Friendly Fighter

Elliander Celandi's page

484 posts. Alias of Mummys Mask Player.


Full Name

Elliander Celandi

Race

Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 |

Classes/Levels

Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Gender

Male

Size

6'2" (Medium)

Age

20

Special Abilities

Somatic Weaponry, Arcane Channeling

Alignment

Neutral Good

Deity

Corellon Larethian

Languages

Common, Elven, Dwarven, Orcish, Goblin, Draconic, Celestial, Abyssal, Osiriani, Ancient Osiriani

Strength 16
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 10
Charisma 8

About Elliander Celandi

Character Name: Elliander Celandi
Character Race: Human
Alignment: Neutral Good
Deity: Corellon Larethian, but not very religious
Current Moderator: GM West
Adventure: Empty Graves (Mummy's Mask)
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Gender: Male
Age: 20
Height: 6' 2"
Weight: 190 lbs
Eyes: Blue
Hair: blond
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Character Level: 7
Classes: Duskblade/7

Known Languages:
--Racial: Common,
--Elven, Dwarven, Orcish, Goblin, Draconic, Celestial, Abyssal, Osiriani, Ancient Osiriani

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Basic Stats:

Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 8 (-1)
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Hit Points: 65 (incl 6 FCB)


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Defense & Saves:

Armor Class: 21 (Base: 10, Dex +2, Armor +5, Shield(2), Dodge +1, Natural Armor Amulet +1)
Flatfooted Armor Class : 19
Touch Armor Class: 13

Armor Type/Weight:
Magical Chain Shirt Armor +1 [25.0 lb.];
Magical Light Steel Shield +1 [6.0 lb.]

Special Armor Class Notes:
Magical 'Least Ward' Diamond Armor Crystal (grants DR 1/- [absorbs up to 10 damage/day]);
Magical 'Least Arrow Guard' Shield Crystal (grants an additional +2 deflection bonus against ranged attacks)
Amulet of Natural Armor +1, 2000gp, enhancement to natural armor

Special Armor Class Notes:
Total Encumbrance: Light Load
Armor Check Penalty (ACP) -1 (Armor) / -3 (if Medium Load)
Maximum DEX bonus: +4

Base Movement: 30’/round
Encumbered Move: 30’/round
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Save vs. Fortitude: +9 [BASE (5) + CON (3) + RESISTANCE (1)]
Save vs. Reflex: +5 [BASE (2) + DEX (2) + RESISTANCE (1)]
Save vs. Will: +9 [BASE (5) + WIS (0) + RESISTANCE (1)]

Special: -


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Offense:

Initiative Modifier: +9 (Dex +2, Feat: +4, Trait: +2, Ioun Stone+1)

Melee Attack Bonus: +10/+5 [BAB (7/2) + STR (3)]

Ranged Attack Bonus: +9/+4 [BAB (7/2) + DEX (2)]

CMB: +10 [BAB (7) + STR (3)]

CMD: 23 [BASE (10) + BAB (7) + STR (3) + DEX (2) + Dodge+1]

Special Combat Notes: Gain a +1 bonus on all attack rolls with the longsword (Weapon Focus feat)


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Weapons:

ALT1:
Magical ‘Bane’ Longsword +2 “The Biter” (M) \ +13/+8 melee attack \ 1d8 +5 damage \ 19-20 [x2] critical \ slashing damage
+2 to attack/damage rolls and +2d6 extra damage to Undead (Bane ability); Ritual of Blood (Mummy) grants +2 bonus to Knowledge (Religion) checks to identify Undead
ALT2:
Magical ‘Bane’ Longsword +3 “The Biter” (M) \ +14/+9 melee attack \ 1d8 +6 damage \ 19-20 [x2] critical \ slashing damage
Ritual of Blood (Mummy) grants +2 bonus to Knowledge (Religion) checks to identify Undead

Adamantium Heavy Mace (M) \ +10/+5 melee attack \ 1d8 +3 damage \ [x2] critical \ bludgeoning damage

Composite (+3 STR) Shortbow (M) \ +9/+4 ranged attack \ 1d6 +3 damage \ [x3] critical \ 70’ range \ piercing damage
20 standard arrows; 5 Silvered arrows, 20 cold iron arrows

Javelin (M) \ +9 ranged attack \ 1d6 +3 damage \ [x3] critical \ 30’ range \ piercing damage

Dagger (M) \ +9 ranged attack \ +10/+5 melee attack \ 1d4 +3 damage \ 10’ range \ 19-20 [x2] critical \ piercing or slashing damage

Total Weapon Weight: 22.5 lb.


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Skills:

Total Skill Points Earned = 42 (+14 Background Points)

Skill Name - Skill Modifier Total, Number of Ranks, Modifiers

Acrobatics: = +5* (DEX) 3 Ranks
Appraise: = +3 (INT)
Bluff: = -1 (CHA)
Climb: = +7* (STR) 1 Rank +3 [Class Skill]
Diplomacy: = -1 (CHA)
Disguise: = -1 (CHA)
Escape Artist: = +2* (DEX)
Fly: = +2* (DEX)
Heal: = +0 (WIS) +2 [Healing Belt]
Intimidate: = -1 (CHA)
Knowledge [Arcana]: = +13 (INT) 7 Ranks +3 [Class Skill]
Knowledge [Dungeoneering]: = +9 (INT) 3 Ranks +3 [Class Skill]
Knowledge [Engineering]: = +5 (INT) 2 Ranks]
Knowledge [Geography]: = +4 (INT) 1 Ranks]
Knowledge [History]: = +8 (INT) 5 Ranks]
Knowledge [Religion]: = +10 (INT) 4 Ranks +3 [Class Skill]
Knowledge [The Planes]: = +7 (INT) 1 Rank +3 [Class Skill]
Linguistics: = +12 (INT) 6 Ranks +3 [Class Skill]
Perception: = +10 (WIS) 5 Ranks +5 (Eyes of the Eagle)
Ride: = +2* (DEX)
Sense Motive: = +5 (WIS) 2 Ranks +3 [Class Skill]
Spellcraft: = +13 (INT) 7 Ranks +3 [Class Skill]
Stealth: = +4* (DEX) 2 Ranks
Survival: = +2 (WIS) ) 2 Ranks
Swim: = +7* (STR) 1 Rank +3 [Class Skill]
Use Magic Device: = +3 (CHA) 4 Ranks

* Armor Check Penalty Applies


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Feats and Traits:

Feats:
1st Level: Dodge: Your training and reflexes allow you to react swiftly to avoid an opponent's attack.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

1Human: Improved Initiative: Your quick reflexes allow you to react quickly to danger. You get a +4 bonus on initiative checks.

3rd Level: Weapon Focus (Longsword):
You gain a +1 bonus on all attack rolls you make using the selected weapon.

5th Level: Arcane Strike (+2)
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

7th Level: Spell Penetration
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Effect: You gain a +2 trait bonus on Initiative checks.

Two-World Magic: Detect Magic
Effect: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list.


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Racial and Class Skills, Abilities & Features:

Race: Human
Racial Traits:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:
Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, light and medium) and shields (except tower shields). A duskblade can cast duskblade spells while wearing light armor, medium armor, or while using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a duskblade wearing heavy armor, or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass duskblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Level 7 Class feature: Armored mage (heavy shield): At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.

Spells: A duskblade casts arcane spells drawn from the duskblade (DnD3.5) or Magus (Pathfinder) spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a duskblade must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a duskblade’s spell is 10 + the spell level + their Intelligence modifier. Like other spellcasters, a duskblade can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the table above. In addition, they receive bonus spells per day if they have a high Intelligence score. A duskblade’s selection of spells is extremely limited. A duskblade begins play knowing five 0-level spells and one 1st-level spell of their choice. At each new duskblade level, they gain one new spell of any level they can cast, chosen from the duskblade spell list. (Unlike spells per day, the number of spells a duskblade knows is not affected by her Intelligence score.)

Cantrips: Duskblades learn cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: At 1st level, a duskblade can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Somatic Weaponry: At 1st level, when wielding a weapon (or holding an item of comparable size) in one or both hands, duskblades can use that item to trace the somatic component of a spell, rather than using their fingers. This allows them to cast spells with somatic components even while their hands are full or occupied, as long as at least one hand is holding an item of proper size.

Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Arcane Channeling (Su): Beginning at 3rd level, a duskblade can deliver a touch spell through their weapon with a melee attack as part of a standard or full attack action, but only for one attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If the attack misses, the spell still remains charged on the weapon until a successful melee attack is made, or until another spell is channeled through the weapon. If the touch spell has a longer duration, then the spell remains channeled in the weapon until that duration ends, or until the duskblade casts another spell. A duskblade cannot channel spells for attacks of opportunity. At 7th level, a duskblade can channel a second touch spell as part of a full attack action, although a duskblade cannot channel the same spell twice during a round. At 13th level, a duskblade can channel a third touch spell as part of a full attack action. At 19th level, a duskblade can channel a touch spell into each melee attack they make during that round.

Quick Cast: Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.

Spell Power (Ex) (+2): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.


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Equipment & Gear:

Explorer’s Outfit [0.0 lb.]

Magical Cloak of Resistance +1 [1.0 lb.]

Amulet of Natural Armor +1, 2000gp (enhancement to natural armor)
Cracked Dusty Rose Prism, 500gp (gives +1 to Initiative)

Magical Eyes of the Eagle [0.0 lb.]

Magical Healing Belt [1.0 lb.]

Magical Wand of Jump (2 charges) [0.0 lb.] (A mysteriously buoyant wand with a spiral motif, currently has a small rock tied to it with a piece of twine to weigh it down)

Magical Wand of See Invisibility (7 charges) [0.0 lb.] (A smooth, supple wand carved into a polished cylinder from a clear piece of hardened tree resin)

Spell Component Pouch [2.0 lb.]

Belt Pouch [0.5 lb.] holds:
-Flint & Steel [0.0 lb.]
-Magical Bird Feather Token [0.0 lb.]
-Magical Quaal’s Feather Token (Anchor) [0.0 lb.] (A small clay badge affixed by some magic to a feather from a sea tern, its powers manifest when deliberately crushed)
-Potion of Cure Moderate Wounds
-Potion of Fox's Cunning
-Elixir of Fire Breath

Masterwork Backpack [4.0 lb.] (Grants +1 STR for encumbrance purposes only) holds:
-5 Days of Trail Rations [5.0 lb.]
-Waterskin [4.0 lb.]
-Flask of Antitoxin [0.0 lb.]
-Silk Rope (50’) [5.0 lb.]
-Flint & Steel [0.0 lb.]
-5 Tindertwigs [0.0 lb.]
-Torch [1.0 lb.]
-Whetstone [1.0 lb.]
-Sack [0.5 lb.]
-Traveler's Any-Tool, [2 lbs]

Scroll Case [0.5 lb.]
_Magical Scroll of Globe of Invulnerability
_Magical Scroll of Magic Circle Against Chaos
_Magical Scroll of Slow
_Magical Scroll of Invisibility Sphere
_Magical Scroll of Dimension Door
_Magical Scroll of Lightning Bolt

Coin Pouch [1.0 lb.]

Equipment Weight: 28.5 lb.

Total Weight Carried / Encumbrance Load: 82.0 lb. / Light Load [Max = 86 lb.]

Current Gold: 25 Platinum, 6 Gold, 6 Silver 6 Copper


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Magic:

Concentration: 1d20 + 3(Int) +4 (if casting on the defensive or while grappled)
Spell DC = 10 + spell level + modifier(Int+3)
Caster level check: 1d20 + caster level(7) + 2 (Spell Penetration if against SR) +2 (Spell Power, if wounded target before)

Spells Known:
0 Level: Acid Splash, Ray of Frost, Disrupt Undead, Touch of Fatigue, Dancing Lights, Detect Magic

1st Level: Chill Touch, Grease, Ray of Enfeeblement, Shocking Grasp, Swift Expeditious Retreat, True Strike

2nd Level: Bull’s Strength, Dimension Hop, Frigid Touch, Scorching Ray

Spells per day: (Does not have to be prepared.)

0 Level Spells: 6x per day (DnD3.5) / Unlimited in Pathfinder
1st Level Spells: 7x per day (Includes INT bonus)
2nd Level Spells: 6x per day (Includes INT bonus)


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Character History:

(Note: old one from the World of Greyhawk, before Pathfinder and Osirion)

Elliander grew up with his parents and his little sister in the town of Dunn. It didn't take long for him to realize his neighbors' prejudice against his family's Suel heritage. His blond hair and fair skin were a bit hard to hide among all the other brown-haired children. The ever-present suspicions that his father was an agent for the aggressive Ahlissa kingdom in the north or even worse; the south menace called the Scarlet Brotherhood, forced his family to involuntary keep a low profile. Elliander's father Romanil was just an ordinary carpenter, but his assurances were never fully believed by the others. Romanil was an enough skillful craftsman though to be accepted in the community, but he always felt like his actions were scrutinized for any odd behavior. Elliander was taunted by the other kids and often got the blame for most things, even if it wasn't his fault. Every time he tried to defend himself and his family against the accusations, he got into worse trouble. At the age of ten, his father sent him to live with his grandfather Olander instead.

Olander Erison lived a couple of miles inside the south part of the Rieuwood forest. He liked to keep to himself or spend time with some elven friends. That Olander was a retired adventurer was something that Elliander now learned. It had never been spoken about by his father for fear of even more suspicions. The life in the forest was peaceful in comparison to the strife in Dunn and Olander taught Elliander how to handle weapons and armor, hunting and about wildlife. With the help of an elven friend Cerios Sunfield, Olander also had Elliander study the arcane and the basics of arcane fighter; the duskblade. Elliander occasionally visited his parents and sister again, but he preferred to stay with his grandparent. Elliander was a quick learner and intelligent, but Olander felt the boy needed to be more independent and stand on his own. On Elliander's nineteenth birthday Olander declared that he had taught him enough. It was time to see the world a bit and get experiences on his own. As a birthday present Olander gave him one of his old trusted weapons: a masterwork longsword called "The Biter". Two days later Elliander set out towards Newkeep, just briefly passing Dunn to pay a visit to his parents.

Elliander is now just outside Newkeep.

His efforts in Newkeep had been in vain. In the end the dark forces that ruled the ruins of the Crystal Castle had turned out to be too strong and the team had lost heart. Elliander still felt a sense of betrayal towards his friend Preston, which he had promised but not succeeded to help. In his dreams he could still hear the terrible laughter of the triumphant Xerith, an evil necromancer that could really get under your skin in into you head.
The urge to get away instead grew stronger. Get away and find yourself and your roots. Going right back to the forest and his grandfather seemed like just another failure though. He was probably still not well seen in his hometown either.

Instead Elliander went out west and over the sea. Why west? Well, he didn't really know. To the south was the terrifying domain of the Scarlet Brotherhood and to the north part of the Old Kingdom that didn't really like the Sunndies. Something was leading him though, perhaps his destiny?

The Biter had been silent for a time after his retreat. The sword had contemplated on leaving the poor excuse of a fighter, but then decided to make another effort and was now driving him on to new horizons. Still unable to communicate with the duskblade, the sword at least saw that Elliander had got some interest in it. The staged(?) attack in the tavern and others interest in the ancient sword, had made the young man wanting to learn more about it, but also how to improve his skills as a duskblade and the ways of the elves. Fool! the sword thought with its Suloise heritage.

After the long sea journey, Elliander was happy to land in Nessermouth, aiming to find a barge that could take him up the Nesser River to the elves in Celandon Forest.
The ground seemed to be swaying as his inner ear was playing tricks on him after the days at sea.


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Equipment History: