Ezren

Eliah The Fallen's page

17 posts. Alias of Vrog Skyreaver.


Classes/Levels

DR 5/Magic | Resist 5 Acid, Cold, Electricity, Fire, and Sonic

Alignment

HP: 142 | AC: 22; T: 17; FF: 18 | CMB: +20; CMD: 38 | Init +17 | Fort: +13; Ref: +13; Will: +16

Languages

Azlanti, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Thassilonian, Undercommon

Occupation

LG Pureblooded Azlanti Wizard 15

Strength 11
Dexterity 18
Constitution 18
Intelligence 29
Wisdom 16
Charisma 11

About Eliah The Fallen

AC: 10 base +4 dex +5 armor +3 deflection
BAB: 7

Speed: 30'

Touch Attack: +11 to hit

Skills:
Knowledge (Arcana, Dungeoneering, Engineering, Local, Nature, Planes, Religion) r15 +27
Linguistics r15 +27
Spellcraft r15 +27

Escape Artist r15 +22
Fly r15 +22
Stealth r15 +22

Traits:
Desperate Focus (+2 to Concentration Checks)
Reactionary (+2 to Initiative Checks)

Feats:
Craft Staff
Craft Wand
Defensive Combat Training
Extend Spell
Improved Initiative
Greater Spell Focus (Transmutation)
Maximize Spell
Merciful Spell
Spell Focus (Transmutation)
Spell Penetration
Spell Perfection (Disintegrate)
Weapon Finesse

Wizard Class Features:
Arcane School: Foresight (Divination)
Arcane Bond: Object (Bonded Wand)
Arcane Discoveries: Creative Destruction, Knowledge is Power, Staff-Like Wand
Foretell (15 rnds/day)
Opposition Schools: Enchantment, Necromancy
Prescience (12/day)

Equipment:
Headband of Aerial Agility +6 (Int; Escape Artist, Fly, Stealth; +2 to caster level to spells and effects that grant flight; can cast Fly at will)
Lissalan (Sihedron) Ring (+3 deflection bonus to ac and resist bonus to saves; disguise self on clothing and armor; constant endure elements; 20% chance to spot invis creatures)
White Robes of the Archimagi (+5 armor bonus to AC; +4 resistance bonus to saves; SR 18; +2 enhancement bonus to spell pen.)
Master Wand (Stores Maximized Disintegrate Twice; 1d3 max charges left)

The Master Wand:

max 15 charges; Gathers 1d4 charges a day, which can be spent thusly:

- 1 Charge: It can fire a beam of pure magical energy from it as a ranged touch attack range 60 feet 1d10+int bonus damage.

- 3 Charges: It can fire a lance of pure magical energy from it as a ranged touch attck that hits all enemies in a line for 1d10+int bonus.

- 2-6 Charges: Increase the caster level of a spell being cast by one for every 2 charges spent.

- Varied Charges: Can store spells up to level 6 at the reduction of maximum charges on a 1-to-1 basis.

Spells:

Save DC: 19 +Spell Level
Spells/Day: 4/7+1/6+1/6+1/6+1/6+1/4+1/3+1/2+1

Cantrips:
All except Enchantment and Necromancy

First:
Ant Haul
Burning Hands
Detect Secret Doors
Ear-Piercing Scream
Heightened Awareness
Liberating Command
Magic Missile
See Alignment
Shield
Touch of the Sea

Second:
Admonishing Ray
Darkvision
Knock
See Invisible

Third:
Fly
Haste
Perfect Placement
Slow

Fourth:
Dimension Door
Emergency Force Sphere
Named Bullet
Stone Shape

Fifth:
Burst of Force
Echolocation
Telepathic Bond
Wall of Force

Sixth:
Disintegrate
Elemental Body III
Greater Dispel Magic
True Seeing

Seventh:
Archon's Trumpet
Greater Arcane Sight
Greater Polymorph
Walk Through Space

Eighth:
Moment of Prescience
Mind Blank

Memorized Spells:

Cantrips:
Acid Splash
*Detect Magic
Jolt
Prestidigitation
Read Magic

First:
Ant Haul [ ]
*Detect Secret Doors [ ]
Merciful Ear-Piercing Scream (DC 20 Fort Save) [ ]
Heightened Awareness [ ]
Merciful Magic Missile [ ] [ ]
Shield [ ] [ ]

Second:
Admonishing Ray [ ] [ ] [ ] [ ]
Darkvision [ ]
Knock [ ]
*See Invisible [ ]

Third:
Haste [ ] [ ]
*Perfect Placement [ ] [ ]
Slow (DC 24 Will Save) [ ] [ ] [ ]

Fourth:
Dimension Door [ ] [ ] [ ]
Emergency Force Sphere [ ] [ ] [ ]
*Merciful Named Bullet [ ]

Fifth:
Merciful Burst of Force (DC 24 Fort Save) [ ] [ ] [ ]
Echolocation [ ]
*Telepathic Bond [ ] [ ]
Wall of Force [ ]

Sixth:
Maximized Disintegrate (DC 29 Fort Save) [ ] [ ] [ ] [ ]
*True Seeing [ ]

Seventh:
Archon's Trumpet (DC 26 Fort Save) [ ]
*Greater Arcane Sight [ ]
Greater Polymorph [ ]
Walk Through Space [ ]

Eighth:
Mind Blank [ ]
Moment of Prescience [ ] [ ]

Backstory:

The man who would one day come to be known as Eliah the Fallen came from the humblest roots imaginable: his parents were homeless vagabonds that, although of pure Azlanti descent, had no magical talent at all. This left them shunned by Azlanti society, and was the reason that they met in the first place.

Eliah was born soon after.

While his parents had no magical talent, Eliah seemed to be flowing with it. He accidentally manifested fire and earth as a toddler while playing; in his early childhood, he had mastered common magic spells that he merely heard the description of, and was working on advanced spells when one of the archmages of the day discovered him in the midst of creating a teleportation circle.

He was 9 at the time.

the archmage, who scholars are unable to agree on the identity of, went and spoke with Eliah's parents, who "agreed" that he should go with said archmage.

Outside, Eliah finished his circle, merrily humming to himself. After a moment, the stranger returned and told the boy that he was going to live when him, and that his parents had agreed. The trusting boy was teleported by the archmage to his home, where he made Eliah his apprentice.

Several years later, at the age of 15, Eliah took and passed the test to become an archmage, demonstrating skill with higher circle magic from all the spheres.

While most historians have their own take on what has come before, but all of them agree on what came next: Proud of his accomplishments, Eliah decided to go and tell his parents. When he arrived and entered his childhood home, he found the remains of his massacred parents, their bodies ravaged by time.

Using his divination magic (which was his specialty), Eliah watched as the archmage who had trained him calmly entered the small hut he had grown up in and explain to his parents in no uncertain terms that he was taking the boy. When his father tried to protest, the mage murdered him, and then Eliah's mother, in cold blood.

Eliah, however, was smart. He didn't immediately go to confront his master; instead, he joined the war effort against the lizardfolk, knowing that he would need to prove himself before he could challenge his master.

There are several battles at which Eliah alone turned the tide, relying on his divinatory magic to know what spells he would need, and also to track enemy troop movements and disposition.

It was during this time that Eliah met another archmage that would become a near household name among those who study ancient Thassilon: Xin. Both met at, of all places, a lecture on drawing magic from everyday materials. While both apparently found the lecture to be wrong, both appreciated the other's take on the matter and grew to be if not friends then certainly good acquaintances.

During the exodus of Xin and his followers to Avistan, Eliah offered to stay behind in Azlant and work as Xin's eyes and ears on the ground, providing him warning about any Azlanti retaliation. Many speculate that this is the root of the anti divinatory beliefs that permiated the Thassilonians: Xin was distancing himself from divination, and by extension it's greatest master, Eliah.

For his part, Eliah spent years attacking the reputation of Xin as a jilted lover might rail against their former paramour, all while feeding him information.

His spying would not be the cause of Eliah's downfall, however: instead, it was his willingness to provide anyone with the ability to produce magic.

Much like Xin, Eliah believed that all magic was worthy of study and understanding, not just "pure" Azlanti traditions. During his studies he came across an interesting tradition of magic used by vampires: the ability to use blood to power magical effects. While the stories of Eliah becoming a vampire to gain this knowledge seem to lack verification, I believe that it is much more likely that he created the artifact Sunhollow (which for the unknowing among our readership is an enchanted ring that allows undead that are harmed by the sun to walk in it's rays without fear of reprisal) as payment for this knowledge.

Regardless, Eliah used this knowledge to create what he called Bonded Wands, or wands that attached themselves to the lifeforce of non spellcasters and allowed them to use magic that aligned with their fundemental person.

Like all wands, the Bonded Wands are capable of producing a single magical effect at a time; unlike such wands, however, Bonded Wands have a limited number of charges, similar to magical staves, and are empowered entirely by the blood of the bonded caster, allowing them to cast more powerful magic depending on the amount of blood the caster could afford to lose without dying.

When word of such an invention reached the ears of the Azlanti ruling council, who determined that Eliah must pay for such actions with his life. A strike team was immediately assembled and sent to kill Eliah.

Eliah, however, was forewarned thanks to his magic and managed to escape; his workshop, however, was not so fortunate, and all who were in his workshop perished.

This began the hunt for Eliah which would span both planes and locations throughout the known planets that neighbor Golarion.

This, alas, is also where our story ends: I have been able to find no definitive proof of Eliah's demise, nor proof of escape from those that hunted him.

Of interest, however, is that Eliah's Bonded Wands seem to live on in two different forms: first, the much more common practice of Kineticism has proven sources from the study of magic that Eliah used to create his wands, with some of the first kineticists coming from among his students.

Secondly, however, several of his Bonded Wands managed to survive the eventual purge and are now either among the museums of collectors (including one such wand being in the posession of the society itself), or among Azlanti ruins, amid a great many other of their artifacts, just waiting to be discovered by the next generation of adventurers...

-Ambrus Valsin, from his seminal work How The Mighty Truly Fell: A comprehensive look at the fall of the empire of Azlant and the events that shaped it's fall; Volume 3