Alchemist

Ellismus Rayne's page

158 posts. Alias of Dark Netwerk.


Full Name

Elissmus Rayne

Race

Human

Classes/Levels

Wizard (runesage, scroll scholar) 2

Gender

Male

Size

medium

Age

27

Alignment

N

Deity

Nethys

Languages

Common, Aklo, Aquan, Azlanti, Celestial, Draconic, Elven, Halfling, Thassilonian

Occupation

Historian

Strength 10
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 8
Charisma 12

About Ellismus Rayne

Male Human Wizard (Runesage, Scroll Scholar) 2
N humanoid (human)

Init +6; Senses perception -1

==DEFENSE==
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 14 (d6 +1 Con +FC)
Fort +1 (+0 base +1 con), Ref +2 (+0 base +2 dex), Will +2 (+3 base -1 wis)
Defensive Abilities

==OFFENSE==
Spd 30 ft/x4
Melee

Ranged

Offensive Abilities

==STATISTICS==
Str 10, Dex 14, Con 12, Int 19, Wis 8, Cha 12
Base Attack Bonus +1, CMB ++1, CMD 13
Feats Improved Initiative, Scribe Scroll, Skill Focus: Knowledge (history)
Traits Arcane Researcher, Adopted (Lettered), Azlanti Scholar
Languages Common, Aklo, Aquan, Azlanti, Celestial, Draconic, Elven, Halfling, Thassilonian

Spells Memorized
0 (4): acid splash, detect magic, read magic, prestidigitation
1 (3+2): grease, mage armor, color spray + ray of enfeeblement x2

Spellbook:
Opposition Schools: Abjuration, Enchantment
0-level
acid splash (c), detect magic (d), detect poison (d), grasp (d), read magic (d), dancing lights (e), flare (e), light (e), ray of frost (e), spark (e), ghost sound (i), haunted fey aspect (i), vacuous vessel (i), bleed (n), disrupt undead (n), touch of fatigue (n), mage hand (t), mending (t), message (t), open/close (t), scrivener's chant (t), arcane mark (u), prestidigitation (u)

1st level (3 +4 INT +2 level)
air bubble (c), grease (c), mage armor (c), authenticating gaze (d), color spray (i), silent image (i), monkey fish (t), ray of enfeeblement (n), restore corpse (n)


Skills:
Skill points: 16 (2 +2 background +4 INT)/lvl
Adventuring Skills
*Knowledge (arcana) +11 (2 +4 INT +3 class +1 race +1 scroll scholar); +4 research, modify, and create new spells
*Knowledge (dungeoneering) +9 (1 +4 INT +3 class +1 race)
*Knowledge (local) +9 (1 +4 INT +3 class +1 race +1 trait)
*Spellcraft +9 (2 +4 INT +3 class); +4 research, modify, and create new spells
*Use Magic Device +7 (2 +1 CHA +3 class +1 trait)

Background Skills
*Knowledge (engineering) +9 (1 +4 INT +3 class +1 race)
*Knowledge (history) +14 (2 +4 INT +3 class +1 race +1 trait +3 feat)
*Linguistics +9 (2 +4 INT +3 class); +1 to decipher
*Lore (Azlanti) +9 (2 +4 INT +3 class)
*Lore (Thassilonian) +8 (1 +4 INT +3 class)


Equipment:

Encumbrance 29.5 lbs (33 lbs=light; 66 lbs=medium; 100 lbs=heavy)

1 lbs (2 gp) Weapons
Dagger (2 gp, 1 lb)

0.0 lbs (0 gp) Clothing and Armor
Explorer's Outfit

28.5 lbs (64 gp) Other Gear
Chronicler's Kit (40 gp, 4.5 lbs): map case, 2x vials of ink, 2x inkpens, 10x paper, 2x journal, powder for drying ink, 20' measuring cord
Grooming Kit (1 gp, 2 lbs)
Shaving Kit (15 sp, 0.5 lbs)
Wizard's Kit (21 gp, 21 lbs): backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches x10, trail rations x5, waterskin
Waterproof bag (5 sp, 0.5 lbs)
Spellbook

Cash 54 gp

Feat descriptions:

IMPROVED INITIATIVE
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

SCRIBE SCROLL
You can create magic scrolls.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

SKILL FOCUS: Knowledge (history)
Choose a skill. You are particularly adept at that skill
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.


Trait descriptions:

ARCANE RESEARCHER (magic)
Your curiosity and ingenuity have driven you to experiment and push new boundaries, and you have a knack for tampering with magic.
Benefit: You gain a +4 trait bonus on Knowledge (arcana) and Spellcraft checks to research, modify, and create new spells.

ADOPTED (social)
You were adopted and raised by someone not of your race, and raised in a society not your own.
Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.

(LETTERED) (race: halfling)
You can read a smattering of most languages and know enough to make pretty good guesses about the rest.
Benefit: Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistic checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing.

AZLANTI SCHOLAR (campaign)
You are familiar with an aspect of Azlanti lore. Maybe you first became enamored with this ancient culture after stumbling across a copy of the first volume of the Pathfinder Chronicles or after learning about Azlant in a university or another type of formal education. Perhaps your parents or guardians were scholars and you’ve grown up hearing about and reading about the ancient Azlanti. For years you dreamed about visiting the continent’s ruins and returning with a discovery that could propel your career. Due to this scholarly bent, the Bountiful Venture Company selected you to join the colony at Talmandor’s Bounty.
Benefit: You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.


Class Abilities:

Diligent Student (Ex): At 1st level, a scroll scholar chooses one Knowledge skill. This becomes a class skill if it is not already one. The scroll scholar adds half her class level to all Knowledge checks of this type (minimum 1). At 5th level and every five levels thereafter, a scroll scholar chooses 1 additional Knowledge skill to receive this bonus. This ability replaces hand of the apprentice.

Runic Focus - Gluttony (Su): Focus School: Necromancy - Opposition Schools: Abjuration, Enchantment
A runesage can use her knowledge of runes to create a runic focus, a small, semiprecious stone engraved with Thassilonian runes that she manipulates to alter her spellcasting abilities. In function, a runic focus behaves like an ioun stone. To activate a runic focus, the runesage must meditate on it as she prepares her spells. Following spell preparation, she tosses the gemstone into the air, after which it orbits around her head. A runic focus remains in orbit until the next time the runesage prepares her spells. A runic focus automatically functions as a runesage’s bonded object.

A runesage does not have the option to specialize in an arcane school—all runesages must be universalists. However, when a runesage creates a runic focus, she must choose one Thassilonian school of magic (see page 63). When she prepares her spells, she is treated as a Thassilonian magic specialist of her runic focus’s school for the purposes of determining what spells she can prepare (including gaining two additional spell slots per spell level of her school, and being unable to prepare spells from her runic focus’s two opposition schools). She does not gain the corresponding powers of that school, however, and always functions as a universalist wizard in this regard.

A runic focus allows the runesage to augment spells of a single arcane school to which the runic focus is aligned. As long as a runic focus remains activated, the runesage doesn’t require material components for any spell she casts from the runic focus’s aligned arcane school, provided the component’s cost never exceeds 10 gp × the runesage’s caster level. If the spell requires a material component that surpasses the cost limit, the runesage must have the material component on hand to cast the spell, as normal.

A runic focus has an AC of 24, 10 hit points, and hardness 5, as per an ioun stone. While the first runic focus a runesage creates is free, replacement runic foci can be created using the standard rules for replacing a bonded object for a wizard’s arcane bond. When a runesage creates a new runic focus, she can focus it on a different school of Thassilonian magic than her previous focus as long as the new school is not one that was an oppositional school from her previous focus. For example, a runesage with a runic focus on necromancy could abandon that focus and replace it with a new focus on any school other than abjuration and enchantment (as these two schools are opposition schools to Thassilonian necromancy).

This ability alters arcane bond and replaces arcane school.


Race Abilities:

COMPREHENSIVE EDUCATION
Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization.
Benefit: They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

FOCUSED STUDY
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills.
Benefit: At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.


20 Questions:

1. What is your character’s name?
Ellismus Rayne
2. How old is your character?
27
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Tall slim human with lightly bronzed skin, dark eyes above some reading spectacles, and close-cropped brown hair, including a pair of mutton chops. At a glance, he appears to dress relatively well, except for his old footwear which could be considered... comfortable... for lack of a better word.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Ellismus is often paging through a book when not otherwise engaged. He seems personable enough, if generally quiet, but is less engaged and easily distracted when not discussing subjects in his domain of interest. Should the discussion turn to those however, he may wax into one of his treatises on the topic.
5. Where was your character born? Where were you raised? By who?
Ellismus never knew his biological parents who had either died or abandoned him. He was discovered by a family of halflings travelling across Varisia. These kind folk took the infant in to raise among their own.
6. Who are your parents? Are they alive? What do they do for a living?
His adoptive father was a collector of historical texts, and decided to give the child an Azlanti-sounding first name. Ellismus revelled in his father's books and the family's travel, as he grew up, learning new languages and wonderful new information from them, including inklings of some magical ability. When he came of age, his family sent him to the human colleges to continue to sate his love of learning.
7. Do you have any other family or friends?
In his halfling family, he has 2 sisters, 1 brother, and 15 cousins (some once or twice removed).
8. What is your character’s marital status? Kids?
Unmarried. No kids.
9. What is your character’s alignment?
Neutral. He is focused on information and magic.
10. What is your character’s moral code?
He tends to hold the discovery and preservation of knowledge and magic above all else, although he's never had to make a choice between that and the life of family or friends.
11. Does your character have goals?
Learn as much about the Azlanti and Thassilonian empires, particularly their magic.
12. Is your character religious?
Elissmus follows Nethys as a good with a similar outlook, rather than as a devotee of the god.
13. What are your character’s personal beliefs?
Lost information must be discovered and shared.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Somewhat anti-social in that he's easily distracted or focusing on his own thoughts or reading but is optimistic about the potential for new discoveries
15. Why does your character adventure? Why did your character accept the job?
To learn more about Thassilon and Azlant, improve his grasp of magic.
16. How does your character view his/her role as an adventurer?
Historian first, wizard second
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
No
18. How does your character get along with others?
Well enough. Doesn't tend to argue unless someone is clearly in error about a subject in his domain of knowledge.
19. Is there anything that your character hates?
The destruction (or purchase for private purposes) of ancient artefacts. They belong in a museum.
20. Is there anything that your character fears?
Forgetting important information about Azlant or Thassilon. This is why he is always reviewing his notes.