Lantern Bearer

Deryth Selorn's page

7 posts. Alias of ashern.


Full Name

Deryth Selorn

Race

Elf

Classes/Levels

Wizard 1

Gender

Male

Size

Medium

Age

67

Alignment

Neutral

Languages

Elvish, Common, Giant, Draconic, Goblin

Occupation

Ex-bandit apprentice

Strength 10
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Deryth Selorn

Backstory

Spoiler:

Deryth Selorn has one purpose in his travels, to grow his arcane might until he can return to his mother and show her she was wrong about him. He was thrown from his home after an argument with his Evoker mother who told him never to return until he had "proven he belonged in the family".

After leaving his home Deryth wandered for several years before ending up in the River kingdoms. After being stranded in For Inevitable he was taken in by Abernard Royst. Deryth has found a new place to call home with Royst, but he has spent enough time to wonder what lies nearby in the ruins of the old Azlanti civilization. He is itching for an opportunity to explore the surrounding area and learn it's secrets.

Statistics

Spoiler:

Deryth Selorn
Elf Evocation (admixture) wizard 1
Neutral Medium Humanoid
Init +5; Senses Darkvision 60 feet; Perception +6
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Defense
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AC 11, touch 11, flat-footed 10
hp 8 (1d6 + 1 con +1 favored class)
Fort +1 Ref +1 Will +3
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Offense
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Speed 30 ft.
Melee:
Dagger +0/1d4+0

Ranged:
Dagger +1/1d4+0

Burning Hands(DC 16) 3d4+1
Snapdragon fireworks(DC16) 1d4
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Statistics
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Str 10, Dex 12, Con 12, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 11
Feats: Alertness (Familiar: +2 Perception/Sense motive), Spell Focus: Evocation (Wizard bonus), Spell Specialization (+2 Caster level to Burning Hands).
Traits : Sage's apprentice, Magical Lineage
Skills : Appraise(1)+8, Knowledge (arcana) (1)+9, Knowledge(Dungeoneering) (1)+8, Perception (1)+6, Sense Motive (1)+4, Spellcraft(1)+9
Languages: Common, Elven, Goblin, Giant, Draconic
Familiar: Greensting scorpion (+4 initiative), Familiar traits.

Other Gear: backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit, small steel mirror, soap, torches (10), trail rations (5 days), spell component pouches x2, spellbook.

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Traits
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Sage's Apprentice: You have been trained in the arcane arts by Abernard Royst, the resident sage of Fort Inevitable. For the last several years your time was spent assisting the wizard with assorted research projects and experiments, long enough to see past his cantankerous exteriour to the caring master underneath. The aged sage seldom leaves the Fort any more, trusting you and his other apprentices to do his errands.
You gain a +1 trait bonus on Knowledge (arcana) checks. Additionally, choose any one spell of the transmutation school; its save DC increases by +1(snapdragon fireworks).

Magical lineage: Pick one spell when you choose this trait (Fireball). 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.
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Racial Traits
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Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

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.

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.

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Special Abilities
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Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells (Opposition schools of Enchantment, Divination)
Cantrips:Ray of Frost, Light, Mage Hand
1st Level: Burning Hands(specialty slot), Burning Hands, Color Spray (In Spell Book: Enlarge Person, Grease, Mage Armor,Protection From Evil, Silent Image, )