Thorn's End Guard

Elmar Tarathiel's page

11 posts. Alias of CampinCarl9127.


Full Name

Elmar Vulsaren Tarathiel

Race

Male Half-Elf Arcanist 7 | AC 12 (15 mage armor), Touch 11, FF 11 (14 mage armor) | HP 44/44 | F +5, R +5, W +8 (+2 vs illusion, -2 vs evil) | Init +2 | Perc +16

Size

Medium

Age

25

Alignment

CN

Languages

Common, Elven, Azlanti, Celestial, Kelish, Hallit, Dwarven, Halfling, Skald, Osiriani, Vudrani, Gnome, Sylvan

Strength 7
Dexterity 12
Constitution 12
Intelligence 22
Wisdom 12
Charisma 14

About Elmar Tarathiel

Statistics:
Male Half-Elf Arcanist 7
CN Medium Humanoid (Elf)
Init +2; Senses Perception +16; low-light vision
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DEFENSE
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AC 12, touch 11, flat-footed 11 (+1 armor, +1 dex)
hp 44
Fort +5, Ref +5, Will +8 (+2 vs illusion, -2 vs evil)
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OFFENSE
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Speed 30 ft.

Melee Dagger +1 (1d4-2)

Defensive Abilities Aegis of Recovery (if HP drops below 0)
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STATISTICS
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Str 7, Dex 12, Con 12, Int 22, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 12
Traits Taldan Patriot, Student of Philosophy, Extremely Fashionable
Drawbacks Haunted
Feats Extra Arcanist Exploit, Extra Arcanist Exploit, Extra Arcanist Exploit, Improved Familiar
Skills (70 points; 14 arcanist, 42 int, 14 background)
ACP -0
(1) Appraise +9
(6) Bluff +17 (-4 to feint, -1 if not well dressed)
(7) Diplomacy +17 (-4 to gather info, -1 if not well dressed)
(5) Knowledge (arcana) +14
(1) Knowledge (dungeoneering) +12
(1) Knowledge (engineering) +10
(1) Knowledge (geography) +10
(4) Knowledge (history) +16
(5) Knowledge (local) +16
(2) Knowledge (nature) +11
(7) Knowledge (nobility) +16
(2) Knowledge (planes) +11
(2) Knowledge (religion) +11
(7) Linguistics +16
(7) Perception +16
(7) Sense Motive +13
(4) Spellcraft +13
(1) Use Magic Device +9
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Knowledge (history) (racial)
+2 Knowledge (local) (racial)
+1 Sense Motive (racial)
+1 Bluff (racial)
+1 Sense Motive (trait)
+1 Knowledge (history) (trait)
+1 Bluff/Diplomacy/Intimidate when well dressed (trait)
+5 Perception (item)
Languages Common, Elven, Azlanti, Celestial, Kelish, Hallit, Dwarven, Halfling, Skald, Osiriani, Vudrani, Gnome, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Sophisticate Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (history) and Knowledge (local).

Alert for Betrayal You gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for you.

Wary Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Fey Thoughts Diplomacy and Bluff are always class skills for the character.

Taldan Patriot You love your country, its history, and its people... even though they may not love you back. Whether you’re a bureaucrat, a minor noble, or a soldier, you want your community to be the best it can be and you channel that love into a position in service to the people of Taldor. You gain a +1 bonus on all Sense Motive and Knowledge (history) checks, and these skills are always class skills for you. In addition, once per day you can recall a specific fact about a Taldan noble’s personality—quirks such as a hobby or pet peeve—including information you would normally learn as a discovery check in social combat.

Student of Philosophy You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Extremely Fashionable You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Haunted Something from your past—or a dark secret you presently hold—makes it difficult for you to ever be at peace, and your chronic worry that you might fall to evil influence has become a self-fulfilling prophecy. You take a –2 penalty on saves against spells with the evil descriptor.

Arcane Reservoir (4/10) The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day when preparing spells the reservoir resets to 3 + 1/2 her arcanist level. More points can be gained but can never exceed the max. The arcanist can expend 1 point as a free action when casting a spell to increase the caster level by 1 or increase the spell’s DC by 1 (both by +2 due to Potent Magic Exploit). She can expend no more than 1 point from her reservoir on a given spell in this way.

Consume Spells (2/2) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed.

Arcanist Exploits At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

Quick Study The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Dimensional Slide The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Obfuscated Spellcasting When casting a spell, the arcanist can spend 1 point from her arcane reservoir to make the spell being cast appear to be a different spell. The spell can be disguised as any other spell that the arcanist knows. This exploit raises the DC for a Spellcraft check to correctly identify the spell being cast by double the arcanist’s caster level. Identification attempts that fail by an amount less than double the arcanist’s caster level mistakenly identify the spell being cast as the false spell chosen by the arcanist.

Potent Magic Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

Aspect of Innocence An arcanist can expend 1 point from her arcane reservoir as an immediate action to gain the benefits of innocence, with a caster level equal to her arcanist level.

Charmer An arcanist can expend 1 point from her arcane reservoir as a standard action to gain the benefits of glibness, with a caster level equal to her arcanist level.

Familiar An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar.

Spells:

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Spells
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0th (Prepare 7 | Cast at will | all known)
Detect Magic
Light
Read Magic
Prestidigitation
Message
Open/Close
Scrivener's Chant

1st (Prepare 5 | Cast 3/6)
Alarm
Grease (prepared)
Mage Armor
Heightened Awareness
Identify
Memory Lapse
Disguise Self
Silent Image (prepared)
Vanish
Feather Fall (prepared)
Liberating Command (prepared)
Polypurpose Panacea
Obscuring Mist
Comprehend Languages
Pierce Facade (prepared)
Speechreader's Sight
Charm Person
Hypnotism

2nd (Prepare 3 | Cast 5/6)
Create Pit (prepared)
Glitterdust (prepared)
Frost Fall (prepared)
Web
Detect Thoughts
Enchantment Sight
See Invisibility
Invisibility
Mirror Image
Spider Climb

3rd (Prepare 2 | Cast 3/4)
Haste (prepared)
Paragon Surge
Dispel Magic
Communal Resist Energy
Suggestion
Fireball
Invisibility Sphere (prepared)
Fly

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 17 lb.

Money 13 GP 0 SP 0 CP
Silken Ceremonial Armor (30gp) (4 lb.)
Dagger (2gp) (1 lb.)
Cracked Dusty Rose Prism (500gp)
Headband of Vast Intelligence +2 (4000gp) (1 lb.)
Cloak of Resistance +2 (4000gp) (1 lb.)
Aegis of Recovery (1500gp)
Sleeves of Many Garments (200gp) (1 lb.)
Eyes of the Eagle (2500gp)
Spell Component Pouch x2 (5gp) (4 lb.)

Handy Haversack (2000gp) (5 lb.)
-Spellbook (free) (3 lb.)
-Wizard's Kit (20gp) (7 lb.)
-backpack
-bedroll
-belt pouch
-flint and steel
-ink, an inkpen
-mess kit
-trail rations (5 days)
-waterskin
Resources:
-(3/3) Lesser Extend Metamagic Rod (3000gp) (5 lb.)
-(3/3) Lesser Focused Metamagic Rod (3000gp) (5 lb.)
-(50/50) Wand of Air Bubble (750gp)
-Scroll of Identify (25gp)
-Scroll of Comprehend Languages (25gp)
-Scroll of Floating Disk x2 (50gp)
-Scroll of Communal Protection from Evil (150gp)
-Scroll of Glitterdust (150gp)

Expenses:
x7 1st level spells (70gp)
x6 2nd level spells (240gp)
x4 3rd level spells (360gp)

Background:
Elmar was born to Edwyn Lotheed and Alenia Tarathiel. Edwyn was from a cadet branch of the Lotheed dukedom, and "Removed as many steps as drinks I'm having tonight". Alenia was a young elf who was hired by the family as one of their scholars, working in the vast Lotheed arcane libraries. Edwyn was stricken by Alenia's beauty and sharp wits, the latter a sharp contrast with most of his regular consorts. Alenia found Edwyn's passion and appetite for life enchanting.

The courtship proved mutually beneficial. Edwyn helped Alenia get a firsthand experience of human culture and gave her a kind of excitement she had never experienced, as well as give her inside tips on how to succeed as a scholar in his family. And Alenia helped tame Edwyn's rabble-rousing nature, both allowing him to somewhat settle as well as improve in his own studies. It was not long until Elmar was brought into the world.

When the rest of the Lotheed family learned of the situation, there was a certain tense reserved judgement. While Alenia was low in the scholarly ranks, she was still a respected elven mage, and while Edwyn was indeed a Lotheed, he had always danced the knife's edge of causing too much trouble for his family. But having a half-human child out of wedlock was enough for the family to no longer tolerate his behavior, and an intervention with the senior members of the family sharply curtailed Edwyn's reckless nature. It also came at the cost of his relationship with Alenia and the legitimacy of Elmar, as the family forced Elmar to take her name and for no official connection to be made to the child's real father, but they would be permitted to raise him in the privacy of their estate.

As the years went on Edwyn and Alenia thought they would be able to maintain their relationship in secret, living a life of comfortable solitude. Through Elmar's early years this desire was a reality. Although he grew up with loving parents he had no friends his own age, and soon became bored. To combat this he dove into the Lotheed arcane libraries along with Alenia, and with little else to entertain him his studies pushed him to surpass his mother's skills by the time he was a teenager. However his education caused complications; Elmar became aspirational, and he became curious. He pushed to attend more family events and see more of the wider world, pressuring his hesitant parents to allow him off the grounds. His sheltered life did not teach him the implications of his birth and the wider politics of his family and Taldor. But his parents reluctantly acquiesced, quietly letting him see more of Taldor and carefully bringing him to select family gatherings.

Elmar fell in love with everything about Taldor, eagerly throwing himself into the culture. He began sneaking out to see more than what his parents allowed, and grew bolder with every passing day. He also began to experience the darker side of Taldor, particularly the night life and underground since he usually snuck out at night. The parts that shook him to his core were how many non-human races were treated, particularly the open enslavement and discrimination. The nation that he was falling in love with was flawed, and it cut him deeply. He became increasingly vocal at the Lotheed gatherings, not truly understanding the political implications of his words and his family, but vying for positive change to the most influential people he knew. However the only thing he accomplished was bringing attention to himself. Things only became more tense until finally Elmar pushed one of his elders too far, and he was loudly called a "bastard mongrel" in front of the whole family.

That was a turning point for Elmar in more ways than one. In a single shocking moment the truth of the world and his family had been exposed to him. At the same time the covert life Edwyn and Alenia had fostered was torn away, and the Lotheed's increased their scrutiny. This caused resentment to build in Edwyn, the constant pressure and judgement of his extended family causing him to grow angry and distant from Alenia and Elmar. Elmar's early years had been sheltered and loving, but now the rest of his childhood was destined to be cold and hostile. Alenia did what she could and still retained a decent relationship with Elmar, but her unwillingness to stand up to the Lotheeds frustrated Elmar. He was openly critical of how they were treated and he only grew more vocal about the problems of Taldor, further angering his father over the years. Eventually Elmar had enough, and recognizing that solitude was the Lotheed's most important control over his life, he fled home to find out what life held for him out from under their thumb.

Elmar went into Taldor without a copper to his name, but he had made friends with many of the disgruntled downtrodden of the lower class, and so while his life was hard he had a community to share it with. They spent as much time struggling to get by as they did rousing unrest and engaging in civil disobedience. Elmar was young with little direction besides following his anger and sense of justice, so all he really accomplished was some property damage and a lot of attention from the guard. That could have easily lead to a short and brutal end to his story, if he was not rescued from certain capture by the guard by Gloriana Morilla. Morilla kept tabs on the unrest around the nation and Elmar had gotten her attention. He was inexperienced and his skills unpolished, but his passion and force of personality and sheer arcane acumen showed a patriotic force to be reckoned with.

Appearance and Personality:
Elmar cuts a slim figure dressed in a sharp but practical set of well-tailored black and silver robes, the cut decidedly at the modern edge of Taldan fashion but the pattern and trim from old elven culture. His wavy blond hair is cut short and combed forward with just a bit of messiness. His facial features are sharp, pointed ears showing prominently past his short hair and adorned with a mixture of modern and classical earrings. His eyes are a piercing sea green, and there is a certain loose intensity to his posture.

Elmar is a deeply passionate man with a fierce sense of justice. He cares little for rules and procedures but does respect certain traditions, and is openly proud of his half-elven heritage, intentionally presenting himself in an unambiguous representation of both halves of himself. He has experience hobnobbing among the elites as well as slumming it with working man, and knows how to tailor his mannerisms to both, although a keen observer may notice certain tense moments and not-so-joking comments made in the former settings. Although Elmar has deeply rooted convictions and huge aspirations for the future of Taldor, he often wrestles with how principled the approach to change should be, and what kinds of means justify what kinds of ends.

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Familiar Alias: Shendra

Familiar Statistics:
Female Familiar 7
CG Tiny dragon
Init +3; Senses Perception +12; darkvision 60 ft., low-light vision
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DEFENSE
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AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size)
hp 22
Fort +4, Ref +6, Will +7
Immune paralysis, sleep; SR 13
Defenses improved evasion
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OFFENSE
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.

Melee bite +4 (1d3-1)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)

Spell-Like Abilities (CL 3rd; concentration +6)
3/day greater invisibility (self only)

Spells Known (CL 3rd; concentration +6)
1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
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STATISTICS
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Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs trip)
Feats Acrobatic, Dodge
Skills (As masters plus: Acrobatics, Fly, Stealth, & Swim)
ACP -0
(3) Acrobatics +8 (+0 when jumping)
(1) Appraise +4
(6) Bluff +12
(7) Diplomacy +13
(3) Fly +23
(5) Knowledge (arcana) +8
(1) Knowledge (dungeoneering) +4
(1) Knowledge (engineering) +4
(1) Knowledge (geography) +4
(4) Knowledge (history) +7
(5) Knowledge (local) +8
(2) Knowledge (nature) +5
(7) Knowledge (nobility) +10
(2) Knowledge (planes) +5
(2) Knowledge (religion) +5
(7) Linguistics +10
(7) Perception +12
(7) Sense Motive +12
(4) Spellcraft +7
(3) Stealth +17
(3) Swim +13
(4) Use Magic Device +10
*ACP applies to these skills
Non-Standard Skill Bonuses
+8 Fly (perfect speed)
+4 Fly (tiny size)
+8 Stealth (tiny size)
+8 Swim (swim speed)
+2 Acrobatics (feat)
+2 Fly (feat)
Languages Common, Draconic, Elven, Sylvan, Azlanti, Celestial, Kelish, Hallit, Dwarven, Halfling, Gnome; telepathy 100 ft.

Familiar Special Abilities:

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SPECIAL ABILITIES
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Breath Weapon 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.

Alertness While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak With Master If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.