Sabriyya Kalmeralm

Elia Sonelle's page

114 posts. Alias of Chris Banks.


Full Name

Elia Sonelle

Race

Human (Varisian)

Classes/Levels

Wizard 4

Gender

Female

Size

Medium

Age

39

Alignment

Neutral Good

Deity

Desna

Occupation

Scholar

Strength 10
Dexterity 12
Constitution 13
Intelligence 18
Wisdom 13
Charisma 14

About Elia Sonelle

XP: 0

Initiative: +1

Hit Points: 21 (4d6+4) Current: 16

AC 11 (10 +0 armour +0 shield +1 Dex)
Touch 11, Flat-footed 10

Fortitude +2 (+1 Base, +1 Con)
Reflex +2 (+1 Base, +1 Dex)
Will +4 (+3 Base, +1 Wis)

BAB +1
CMB +1 (+1 BAB, +0 Str)
CMD +12 (10 +1 BAB, +0 Str, +1 Dex)
Speed 30'
ACP 0

Attack options
Melee Quarterstaff: +1 (1d6)
Melee Dagger: +1 (1d4; 19-20)

Wand of colour spray (20 charges)
Wand of flaming sphere (16 charges)

Active Buffs:
Resist Fire 5 (class feature)

Languages: Common, Varisian, Thassilonian, Azlanti, Dwarven, Elven, two in reserve

Feats
Scribe Scroll
Defensive Casting
Magical aptitude

Traits

Azlanti scholar - +1 trait bonus to Knowledge (local), Knowledge (history) and Use Magic Device checks. Use Magic Device is a class skill. Bonus language: Azlanti.
World Traveler (human racial trait) - Diplomacy is a class skill with +1 trait bonus

Favoured class: Wizard

Class Features

Arcane bond (Amulet)
- If not wielded, spellcasting requires concentration check (DC 20 + spell level).
- 1/day, cast any spell in spellbook without preparation.
- Bonded item may be improved as if relevant item creation feat was possessed.

School: Abjuration (Opposed schools: Illusion, Necromancy)
- One extra spell prepared at each level, must be from chosen school.
- Opposed school spells require two slots to prepare.
- Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. - Protective Ward: As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Skills: (2 +3 Int +1 favoured class +1 human bonus = 7 per level)

Diplomacy +10 (4 rank, +3 Class, +2 Cha +1 Trait)
Knowledge (Arcana) +9 (2 ranks, +3 class, +4 Int)
Knowledge (Local) +11 (3 ranks, +3 class, +4 Int, +1 Trait)
Knowledge (Geography) +11 (4 rank, +3 class, +4 Int)
Knowledge (History) +12 (4 ranks, +3 class, +4 Int, +1 Trait)
Linguistics +11 (4 ranks, +3 class, +4 Int)
Perception +1 (+1 Wis)
Spellcraft +13 (4 rank, +3 class, +4 Int, +2 feat)
Swimming +5 (+5 competence)
Use Magic Device +12 (4 rank, +3 class, +2 Cha, +1 Trait, +2 feat)

Spells Prepared:
0th (DC 14) -- Detect magic, Light, Mage hand, Read Magic
1st (4+1/day, DC 15) -- Shield, Mage Armour, Snapdragon fireworks, Shocking grasp x2
2nd (3+1/day, DC 16) -- Protection from arrows, Aggressive thundercloud, scorching ray x2

Spellbook:
0th -- All core except illusion & necromancy (16 pages)
1st -- Endure Elements, Shield, Touch of the Sea, Mage Armour, Magic Missile, Identify, Shocking grasp, Alarm, comprehend languages, floating disk, expeditious retreat, snapdragon fireworks, crafter's fortune, animate rope, enlarge person, protection from evil (16 pages)
2nd -- Protection from arrows, Aggressive thundercloud, resist energy, acid arrow, summon monster II, whispering wind, knock, scorching ray, locate object, alter self, Share Memory, Arcane lock (24 pages)

Combat gear
Dagger (2 gp)

Magic Items
Ring of swimming

Ammunition

Equipment
Explorer's Outfit (10gp)
Backpack (2gp)
Journal (15gp)
Ink & Quill (1.1gp)
Scroll case (1gp)
Spell Component Pouch (5gp)
Bedroll (0.1gp)
Flint & steel (1gp)
Waterskin (1gp)

Gold: 22.8 gp (Starting gold: 70)

Background:

Description:

Spoiler:

On the short side, with white-streaked brown hair and geometric tattoos adorning her body, Elia blends practicality and style, favouring colourful layers atop more durable, practical garb. She is fit from her continual travels, with plenty of energy to devote to both social and more scholarly activities.

Personality:

Spoiler:

Inquisitive, bright and friendly, Elia is a skilled conversationalist, keen to find out about the people and the world around her. She a fast, loyal friend, and tries to deal fairly with those she meets, even if they don't reciprocate that sense of fairness. Elia is comfortable in her skin, and the years have brought her wisdom, without diminishing her
joy in life.

History:

Spoiler:

Born to the traveling life in a Varisian caravan, Elia's childhood was a happy one, spent traversing the Inner Sea in the company of her clan. Her studious nature saw her trained as a wizard, absorbing both esoteric knowledge and the history of her people from a young age. Rather than simply safeguarding and passing on that lore, however, Elia came to see it as her mission to expand and fill in the gaps in her people's knowledge.

It is a quest she pursued wherever her clan's travels took them. In the past, Elia has been drawn back to Varisia time and again, as the seat of ancient Thassilon. But Azlant, supposedly the homeland from which Thassilon derived, held its attractions too, offering more ancient mysteries still, and Elia has leapt at the chance to be a part of the expedition.

For all her delvings into forgotten places, Elia is very aware that it's not just in ruins or dusty libraries that knowledge can be found, and she often spends time seeking out the local elders and other people with knowledge.

Looking Ahead:

Spoiler:

Elia has always been one to make the best of whatever situation she might find herself in, and she intends to chronicle her adventures, expand her horizons, and collect what knowledge she can in hopes of bringing it back to share with her people.

Leveling notes:

Spoiler:

Starting scores: Str 10 (0 pts), Dex 12 (2 pts), Con 13 (3 pts), Int 17 (7 pts, +2 racial bonus) Wis 13 (3 pts), Cha 14 (5 pts)

Level 4, +1 Int

Combat dice rolls:

Spoiler:

colour spray, DC11 Will save negates
[dice]2d4[/dice] rounds blinded, stunned and unconscious if 2 or less HD, plus [dice]1d4[/dice] 4 rounds blinded and stunned if 4 or less HD, plus 1 round stunned.