Armistril

Azanoril Silkenleaf's page

28 posts. Alias of TheWaskally.


Full Name

Lord Azanoril Silkenleaf

Race

Grey Elf

Classes/Levels

Heir Apparent/6th

Gender

Male

Skills:
Int +2|Percept. +8|Diplo +18 (+19,humanoids)|Kn. no. +15|SM +13|UMD +12

Size

Medium

Age

126

Special Abilities

See Class Features Tab

Alignment

TN (before)/LG (after)

Languages

Elven, Common, Draconic, Sylvan, Celestial, Drow, Giant, Dwarven

Homepage URL

Portrait

Strength 12
Dexterity 14
Constitution 10
Intelligence 17
Wisdom 12
Charisma 17

About Azanoril Silkenleaf

Initiative: +2
Senses: Perception +8, Low-light Vision
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AC 12 (12 Touch, 10 FF)(+2 Dex)
Hp 35/35 (1d6 (max) + 0 Con, then 1d6 + 0 Con + 1/favored /level)
Fort +6, Ref +8, Will +7
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Speed 30 ft
Melee Sword Cane +4 (1d6 + 1, x2)
Ranged
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Spells Memorized 1st-level - shield, charm person, magic missile (x2), ray of enfeelement
2nd-level - detect thoughts, scorching ray, eagle's splendor (x2)
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BAB +3, CMB +4, CMD 16
Feats Noble Scion (magic), Additional Traits, Persuasive (General), Skill Focus (Diplomacy), Enlightened Noble, Alertness
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Skills 2 + 3 Int + 2 + 2 Background/level
Appraise +12 (6 Rank, 3 Class, 3 Int)
Craft (jewelry) +12 (6 Rank, 3 Class, 3 Int)
Diplomacy +18 (+19 vs. humanoids) (6 Rank, 3 Class, 3 Cha, 2 Persuasive, 1 Dilettante Artist, 3 Skill Focus)
Intimidate +5 (3 Cha, 2 Persuasive)
Knowledge (nobility) +15 (6 Rank, 3 Class, 3 Int, 2 Noble Scion, 1 Noble)
Linguistics +9 (6 Rank, 3 Int)
Perception +8 (1 Wis, 5 Eyes of the Eagle, 2 Alertness)
Perform (oratory) +13 (6 Rank, 3 Class, 3 Cha, 1 Dilettante Artist)
Perform (string) +8 (2 Rank, 3 Class, 3 Cha)
Perform (sing) +8 (2 Rank, 3 Class, 3 Cha)
Perform (dance) +7 (1 Rank, 3 Class, 3 Cha)
Perform (keyoard) +7 (1 Rank, 3 Class, 3 Cha)
Profession +1 (0 Rank, 0 Class, 1 Wis)
Sense Motive +13 (6 Rank, 3 Class, 1 Wis, 2 Alertness, 1 Noble)
Use Magic Device +12 (6 Rank, 3 Class, 3 Cha)
Class Features:
Weapon and Armor Proficiency
An heir apparent is proficient with all simple weapons, plus one martial or exotic weapon of his choice (sword cane). He is not proficient with any armor, or with shields.
Adventuring Goals
Every heir apparent has decided to step out of the noble lifestyle to become a hero, but doing so is an expensive endeavor that requires rigorous training from only the best.
At 1st level, an heir apparent picks an adventuring goal. This goal gives the heir something to strive for as he continues his growth as an adventurer.
Spellcaster
The heir wants to practice magic so that he can create impressive displays of power and show that he has a natural talent with the arcane or divine.
Choose a spellcasting class (wizard). The heir gains spells known and spells per day as a bard. He draws spells from the spell list of the chosen class, and his spellcasting modifier is the same as members of that class.
Personal Training (Ex)
In his need to fill the role of adventurer, an heir apparent trains himself harder than any teacher or master could. Starting at 1st level, the heir gains one training talent. He gains an additional training talent for every 2 levels of heir apparent attained after 1st level. Unless otherwise noted, an heir cannot select an individual talent more than once. At 20th level, the heir gains a personal achievement.
Arcanist Training
You gain a spellbook in which you can scribe the spells you know and up to 3 additional 1st-level spells. At each level beyond 1st, you can scribe up to 1 additional spell of a level you can cast into your spellbook, and you can research or copy spells like a wizard. Each morning, you pick a number of spells from your spellbook equal to the number of spells you would know without this talent. Those become your spells known for the day.
Uncanny Dodge
You gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to armor class if immobilized. You can still lose your Dexterity bonus to armor class if an opponent successfully uses the feint action against you.
If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.
Companion
You form a close bond with an animal companion. You can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, you may choose a shark instead. This animal is a loyal companion that accompanies you on your adventures as appropriate for its kind.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that your effective druid level is equal to your heir apparent level –3. You can choose this talent twice. The second time, your effective druid level is equal to your total levels as an heir apparent and you may choose any animal companion.
Stipend (Ex)
Heirs apparent are allowed to become adventurers only because their families accept that decision, but there’s a catch. The heir is given an allowance of gold, called a stipend, that he must track against his other investments and purchases. Should he fail to report these accurately, the heir risks being cut off and losing access to his stipend until he makes up for his mistake.
At every level, an heir apparent receives a payment, in gold or platinum, from his family’s considerable wealth. The heir may use this gold to purchase anything that benefits him personally, such as a horse, room and board, or a magic item he intends to use. The heir cannot use his stipend to pay for the care of another, nor can he purchase equipment for others. Doing so gets back to the heir’s family, who takes that value out of his next stipend as punishment.
In addition, the heir can never accept any combination of gold or items from others equaling more than his total stipend for his level. If the heir goes over his total, the difference is taken out of his next stipend. For this purpose, the heir counts half the cost of items he receives toward his total, as if he were selling them.
Capital Expense (Ex)
At 2nd level, and every three levels thereafter, an heir gains a magic item of his choice whose cost is no more than the amount listed in parentheses on Table: Heir Apparent. The item is delivered at the same time the heir receives his stipend for the level. If he requests a potion, the heir receives up to 50 of the same potion. If he requests a spell scroll, the heir receives up to 5 of the same scroll.
With enough time and effort, the heir can usually get anything he seeks sent to him, even rare magic items. This represents the heir’s family paying some other group of adventurers to actually find the item so that they can give it to the heir. The GM has final say on whether an item can truly be found in this way, and requests for plot-centric items always fail, since that would put the heir at odds with another group who may harm him for the item they don’t know is meant to be his.
Eyes of the Eagle (2nd), Minor Still Spell Metamagic Rod (5th)
Find A Way (Ex)
At 4th level, and again at 16th level, an heir apparent better understands how adventuring really works. He gains a +3 bonus to Fortitude or Reflex saves.
Influential (Ex)
At 6th level, an heir apparent’s family becomes so well known that nobles can recognize the heir by name. When entering a new location for the first time, the heir can make a Diplomacy check (DC 30 – the heir’s level). Success indicates that somebody recognizes the heir and offers to do something for him, such as gathering information, finding supplies, or setting up a room at the local inn. Other, reasonable tasks can be specified by him, and the heir is still responsible for paying any costs incurred. For every 5 points by which the heir beats the DC, he can make an additional request of the same or another person who recognizes him.

Racial Traits +2 Dex, +2 Int, -2 Con; Medium, Elf, Normal Speed, Perfect (replaces Elven Immunities), Urbanite (replaces Keen Senses), Elven Magic, Arcane Focus (replaces Weapon Familiairity), Low-light Vision, Languages
Traits (Magic) Eyes of the Wonderous, (Race) Dilettante Artist, (Social) Charming, and (Regional) Noble
Items A handy haversack, spellbook, an explorer's outfit, a bedroll, one belt pouch, one spell component pouch, a vial of ink, several ink pens, a mess kit, a small steel mirror, soap, five trail rations, a canteen, Eyes of the Eagle, Minor Still Spell Metamagic Rod, Sleeves of Many Garments, Cloak of Resistance +1, Brooch of Shielding, and a courtier's outfit with full jewelry.
Combat items Sword cane.
Transport a elegant carriage with 4 heavy horses; on the carriage there's a secret chest with a false bottom

Wealth 2889 gp, 9 silver
Carrying Capacity
Light (44 lbs or less); Medium (45-88 lbs.); Heavy (89-132 lbs.)
Current Load: 31
Height 6'4", Weight 150 lbs, Eyes Sapphire, Hair Silver
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Backstory:
Joe Westerburg was born to a loving mother, who raised him and his younger brother, Mike, by herself; while Joe's dad had weekend visitations. Joe, Mike, and his mother, never had a lot of money. Sadly, Joe didn't apply himself in school to get a good education. Joe worked many retail and customer service jobs to get by. Joe was into new age philosophies, and read The Secret. Joe tried to manifest wealth with no luck, despite doing the exercises in the book. Joe played the lottery in hopes that his life and luck would change.