Seltyiel

Cirdan Nowë's page

26 posts. Alias of AGM Lemming.


About Cirdan Nowë

Character Name: Cirdan Nowë
Character Race: Elf
Alignment:
Deity:

Current Moderator:
Adventure:
-----------------------------------------------
Gender: Male
Age: 145
Height: 5' 9"
Weight: 175
Eyes: Green
Hair: White
-----------------------------------------------
Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common, Elven, Draconic, Goblin, Orc
-----------------------------------------------
Strength: 14 (5 points, +2 Race)
Dexterity: 16 (5 points, +2 Race)
Constitution: 12 (5 points, -2 Race)
Intelligence: 16 (5 points, +2 Race)
Wisdom: 12 (2 points)
Charisma: 8 (-2 points)
-----------------------------------------------
Hit Points: 9 (d8+1)
-----------------------------------------------
Armor Class: 17 (Base: 10, Dex +3, Armor +4)
Flatfooted Armor Class : 14
Touch Armor Class: 13

Chain shirt +4 AC | ACP -2

Special Armor Class Notes: None
-----------------------------------------------
Save vs. Fortitude: +3 (Base: +2, Con: +1)
Save vs. Reflex: +3 (Base: +0, Dex:+3)
Save vs. Will: +3 (Base: +2, Wis: +1)

Special Save Notes: None
-----------------------------------------------
Initiative Modifier: +3 (Dex +3)
Base Attack Bonus: +0
Melee Attack Bonus: +0/+3
Ranged Attack Bonus: +3

Special Combat Notes:
- Arcane pool: 4 points
-----------------------------------------------
Weapons:
Rapier d6 | 18-20/x2 | P
Tonfa d6 | x2 | B
Chakram d8 | x2 | 30' | S
Shortbow d6 | x3 | 60' | P
Arrows(20)
-----------------------------------------------
Skills
Total skill points earned: 5 + 2/level (2 + Int(3)) & Background +2
Magus's class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Trait: Acrobatics

Acrobatics: = +8 (Dex 3) 1 Ranks +3 [Class Skill] Trait +1 and +4 against AoOs
Climb: = +2 (Str 2)
Escape Artist: = +3 (Dex 3)
Fly: = +3 (Dex 3)
Heal: = +1 (Wis 1)
Knowledge (arcana): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Perception: = +5 (Wis 1) 1 Ranks +3 [Class Skill]
Ride: = +3 (Dex 3)
Sense Motive: = +1 (Wis 1)
Spellcraft: = +7 (Int 3) 1 Ranks +3 [Class Skill]
Stealth: = +3 (Dex 3)
Survival: = +1 (Wis 1)
Swim: = +2 (Str 2)

Background Skills
Appraise: = +3 (Int 3)
Artistry: = +3 (Int 3)
Craft(Alchemy): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (history): = +4 (Int 3) 1 Ranks

-----------------------------------------------
Feats & Traits:
1st Level: Weapon Finesse

Traits:
- Campaign: Vexing Defender
You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.

- Social: Seeker
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

- Magic: Magical Lineage - Shocking Grasp
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. 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.
-----------------------------------------------
Race: Elf
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
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 checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Replaced by Arcane Focus
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Alternate Racial Trait:
Arcane Focus
Source Advanced Race Guide pg. 22
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.

Favored Class: The magus gains 1/6 of a new magus arcana.: 1
-----------------------------------------------
Class:
Magus / Hexcrafter(No effect until 4th level)
Proficient with all simple & martial weapons & light armor.

- Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

- Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
-----------------------------------------------
Equipment & Gear:
Chain shirt: 100 GP, 25 lbs

Rapier: 20 GP, 2 lbs
Tonfa: 1 GP, 1 lb
Chakram: 1 GP, 1 lb
Shortbow: 30 GP, 2 lbs
Arrows(20): 1 GP, 3 lbs

Total weight carried:

Carrying capacity : Light -> 58, Medium -> 116

Starting Gold: 200 GP

Remaining Gold:
-----------------------------------------------
Movement:
Base Speed: ?0 ft.
Normal Speed : ?? ft. (Run ??? ft.)
Maximum DEX Bonus: +?
-----------------------------------------------
Magic:
Spellbook:
All Cantrips
Level 1:
- Color Spray
- Fallback Strategy
- Grease
- Obscuring Mist
- Shock Shield
- Shocking Grasp

Spells per day:
Cantrips:
First Level: 2 (Base 1, INT(1))
- Color Spray
- Fallback Strategy

Save DC: 10 + Spell Level + INT(3)
-----------------------------------------------
Character History :
Cirdan was born in Lastwall. My parents were both wizards working for the forces holding the enemy at bay, but not doing anything to possibly push them back. I learned from them but didn't like the way the government just seemed to have forgotten the lessons of history.

Once I reached what was considered adult age for an elf I said good bye to my parents. I wandered the lands but stayed in safe areas. I had learned some magic but didn't go the route of the wizard that my parents did. I had heard too many stories about wizards getting caught too close to enemies and helpless when the enemy moved up and killed them with a simple slash from a sword or axe. I learned to wear armor and use a sword.

I joined a group at Castle Everstand that carried supplies into Belkzen. They were helping the few remaining heroes still fighting for survival against the forces of evil rather than retreating from them. I was inspired. I met several of the people in Trunau and decided that once I had the resources I needed that I would move there and join their fight.