Known, 4/day +1 Conjuration, 9 pages,
- Acid Splash, Detect Magic, Detect Poison, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Light,

1st level- 10+12 Known, 6/day +1 Conjuration, 19 pages,
- Shield, Obscuring Mist, Summon Monster I, Unseen Servant, Protection from Evil, Grease, Mage Armor, Comprehend Languages, Detect Secret Doors, Identify, Charm Person, Floating Disk, Ventriloquism, Magic Aura, Magic Missile, Disguise Self, Ray of Enfeeblement, Erase, Expeditious Retreat, Feather Fall, Unseen servant, Expeditious Excavation, True Strike, Air Bubble,

2nd level- 4+12 Known, 6/day +1 Conjuration, 32 pages,
- Glitterdust, Summon Monster II, Web, Detect Thoughts, Locate Object, See Invisibility, Heroism, Hideous Laughter, Gust of Wind, Invisibility, False Life, Create Pit, Bear's Endurance, Knock, Pyrotechnics, Fox's Cunning, Share Language, Protection from Arrows, Resist Energy,

3rd level- 4+11 Known, 5/day +1 Conjuration, 45 pages,
- Tongues, Summon Monster III, Stinking Cloud, Sepia Snake Sigil, Dispel Magic, Explosive Runes, Hold Person, Fly, Haste, Spiked Pit, Shrink Item, Arcane Sight, Ray of Exhaustion, Vampiric Touch, Cloak of Winds, Protection from Energy, Daylight,

4th level- 4 +6 Known, 4/day +1 Conjuration, 40 pages,
-Dimensional Anchor, Solid Fog, Summon Monster IV, Charm Monster, Resilient Sphere, Locate Creature, Scrying, Greater Invisibility, Stone Shape, Fire Shield

5th level- 2+6 Known, 2/day +1 Conjuration, 25 pages,
- Wall of Stone, Cone of Cold, Hungry Pit, Dominate Person, Teleport, Pass-wall, Break Enchantment, Fickle Winds,

Spell Book(s) total pages: 200/200 used.

Spells Prepared:

0th level-5: Acid Splash, Light, Detect Magic, Open/Close, Message,

1st level-7+1: Protection From Evil, Comprehend Languages, Shield, Feather Fall, Magic Missile, True Strike x2,

2nd level-7+1: Glitter Dust, See Invisibility, Blur, Invisibility, Knock x2, Gust of Wind, Protection from Arrows,

3rd level-6: Spiked Pit, Dispel Magic x2, Fly, Haste, Ray of Exhaustion,

4th level-5: Dimensional Anchor, Summon Monster IV x2, (Extended) Fly,

5th level-3: Hungry Pit, Summon Monster V x2,

Combat Gear ; Other Gear:

Combat/Worn Gear:
Handy Haversack,
Ring of Protection +3
Cloak of Resistance +4
Headband of Mental Prowess- +4 Wisdom/+4 Intelligence(Use Magic Device/ Knowledge- Planes)
Belt of Mighty Constitution +4
Orange Ioun Stone, +1 Caster Level
Amulet of spell cunning- +3 spells Prepared/day

Wands:
Mage Armor Cl. 1st, x50 charges.

Scrolls:
1st level- CL.1st: Mage Armor x2, Floating Disk x2, Magic Aura x2, Expeditious Retreat x2, Shield x3,

2nd level- Cl.3rd: Knock x2, See invisibility, Invisibilityx2, Knock, False Life, Heroism x3, hideous laughter, Protection From Arrows x2, Levitate x3, Detect thoughts,

3rd level- Cl. 5th: Fly x3, protection from energy x2,

5th Level- Cl. 9th: Dominate person,

Carried Gear:
Bedroll
Bottle, glass x5
Case, map or scroll x6
Chalk, 6 pieces
Hourglass 1 lb.
Ink (1 oz. vial) x6
Ink pen x3
Parchment (sheet) x12
Vial, ink or potion x6
Water skin x1
Tinder twig x15
Sun-rod x5
Ever-burning torch
Smoke-stick x3
Spell component pouch x2
Miniature shovel
Spellbook, wizard's x2
-1st Spellbook: 0th-3rd lvl spells, 95 pages- * Page 26
-2nd Spellbook: 4th-5th lvl spells, 65 pages- *Page 28
* Both Books are protected by Explosive Runes and Sepia Snake Sigil,
COIN:
PP:
GP: 20
SP: 4
CP: 8