Olvan

Elendar Nethysborn's page

85 posts. Alias of eriktd.


Race

Half-Elf Arcanist 2/Sorcerer 1 | HP 15/22 | AC 17/T 13/FF 14 | CMD 12 | F +4/R +5/W +5 | Init +3 Per +10, low-light vision

Classes/Levels

| buffs: heightened awareness 10m; mage armor 2h; resistance 1m; resist acid 5 | conditions: none

About Elendar Nethysborn

Name: Elendar Nethysborn
Race: Half-Elf
Alignment: Neutral Good
Class(es): Arcanist (School Savant) 2 / Sorcerer (False Priest, Wildblooded) 1
Role(s): Debilitator, Ranged Striker, Lore, Healing, Arcane Support, Divine Support

Abilities: Str 9 (-1), Dex 16 (+3), Con 14 (+2), Int 21 (+5), Wis 12 (+1), Cha 7 (-2)

HP: 22 (3d6+8)

AC: 17 (+3 DEX, +4 armor)

Initiative: +3 (+3 DEX)

Speed: 30 (no armor)

Saves: Fort +4 (base +1, +2 Con) / Reflex +5 (base +1, +3 Dex) / Will +5* (base +3, +1 Wis); +1 resistance

Save Modifiers: +2 vs illusion magic

BAB: +1

Weapons: ranged touch attack +3; masterwork dagger +1 (1d4-1, 19-20/x2)

Race Traits (Half-Elf): Adaptability (Use Magic Devices), Elf Blood, Keen Senses (+2 Perception), Low-Light Vision, Multidisciplined (+1 CL to each caster class, max character level), Sophisticate (+2 Knowledge History/Knowledge Local, can make checks untrained)

Favored Class Bonus: Arcanist, +2 hp

Background Traits: Clever Wordplay (use INT for Use Magic Device), Gifted Adept (dispel magic), Havoc of the Society (+1 force damage on spells), Seeker (+1 Perception, class skill), Spell Duel Prodigy (+2 Spellcraft to identify spells when cast, +2 CL on dispel checks to counterspell)

Drawbacks: Shadow-Scarred (in darkness or dim light, -1 to all saves)

Arcanist Abilities (School Savant): spellcasting (CL 3), arcane reservoir (3+half level points/day, 4/4 remaining; 3+level maximum: 5), school focus (Abjuration/Counterspell), school powers (Disruption: half level duration, 3+INT/day, 8/8 remaining; Resistance: acid resistance 5; Opposition Schools: Evocation/Necromancy)

Arcanist Spells in Spellbook: all cantrips but Necromancy and Evocation; alarm+, anticipate peril, coin shot, expeditious retreat, heightened awareness*, keep watch, mage armor*, magic missile**, protection from evil, shield+, sure casting*, true skill, vanish (1st)

Arcanist Spells Prepared
cantrips (5+1): daze, detect magic, ghost sound, message, read magic; +resistance
1st (2+1): mage armor, magic missile; +shield

Arcanist Spell Slots
1st (5): 2/5 remaining

Sorcerer Abilities (False Priest/Wildblooded): spellcasting (CL 2), bloodline (Arcane/Sage), bloodline arcana (use INT instead of CHA, +2 to Spellcraft/Knowledge Arcana), bloodline power (Arcane Bolt: 3+INT/day, 30' ranged touch attack, 1d4+half level+1 force damage, 6/8 remaining), false piety (half level to Use Magic Device vs divine effects)

Sorcerer Spells Known
cantrips (4): dancing lights, disrupt undead, prestidigitation, spark
1st (2): heightened awareness, sure casting

Sorcerer Spell Slots:
1st (5): 4/5 remaining

Feats: Additional Traits (1st), False Focus* (from Sorcerer 1), Skill Focus*: Use Magic Device (from Half-Elf); Heightened Spell

Skills: Appraise 3+10, Knowledge (arcana) 3+12, Knowledge (dungeoneering) 1+10, Knowledge (engineering) 2+10, Knowledge (geography) 1+10, Knowledge (history) 2+12, Knowledge (local) 3+12, Knowledge (nature) 1+10, Knowledge (planes) 1+10, Knowledge (religion) 1+10, Perception 3+9, Spellcraft 3+12* (+2 identify cast spells), Use Magic Device 3+13* (+1 divine items)

Languages: Azlanti, Common, Elven, Thassilonian, Undercommon, Varisian

Equipment: arcanist's kit (19 gp), golden holy symbol of Nethys, ioun stone (red and blue sphere, +2 enhacement bonus Int, Knowledge: history), masterwork backpack (50 gp), masterwork dagger (free), Shard of Pride (major image 1/1), traveler's outfit (free)

Background:
Elendar was born in Magnimar, but his father was a important nobleman in the city and his mother was a young elf woman who was not his wife. Instead of asking the child's father to recognize his son, she fled to distant relatives in Kyonin and ultimately gave the boy to the temple of Nethys in Erages. There, young Elendar lived and trained as an acolyte to the god of magic, and his mother returned to Magnimar.

He showed early signs of being a sorcerer, and was obsessed with the archaeological ruins and inscriptions upon which the city was built. The priests thought Elendar would be an excellent student, and they decided to send the precocious child to the newly-founded Erages Academy, part of the first class of students. A bit haughty at first, Elendar struggled to make friends with the others and got an initially bad reputation as a know-it-all. That led him to get involved with the spell dueling club, initially to guard against bullying, and later to improve his name.

After he had settled in and begun to found his place at school, his studies were interrupted when a great shadow appeared in the sky over Riddleport and armies of drow from the Darklands attacked Kyonin. Elendar did his part in the battles, protecting both the school and the temple with his magic, and he discovered he enjoyed the thrill of combat, especially the opportunity to show his tactical cleverness. However, at the end of the fight, he and several of his fellow students were drugged and captured by a group of drow nobles and taken underground with them during their retreat.

Elendar's mother came to the rescue. She had become a member of the Pathfinder Society, and when she learned what had happened to her son she convinced the organization to mount an exploratory expedition into the Darklands. Elendar knew who she was the moment he saw her, and he was so proud and grateful that as soon as he was free he went back to Magnimar and signed up for the Society. Unfortunately, his mother's exploratory group had to return to the Darklands to finish their mission, and neither Elendar nor the Pathfinder lodge have heard anything from them since.

Description:

Elendar is fair-skinned and dark-haired, with very elven ears and human facial features. He wears cosmetics to try to make his eyes and cheeks look more elven, as if he is self-conscious about his heritage. He dresses in comfortable, loose-fitting clothes that are marked with various arcane runes and symbols, and he carries many papers and journals within which he is often scribbling. His voice is light and breathy, no matter how he tries to make it sound imperious and commanding. He is often looking this way and that, always alert for threats, though he tends to wait for his opponents to act before he responds. He is curious and adventurous, and fascinated with the many discoveries that being part of the Pathfinder Society has granted him.