Elf

Belaur Xyrlen's page

1 post. Alias of Bahbrahb.


Classes/Levels

Wizard 2

Spoiler:
| Init +2 | Perc +5 | AC 12 T 12 FF 10 CMB +1 CMD 12 | HP 12/12 | F +0 R +2 W+4 (immune to magic sleep, +2 vs enchantment) | Arcane Bond 1/1 | Blinding Ray 8/8

About Belaur Xyrlen

Belaur Xyrlen
Male Wizard 2
N mediuum humanoid (elf)
Init +2; Senses low-light vision Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (6)x2
Fort +0, Ref +2, Will +4 (immune to magic sleep, +2 vs enchantment)
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Offense
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Speed 30 ft.
Melee rapier +1 (1d8 19-20 x2)
Ranged longbow +3 (1d8 x3)
Special Attacks Blinding Ray 8/8
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Statistics
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Str 10, Dex 15(+2), Con 11(-2), Int 20(+2), Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats: Scribe Scroll, Spell Focus(illusion)
Languages: celestial, common, elven, draconic, gnome, goblin, sylvan, Thassilonian
Spells Memorized (CL 2nd; concentration +7)
1st - magic missle (DC 16), color spray (DC 17), comprehend languages, shield,
0 (at will)- daze (DC 15), detect magic, ghost sound (DC 15), read magic
Spells Known:
1st - burning hands, chill touch,
color spray, comprehend languages,
disguise self, mage armor,
magic missle, ray of enfeeblement, shield,
silent image
0 - All
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Skills:

Spoiler:

(2 Class + 5 Int + 1 FC)x2 = 16
(2)Knowledge(arcana) (Int) +11
(2)Knowledge(history) (Int) +11
(2)Knowledge(nature) (Int) +10
(2)Knowledge(planes) (Int) +10
(2)Knowledge(religeon) (Int) +10
(2)Perception (Int) +5
(2)Spellcraft (Int) +10
(2)Use Magic Device (Cha) +2

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Gear:

Spoiler:

--Equipped--
brass holy symbol of Yuelral(bonded object)
spell component pouch
belt pouch
scroll case - scroll of burning hands (CL 2) x2, scroll of comprehend languages, scroll of disguise self,
wand of mage armor (50 charges)
rapier
longbow
arrows (20)

--Backpack--
bedroll
flint and steel
ink
inkpen
iron pot
mess kit
soap
torches (10)
trail rations (5 days)
waterskin
potion of cure light wounds
6 gp


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Racial Abilities:
Spoiler:

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Elves are Humanoids with the elf subtype.

Base Speed: Elves have a base speed of 30 feet.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

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

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.

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.

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


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Feats and Special Abilities:
Spoiler:

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond: 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.

Bonded Object: Amulet (brass holy symbol of Yuelral, passed down for generations in the Xyrlen family)

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: Illusion

Opposed Schools: Conjuration, Transmutation

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.

Extended Illusions: Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Blinding Ray: As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Spell Focus: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.


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Traits:
Spoiler:

Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

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Backstory:
Spoiler:

Belaur Xyrlen was born in the city of Magnimar to a family of jewelers working out of Bridgeward. While not particularly wealthy themselves, his family was popular among the upper class residents of the Summit. Belaur was the middle of three sons and had little talent for the family business, preferring studies and books to fine metals and loupes, so stood little chance of inheriting the family business. Belaur’s parents were able to squirrel enough money away to enroll him in the Stone of the Seers, hoping their bright son had a knack for the arcane arts.

Belaur was given a brass necklace bearing the overlapping crystals symbolic of the elven god Yuelral, his family’s patrons, to remind him of his familial ties as he sought to build a future for himself. Belaur found he had a knack for glamours and illusions and was hard-pressed to find a true mentor among the diviners and abjurers common at the Stone. Eventually, a teacher also on the fringe, Ronwin Bilner, a gnomish enchanter, took him under his wing and taught the young Belaur how to navigate life in the school.

Ronwin was drawn to Belaur’s seemingly endless thirst for knowledge. Ronwin attempted to steer the young wizard’s studies to more modern studies but Belaur had a strange fascination for all things Thassilonian. For every book Belaur read pertaining to his studies, he read two dealing with the region’s ancient rulers until he had exhausted all publically available resources in Magnimar.

Upon Graduation from the Stone of Seers, Belaur said farewell to his family and mentor and set out across Varisia is search of the secrets of ancient Thassilon. Setting out east, his first stop was Sandpoint, just in time for the Swallowtail festival.


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Description:
Spoiler:

Belaur stand 6'1" tall and weighs 146 lbs. At 146 years old, he's still young for an elf. His thin, sharp-featured face is framed by long, straight snow-white hair. Long and lean, he doesn't appear particularly physically imposing.

Life at the Stone of Seers has socialized the introverted elf. While still preferring the company of books and quiet ruins Belaur is still fairly affable and has become adept at working with others.