Cutthroat Lawyer

Melathiel Aeraloth's page

35 posts. Alias of KyleS.


Full Name

Melathiel Aeraloth

Race

Elf

Classes/Levels

Wizard 1 NG | HP 7 | Init +4 |AC 14 | Fort +2 | Ref +4 | Will +4 | CMB +1 | BAB +0

Gender

Female

Size

Medium

Age

143

Alignment

Neutral Good

Languages

Common, Elven, Draconic, Celestial, Sylvan, Gnome

Homepage URL

Character Sheet

Strength 13
Dexterity 18
Constitution 13
Intelligence 19
Wisdom 14
Charisma 16

About Melathiel Aeraloth

Melathiel Aeraloth
Female elf Wizard 1
NG humanoid

Defense:

Init +4; Senses: Low-light vision, Perception +4
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 7 (1d6+1)
Fort +2, Ref +4, Will +4

Offense:

Speed 30 ft.
Melee
Dagger: Att: +1, Dmg: 1d4+1, Crit: 19-20/x2

Ranged
-Light Crossbow: Att: +4, Dmg: 1d8, Crit: 19-20/x2
-Dagger: Att: +4, Dmg: 1d4+1, Crit: 19-20/x2

Statistics:

Str 13, Dex 18, Con 13, Int 19, Wis 14, Cha 16
Base Atk +0; CMB +1; CMD 15

Character Traits:

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus 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 skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

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.

Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Desperate Resolve: You are adept at casting spells even in the most precarious situations. You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.

Pride: You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

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.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

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

Arcane Bond (Ex or Sp): 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. Rules for bonded items are given below, while rules for familiars are at the end of this section.

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 wielded. 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).

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 the Craft Magic Arms and Armor feat in Feats). 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: 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.

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.

Skills:

Acrobatics +4
Appraise +8
Bluff +3
Climb +1
Craft +4
Diplomacy +3
Disable Device +4
Disguise +3
Escape Artist +4
Fly +4
Handle Animal +3
Heal +2
Intimidate +3
Knowledge (arcana) +8
Knowledge (dungeoneering) +4
Knowledge (engineering) +4
Knowledge (geography) +4
Knowledge (history) +1
Knowledge (local) +8
Knowledge (nature) +4
Knowledge (nobility) +4
Knowledge (planes) +8
Knowledge (religion) +4
Linguistics +4
Perception +4
Perform +3
Profession +2
Ride +4
Sense Motive +2
Sleight of Hand +4
Spellcraft +8
Stealth +4
Survival +2
Swim +1
Use Magic Device +4

Feats:

Scribe Scroll: You can create magic scrolls.

Prerequisites: Caster level 1st.

Benefit: 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. See the magic item creation rules in Magic Items for more information.

Spell Mastery: You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.

Prerequisites: 1st-level wizard

Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.

Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

Spells:

0 Level
-Acid Splash
-Arcane Mark
-Dancing Lights
-Daze
-Flare
-Ghost Sound
-Haunted Fey Aspect
-Light
-Mage Hand
-Mending
-Message
-Open/Close
-Prestidigitation
-Ray of Frost
-Resistance
-Spark

1st Level
-Burning Hands
-Magic Missile
-Flare Burst
-Mage Armor
-Alarm
-Shield
-Shocking Grasp

Gear:

Light Crossbow (4lb, 35gp), Bolts (x20) (2lb, 20gp), Dagger (1lb, 1gp), Spellbook (23/100 pages) (3lb, 15gp), Backpack (2lb, 2gp), Bedroll (4lb, 1sp), Belt Pouch (0.5lb, 1gp), Flint and Steel (0lb, 1gp), Iron Pot (4lb, 8sp), Mess Kit (4lb, 2sp), Rope, hemp 50ft (10lb, 1gp), Soap (0.5lb, 1cp), Spell component pouch (2lb, 5gp), Torches (x10) (10lb, 1sp), Trail rations (x5) (5lb, 2gp 5sp), Waterskin (4lb, 1gp) 11gp, 1sp, 9cp

Backstory:

Appearance:

Drives/Goals/Aspirations: