Cale the Calistrian

Elhroir Saralonde's page

1 post. Alias of BoyScout.


Full Name

Elrohir Saralonde

Race

Elf

Classes/Levels

Wizard 1

Gender

Male

Size

Medium

Alignment

Chaotic Good

Deity

Calistria

Languages

Elven, Common, Draconic, Gnome, Sylvan, Orc. Azlanti, Polyglot

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

About Elhroir Saralonde

Elrohir, Elven Fire Elementalist Wizard. I see him as either a wanderer or exile in regards to elven society. He has experienced the power of fire at somepoint in his past and has developed an obsession with it. In truth it both fascinates and scares him, the power to destroy or purify and protect.

As a child El's favorite tales involved the ancient and wild Mwangi, and its lost cities. So enamored was he in these stories that El continued to reasearch the region.

While El may tell people he was exiled, the truth is he ran, ran from his home, ran from his people, ran from his future. Now he is searching for a new future. His travels took him to Ilizmagorti where he boarded the Jenivere for the Mwangi Expanse.

Crunch

Initiative +3
Perception +3
Lowlight Vision

HP: 6
Current: 6

AC 14: 10+0+4
Fort 0: 0+0
Reflex 4: 0+4
Will 2: 2+0

BAB +0
CMB -1
CMD 13

Melee -1
Rapier -1, 1d6-1, 18-20 x2

Range +4
Longbow +4, 1d8, 20 x3

Traits

Campaign: Mwangi Scholor:

The Mwangi Expanse is one of the richest regions in all of Golarion, and also one of the most mysterious. Despite its history of countless years and its fostering of nameless empires, very little is known of the Mwangi Expanse by outsiders or even natives of the primeval, jungle-covered land. You have long studied the region and its lore, and count yourself among a small handful of genuine experts throughout the Inner Sea. The Jenivere promises to take you to the very subject of your fascination, and you eagerly await firsthand investigation of the deep jungles and cyclopean ruins of Garund’s interior.

Benefit:
You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (history) checks regarding the Mwangi Expanse.

Focused Mind:
Long hours pouring over Arcane tomes, grueling days spent exhausting his power has given El a focused mind, allowing him to block out distraction, even when in the heat of battle.

Benefit: You gain a +2 trait bonus on concentration checks.

Feats:

1st: Spell Focus: Evocation +1 DC

Skills:
7 skill points
Knowledge
Arcane 8 1+4+3
Nature 8 1+4+3
Planes 8 1+4+3
Religion 8 1+4+3
Linguistics 8 1+4+3
Perception 4 1+0
Spell Craft 8(10) 1+4+3 (+2)

Spells Known:

0: All
Detect Magic, Light, Spark
1: 7
Burning Hands, Featherfall, Grease, Identify, Magic Missle, Mage Armor, Vanish

Spells Per Day:

0: 3
1: 1+1(b)+1(f)+1(b.o.)
Vanish, Mage Armor, Burning hands, (bonded object, open slot)

Race Abilities:

•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

•Type: Elves are Humanoids with the elf subtype.

•Base Speed: Elves have a base speed of 30 feet.

•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. See the Linguistics skill page for more information about these languages.

•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.

•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.

•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Class Abilities

Specialist Abilities

fire Supremecy: SU:

You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.

Fire Jet: SU:
7/Day, 20' Line, 1d6+1, DC 15
As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Gear:

Gold: 113
Spellbook (15g)
Longbow (75g)
x40 Arrows (2g)
Rapier (20g)