About Caranthir Silverhand
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.
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.
Bonded Object: 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).
Bonus Combat Feat: At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Diverse Training: An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.
Divination School: You have chosen to specialize in divination spells.
Elven Immunities (Ex): Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex): 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.
Enchantment Opposition School: You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Enhance Arrows (Su): At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer's magic arrows only function for him.
In addition, the arcane archer's arrows gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the arcane archer prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.
At 3rd level, every nonmagical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock.
At 5th level, every nonmagical arrow fired by an arcane archer gains the distance weapon quality.
At 7th level, every nonmagical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.
At 9th level, every nonmagical arrow fired by an arcane archer gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The arcane archer cannot choose an ability that is the opposite of his alignment (for example, a lawful good arcane archer could not choose anarchic or unholy as his weapon quality).
The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.
Forewarned: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Imbue Arrow (Su): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
Keen Senses (Ex): Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex): You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Knack: (Wizard) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Wizard gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Necromancy Opposition School: You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Scholastic: Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.
Send Senses (Sp): As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairvoyance spell with a caster level equal to your wizard level.
You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
A Forlorn orphan who was adopted by a former noble, Calanthir Silverhand was raised to despise the chaos that had robbed his adoptive parents of their proper name and station, forcing his father to hide as a middle-class architect. Yet for Calanthir himself, apprenticed to a wizard and never having personally known the aristocratic comforts his parents mourned, this was no true inconvenience. What frustrated him about his city was not that power resided with the people, but rather that it was wielded in such a capricious fashion. His fellow citizens’ constant false accusations and refusal to abide by court rulings—not to mention the Gray Gardeners’ tendency to pronounce sentences completely outside the system—drove young Calanthir to distraction.
When Calanthir’s parents were both elderly, he lost both of them in a violent robbery, and his simmering rage finally came to a head. After the ruling faction sentenced the wrong man to death for his parents’ murders with flagrant disregard for due process, Calanthir overstepped by investigating the matter himself, turning up irrefutable proof of the man’s innocence. When his attempts to reopen the case were stymied, he returned the night before the scheduled execution and set the man free—only to run straight into a Gray Gardener patrol. The prisoner escaped in the ensuing fracas, and even as Calanthir ran, he heard the Gardeners shouting his name.
Calanthir fled for the border with a new name and identity, knowing that there was now a price on his head. Unable to return home to avenge his family by finding and bringing their real killer to justice, Calanthir instead chose to begin a new chapter in his life. Roaming the nations of the Inner Sea, he quickly learned how to protect himself with bow and spell, and even used his father’s experience as a bow-crafter to start a living in the same profession, eventually settling down in beautiful Magnimar, the City of Monuments. He spends his free time by looking out for allegations of unjust accusations or abuses of power, or for clearly unrepentant criminals that were freed by a flawed system. When he finds such a case, he investigates it himself, using long years of association with both lawful and unlawful organizations to help him ferret out truth and justice. If the legal proceedings seem fair, he often shows up unexpectedly at the court, presenting sworn evidence and acting as defending counsel for the accused (if innocent) or as an advisor to the prosecution (if guilty). If he finds a court judge to be corrupt, he takes a more direct hand in protecting the innocent or stopping the guilty. While he respects the law, he also knows that people are imperfect, and that breaking local laws is sometimes necessary in order to uphold more universal ones. Of course, his meddling is rarely popular with the opposition, and so Calanthir generally hides his activities, quickly moving along as soon as he’s seen justice done and taken steps to ensure that victims won’t suffer further abuses. Always having had a plan, he has so far managed to avoid undue scrutiny of his illicit vigilante activities, though he knows it’s only a matter of time before his luck runs out.
Due to the many injustices he’s seen in his life, Calanthir has long since grown rough and unforgiving, though he remains able to fit easily into both high and low society when needed, thanks in no small part to his worldly nature. His well-honed analytical mind is capable of astounding feats of logic and deduction, and he’s fond of sharpening it still further with his many magical creations. While a formidable adversary in combat, he nevertheless believes that the best weapon is the one your foe never sees coming, and therefore prefers ambushes and subterfuge to direct confrontation. He’s loyal to his friends, and sometimes seems to have a connection in every town, yet he is also wary of associating too long or too openly with his allies, knowing that his fight for justice has made him unpopular with various powerful
Boons and Vanities:
Confirmed Field Agent: You may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Friend of Janira Gavix: You receive a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
You Be Goblin!: You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.
River Kingdom Notoriety: You may claim land to develop as you see fit at the low cost of 2 Prestige Points.
Trap Intuition: When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower.
Splinter Slayer: When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this As a swift action, you may use this boon to receive the benefits of touch of the sea (CL 6th).
Clockwork Engineer: You gain a +2 bonus on Knowledge (arcana) checks made to identify creatures with the construct type, and you may make such checks to identify constructs untrained. You may cross this boon off your Chronicle sheet before rolling such a check to treat the die's result as though it were a 20.
Secrets of Serpent Magic: You may use this boon as a swift action before casting a spell or spell-like ability to gain a +5 insight bonus on your caster level check made to overcome spell resistance with that spell. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability to gain a +4 insight bonus on that save.
Sting of Serpent Magic: You may use this boon as a swift action before casting a spell or spell-like ability to increase your effective caster level for that effect by two. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability. If you succeed at the saving throw, and the spell or spell-like ability has a reduced effect on a successful save, you instead avoid the effect entirely. This functions much like the evasion rogue class feature or stalwart inquisitor feature.
Sigils of the Spire: This feat earns you additional renown, and any time you gain Prestige Points and Fame from the "Land Rush" Chronicle sheet, you increase the points gained by 1/2 (e.g. 1.5 Prestige Points rather than 1). This increase is retroactive.
Chapter of the Damned: As a free action, you can gain a +4 bonus on a Charisma-based skill or check when interacting with a lawful evil creature. As a standard action up to three times per scenario, you can cast one of the following as a spell-like ability with a caster level equal to your level: desecrate, lesser planar binding (lawful evil creatures only; DC 19) order's wrath (DC 18), summon monster IV (lawful evil creatures only), or unholy blight (DC 18). You may spend 10 Prestige Points to piece together a more complete copy of the text, which permanently adds the following to the list of spell-like abilities, though using any of these checks three boxes rather than just one (see below): empowered order's wrath (DC 18), planar binding (lawful evil creatures only; DC 20), summon monster VI (lawful evil creatures only), or empowered unholy blight (DC 18).
Each time you use one of the text's abilities, check one of the boxes below and then attempt a Will save (DC 14+1 for every box checked) to resist your alignment permanently shifting one step toward lawful evil. If you have checked all of the boxes provided below, you automatically fail this save. You can undo the effects of one such alignment shift by being subject to an atonement spell. If you end an adventure with an evil alignment, report your character as dead.
You may cross this entire boon off your Chronicle sheet to destroy the text and spare the world of its evil. Doing so allows you to recover 1 previously spent Prestige Point, though it does not increase your Fame.
Sadistic Ally: You can spend 2 Prestige Points to secure Aoz's services (treat as if you had gained the auger's services via a successful casting of lesser planar ally for the duration of one game session).
Time Dilation: You can use this boon when casting a non-instantaneous spell that affects an area to apply the Lingering Spell metamagic feat to the spell without increasing the spell's level. Alternatively, you can use this boon when casting a non-instantaneous spell to apply the Extend Spell metamagic feat to the spell without increasing the spell's level.
Automaton-Aided Convalescence: You may use this boon while in the River Kingdoms (or at the end of an adventure before receiving a Chronicle sheet or reporting the character as dead) to reduce the Prestige Point cost of any one spellcasting service of the conjuration (healing) subschool by 5 (minimum 0). When you use this boon, cross it off your Chronicle sheet.
Healing Waters: Treat this as a potion of heal. When you consume it, the magic is expended, and you must cross this boon off your Chronicle sheet; the dweomer does not survive even if the drinker is under the effects of alchemical allocation or a similar effect that would allow one to benefit from a potion multiple times.
Boon of Abraxas: Wish for Rescue: As an immediate action when you drop below 0 hit points, you may heal yourself for 3d8+10 points of damage. This healing can prevent you from dying or falling unconscious.
Class Taken: Fighter
Class Feature Gained:
Hit points Gained: 1d10, 1 Con
Skill Points (4+5): Craft (Bows)(1), Knowledge (Local)(1), Knowledge (Dungeoneering)(1), Knowledge (Engineering) (1), Knowledge (Nobility)(1), Perception (1), Spellcraft (1), Stealth (1)
Feats: Point Blank Shot, Rapid Shot
[dice=knowledge arcana/dungeoneering/local/planes/religion]1d20+11[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc
[dice=+2 Icy Burst Longbow (weapon specialization)(frost + shock dmg)]1d20+23;1d8+7+2d6;[/dice]
[dice=+2 Icy Burst Longbow (rapid shot, manyshot, weapon specialization)(frost + shock dmg)]1d20+21;2d8+12+4d6[/dice]
[dice=+2 Icy Burst Longbow (deadly aim, weapon specialization)(frost + shock dmg)]1d20+21;1d8+13+2d6[/dice]
[dice=+2 Icy Burst Longbow (rapid shot, deadly aim, manyshot, weapon specialization)(frost + shock dmg)]1d20+18;2d8+24+4d6[/dice]
*Prestigious Spellcaster feat