Bounty Hunter

Elduin Faenan's page

221 posts. Alias of Ellioti.

About Elduin Faenan

Short Summary:
-former soon-to-be priest of Zon Kuthon who was way to nice for the job
-he's an honest and nice person that is looking for a place in this world
-party role: healer, arcane caster

Elduin Faenan Picture
Male Human Wizard 4
Archetype Pact Wizard (HH)
LG Medium humanoid (human)
Init +3
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 30 ((4d6)+3*4)
Fort +3, Ref +4, Will +5 (+2 vs. fear)
Speed 30 ft.
Ranged Light Crossbow +5 (1d8 / 19-20)
Ranged Ray +5 vs touch

Spell Book:

2nd - eagle's splendor*, Mirror Image, Communal Protection from Evil, Burst of Radiance, False Life
1st - Cure Light Wounds*, Shield, Grease, Mage Armor, Ray of Enfeeblement, Infernal Healing, Expeditious Retreat, Chill Touch, Monkey Fish
0th - Resistance, Acid Splash, Drench, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Scrivener’s Chant, Arcane Mark, Prestidigitation

Wizard Spells prepared
2nd - Mirror Image, Communal Protection from Evil, Burst of Radiance, False Life^ DC 16
1st - Shield, Mage Armor, Cure Light Wounds, Cure Light Wounds, Chill Touch^ DC 15
0th - Resistance, Light, Prestidigitation, Disrupt Undead
*=Patron Spell, ^=School Slot

Special Abilities
Share Essence (7/day), Healing Grace, Healer's Hands (4/day, DC20: HD healed, DC25: HD+1 healed, DC30: HD+5 healed)
Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 7
Base Atk 2; CMB +2; CMD 15
Feats Alertness, Healer's Hand, Skill Focus (Heal), Additional Traits
Skills Heal +18, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +8, Perception +7, Spellcraft +11, Use Magic Device +8
Background Skills Craft (Paintings) +11, Appraise +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (Nobility) +8
Traits The Lawbringer, Battlefield Surgeon, Precise Treatment, Clever Wordplay (UMD)
Languages Common, Infernal, Draconic, Elven, ???
Gear light crossbow, Haramaki, buckler, Wizard's kit, 20 bolts, Familiar Satchel, 9 gp
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Pact Wizard
Arcane Bond Familiar: Suture Vine
Arcane School Necromancy (Life)
Opposition Schools Divination, Enchantment
Healing Grace Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned. At 11th level, the amount of damage cured increases to 2 points of damage per level of the spell. This healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place. At 20th level, the amount of damage cured increases to 3 points of damage per level of the spell.
Share Essence As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect if you are immune to nonlethal damage.
Effortless Magic Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.
Patron Spells At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. This ability replaces Scribe Scroll.
Patron Mercy: 2nd — cure light wounds, 4th — eagle's splendor, 6th — remove curse, 8th — restoration, 10th — cleanse, 12th — heroes' feast, 14th — foe to friend, 16th — euphoric tranquility, 18th — true resurrection.

The Lawbringer The frontier is a land of risk and disorder, and while people are welcome to brave those elements themselves, they all too often bring pain down upon folk who never wanted such a risk. You might serve on the town guard or as part of a detachment of soldiers supported by Vigil, or you could be simply a concerned farmer who endures when others cannot, but your purpose is to stand as a bulwark against the cruel whims of fate for anyone who needs it. You gain a +2 trait bonus on saving throws against fear effects. If you have the aura of courage class feature, the bonus provided by your aura increases by 1. Your courage is inspiring; the first time each day you are knocked unconscious or killed, all allies within 30 feet of you immediately gain a number of temporary hit points equal to your level plus your Charisma modifier, as they rally to your defense. These temporary hit points last for 1 minute.
Battlefield Surgeon You’re skilled at both dealing and repairing wounds. Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.
Precise Treatment You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.
Clever Wordplay Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. ->UMD
Elduin Faenan is an inconspicuous looking young man of only 19 years. He's techinally of Chelaxian heritage, but he comes from an old family that has mixed with many races in the past. He grew up in Vigil having a difficult childhood. An only child he had to endure his father's alcoholism more than a child should and watching his mother getting beaten clearly left a mark.

The church of Zon Kuthon opperates from the dark in Vigil Thus many would prefer the word 'cult', because of its unofficial structures and its unpopular standing. Most of the city's Kuthonites come from the members from the Chelaxian community, which has been in Vigil for many centuries. They usually hide their alignment by submitting to the lawful structure of the governing body and by never letting slaves leave the basement. The cult has at least 100 members and obviously, there's an organization behind it. Elduin's parents work in it. Both of them, especially his mother, are not particularly evil persons, but there are sadistic tendencies strong enough to justify working as church clerks organizing members and events. And to his disgust, Elduin is pretty certain that his father takes part in these on a regular basis.
Like any parents working in middle management, Mr. and Mrs. Faenan wanted only the best for their child and for it to rise in the company ranks as well. They were extremely pleased when their very bright child was accepted into Zon Kuthon Sunday School - a gateway to becoming a honrable and respectable priest of The Midnight Lord. To Elduin's surprise, this was actually much like any other school and he was able to learn, study and aquire actually useful knowledge.
-History of Faiths - a rather dry lecture of the gods of Golarion and their relations.
-Why Hell is superior - a very biased and populist course on the planes.
-Society, Culture and Arts - a class meant to teach how to blend in and infiltrate higher circles. As Elduin quickly found out, they really learned from the best. There was no doubt that the teacher was a Shelynite spy, but Elduin grew fonds of the Arts and didn't expose him.
-Anatomy - the teacher called it 'the art of knowing, where it hurts best'. Despite his kind nature, this was Elduin's favourite class. He excelled at it. At least in theory. When he grew older, classes started to include practical lessons and not the nice kind. Eventually he ran out of excuses to take part and he had to make a decision.
At age 15 he forged a diploma and told his parents, he'd graduate early. As a final lesson before official acceptance into church, he was supposed to get out into the world and study during travels. With this lie he left his home, school and Magnimar. He didn't shed any tears over leaving his abusive father, but leaving his mother was hard. He never came back since, but regularly writes letters home, keeping up with his story.

He didn't learn any arcane magic in school, but he's a respectable self-tought magic nerd by now. What he did learn, was to invoke higher powers, and he does so regularly as a means of atonement. He doesn't pray to any god in particularly, but recently he has a feeling that some unknown power is answering him and accepting his plea for forgiveness. Around the same time, he found a extraordinarily traveling companion. In the woods outside Roderic's Cove, he insured his shoulder. And just as je was about to treat it himself, a Suture Vine grasped onto it and sealed the bleeding wound. He had read about them, but this one seemed intelligent, even able to communicate. At first, he only kept it as an object to study, but they eventually formed a bond closer than friendship.

Since his departure he had voyaged up through the Northen Fangwood and has now settled down in Roslar’s Coffer,a small border town that was in dire need of support. He set up a healer's shop and often does pro bono work, too.

level: Feat
5: Incredible Healer
7: ??
8: Skill Focus (UMD)
9: ??