Armistril

Eldarian Stardancer's page

60 posts. Alias of Logan1138.


Full Name

Eldarian Stardancer

Race

Elf

Classes/Levels

Wizard 1 | AC: 15 FF: 12 T: 13 | HP: 8/8 | F: +1 R: +3 W: +2 | CMB: +1 CMD: 14 | Init: +3 Perc: +2 | Move: 30 feet | Low-light vision

Tracked resources:
Arrows 17/20 | TK fist 3/6

Gender

Male

Size

Medium

Age

148

Special Abilities

Low-light vision

Alignment

CG

Deity

Corellon Larethian

Location

Somewhere in Greyhawk

Languages

Common, Elvish, Draconic, Goblin, Orc, Sylvan

Occupation

Jeweler

Strength 12
Dexterity 16
Constitution 11
Intelligence 16
Wisdom 10
Charisma 10

About Eldarian Stardancer

General:

Male Elven Wizard 1
HP: 8/8 (6 + 1 CON + 1 Favored Class)
Alignment: CG
Deity:

STR: 12
DEX: 16
CON: 12 (11 w/o physical enhancement ability)
INT: 16
WIS: 10
CHA: 10

Perception: +2
Initiative: +3
Movement: 30 feet

Favored Class: Wizard
Languages: Common, Elvish, Sylvan, Orc, Goblin, Draconic
Special Abilities: Low-light vision

Offense:

BAB: +0
CMB: +1
CMD: 14

Weapons

Dagger [Attack: +3, Damage: 1d4+1, Crit: 19-20/x2, Type: Piercing or Slashing]
Short bow [Attack: +3, Damage: 1d6, Crit: 20/x3, Type: Piercing, Range: 60 feet]

Defense:

Armor Class: 15 [Armor: +2, DEX: +3]
Touch: 13 [DEX: +3]
Flat-footed: 12 [Armor: +2]
CMD: 14

Armor

Leather Armor [Armor Bonus: +2, Max Dex: +6, Armor Check: 0, Arcane Failure: 10%]

Fortitude: +1 (+0 w/o physical enhancement ability)
Reflex: +3
Will: +2

Class Abilities:

Arcane Bond: Bonded Object -- Amulet: Can cast one spell in spellbook per day

Arcane School: Transmutation (Opposition schools - Enchantment and Necromancy)

Transmuters use magic to change the world around them.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This

bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new

ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

<Defaults to Constitution unless otherwise noted>

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch

attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability

a number of times per day equal to 3 + your Intelligence modifier.

Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not

need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions

like beast shape III or elemental body II.

Racial Abilities:

Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is 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. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get 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 skill 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.

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.

Skills:

Total = Ability Mod. + Ranks + Class + Misc.

Skill Ranks: 5 = 2 [class] + 3 [INT] + 0 [other]

Armor check penalty: 0

Bolded skills are trained

An asterisked skill is subject to Armor Check penalty

Acrobatics +3 = DEX 3+0+0-0 (*)
Appraise +7 = INT 3+1+3+0
Bluff +0 =CHA 0+0+0+0
Climb +1 = STR 1+0+0+0 (*)
Craft (jewelry) +7 = INT 3+1+3+0
Diplomacy +0 = CHA 0+0+0+0
Disguise +0 = CHA 0+0+0+0
Escape Artist +3 = DEX 3+0+0+0 (*)
Fly +3 = DEX 3+0+0+0 (*)
Heal +0 = WIS 0+0+0+0
Intimidate +0 = CHA 0+0+0+0
Knowledge (arcana) +7 = INT 3+1+3+0
Linguistics +7 = INT 3+1+3+0
Perception +2 = WIS 0+0+0+2
Perform +0 = CHA 0+0+0+0
Ride +3 = DEX 3+0+0+0 (*)
Sense Motive +0 = WIS 0+0+0+0
Spellcraft +7 = INT 3+1+3+0
Stealth +3 = DEX 3+0+0+0 (*)
Survival +0 = WIS 0+0+0+0
Swim +1 = STR 1+0+0+0 (*)

Traits/Feats:

Scribe Scroll: You may create scrolls of spells you can cast (Wizard bonus feat)

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Spells:

Spell DC's: 0 level: 13 1st: 14
Concentration: +4 (Class Level: 1, Modifier: +3)

Memorized Spells

0 Level: Detect Magic, Light, Open/Close
1st Level: Color Spray, Identify [School spell: Enlarge Person]

Spellbook:

Spells contained in spellbook

0 level: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark and Prestidigitation

1st level: Burning Hands, Color Spray, Enlarge Person, Identify, Magic Missle, Magic Weapon

Equipment:

Armor/Weapons

Leather Armor 10 gp / 15 lbs
Dagger 2 gp / 1 lb
Short Bow 30 gp / 2 lbs
Arrows (20) 1 gp / 3 lbs

Miscellaneous

Backpack 2 gp / 2 lbs
Bedroll 1sp / 5 lbs
Scroll case 1 gp / 0.5 lb
Flint & Steel 1 gp / --
Flask of Oil (1) 1 sp / 1 lb
Belt pouch 1 gp / 0.5 lb
Trail rations (4) 2 gp / 4 lbs
Sack 1 sp / 0.5 lb
Torch (2) 2 cp / 2 lbs
Waterskin 1 gp / 4 lbs
Spell component pouch 5 gp / 2 lbs

Money spent: 56 gp 3 sp 2 cp
Remaining money: 13 gp 6 sp 8 cp (Now at 11 gp, 0 sp, 8 cp)

Carrying Capacity

Light load: 0-43 lbs
Medium load: 44-86 lbs
Heavy load: 87-130 lbs
Lift over head: 130 lbs (Heavy load x 1)
Lift off ground: 260 lbs (Heavy load x 2)
Push or drag: 650 lbs (Heavy load x 5)

Current load: 41 lbs [Light load]

Background/Behavior:

Background

Eldarian was the only child of a jeweler much respected and beloved in their small village located in the southern portion of the Silverwood. His father was a town elder and former adventurer who had now settled down to a peaceful life.

Tragedy struck Eldarian early in his life when his mother was killed in a terrible fire which devastated half of his village. His father, grief stricken, fell into a deep depression. A fellow elder of the village, seeing that Eldarian was growing wild with the lack of supervision, arranged for the youth to train with Talaras Silverbloom, an elven wizard of some repute in the Silverwood. Eldarian found structure as well as pleasure in his role as a wizard's apprentice, seeing the key to attaining real power to affect the world in his studies, something he craved after feeling helpless to aid his mother.

Shortly after arriving to study with Talaras, Eldarian learned that his father's grief had led him to the ultimate act of destruction: he took his own life. Now orphaned, Eldarian had only his master, a decent but somewhat distant man to look up to. The years spun out and eventually Talaras declared that Eldarian was ready to strike out on his own and make his way in the world. Gifting his former apprentice with a few minor items of armor and weaponry, he sent him to visit an old friend living in a border Keep on the edge of the Principality of Ulek.

Eldarian's adventure now begins...

Appearance

Eldarian is short, compact figure with jet black hair and charcoal grey eyes. He wears a dove gray surcoat and a purple cloak fastened with a bronze eagle's claw. His bonded item is an amulet in the shape of a crescent moon which he fashioned himself.

Personality

Eldarian is a quiet, thoughtful individual not given to rash action. He has a dry sense of humor and tends to diffuse difficult or tense situations with a wry quip. His greatest fear is a sense of inadequacy caused by his inability to aid his mother and he strives to attain more knowledge to ensure that he will never be powerless again.