Duelist

Elorin's page

462 posts. Alias of terok.


Full Name

Elorin Yularian

Race

Elf

Classes/Levels

Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

Gender

Male

Size

6 feet 165lbs

Age

278

Special Abilities

Low Light Vision, immune to sleep effects, +2 racial saving throw bonus against enchantment spells and effects. +2 Perception

Alignment

Neutral

Deity

None

Languages

Common, Elven, Orc, Giant, Thassalonian

Strength 10
Dexterity 16
Constitution 14
Intelligence 23
Wisdom 10
Charisma 10

About Elorin

Male Elf Wizard Admixture Evoker (FC) 10
N Medium humanoid
Init +9 ; Senses Perception +10, Low-Light Vision.

==DEFENSE==
AC 15, touch 15, flat-footed 13 (+2 Ring of Protection, +3 Dex)
AC 23, touch 15, flat footed 20 (+4 mage armor(force), +4 shield(force), +2 Ring of Protection, +3 Dex)
hp 67(6,3,4,3,4,3,4,3,4,3 +2+2+2+2+2+2+2+2+2+2(10-FC))
Current 67(0 temp points)
Fort +8, Ref +8, Will +9

==OFFENSE==
Spd 30 ft./x5
Ranged Touch +8

==STATISTICS==
Str 10, Dex (16)14, Con (14)12, Int (25)21, Wis 10, Cha 10
Base Atk +5, CMB +5, CMD +10
Greater Spell Focus (Evocation) (PFCR 125), Scribe Scroll (PFCR 132), Spell Focus (Evocation) (PFCR 134), Craft Wondrous Item (PFCR 120), Spell Penetration (PFCR 134), Eschew Materials, Improved Initiative, Spell Specialization (Cone of Cold), Quicken Spell.

==SKILLS== 56 Ranks for INT/+16 for headband
Acrobatics +2,
Appraise +11 (1 rank, +7 Int, +3 class)
Bluff +0
Climb +0,
Diplomacy +0
Disguise +0,
Escape Artist +3
Fly +12 (6 ranks, +3 dex bonus, +3 class bonus)
Heal +0
Intimidate +0
Knowledge Arcana +20 (10 ranks, +7 int bonus, +3 class bonus)
Knowledge Dungeoneering +19 (9 ranks, +7 int bonus, +3 class bonus)
Knowledge Engineering +15 (5 ranks, +7 int bonus, +3 class bonus)
Knowledge History +16 (6 ranks, +7 int bonus, +3 class bonus)
Knowledge Local +11 (1 ranks, +7 int bonus, +3 class bonus)
Knowledge Nature +18 (8 ranks, +7 int bonus, +3 class bonus)
Knowledge Planes +20 (10 ranks from headband, + 7 int bonus, +3 class bonus)
Knowledge Religion +18 (8 ranks, +7 int bonus, +3 class bonus)
Linguistics +11 (4 ranks, +7 Int, +3 class)
Perception +12 (10 ranks from headband, +2 elf)
Ride +3
Sense Motive +0
Spellcraft +23 (10 ranks, +7 int bonus, +3 class bonus, )
Stealth +2
Survival +1
Swim +0

Concentration: +21 (+10 lvl, +7 stat, +2 trait, +2 bracers)
Spell Resistance: +14 (+10 lvl, +2 elf, +2 feat)
Languages: Common, Draconian, Thassalonian, Infernal, Abyssal, Elven, Celestial, Undercommon, Terran, Giant, Ignan.

==EQUIPMENT==
Staff, Explorer's outfit, Handy Haversack, Antitoxin, potion of cure light wounds, Tanglefoot bag, Antitoxin (vial), Alchemist's fire (flask). Headband of intellect +4 (knowledge planes 8/perception 8 ranks), Belt of Physical Might +2 Dex/+2 Con, +2 Cloak of Resistance, Pearl of power (1st)x2, Rod of Lesser Extend, Rod of Lesser Empower. Arcane Bonded Item (Ring +2 Protection), Spellguard Bracers, Slipper of Spider Climb.
Haversack Contains:
Spellbook, wizard's, Ink, Inkpen, 2 Sunrods, 2000gp in stoneskin materials.
Scrolls:
Scroll of See invisiblex3, Scroll of Glitterdust x2, Scroll of Detect Secret Doors x5, Scroll of Identify, Scroll of Comprehend Languages, 5 Scrolls of Shield 5th lvl, Scroll of False Life x6, Scroll of Dimensional Anchor , Scroll of Haste x3, Scroll of Darkvision x3, Scroll of resist Energy x2, Scroll of Invisibility x3, scroll of mirror image x3.

Cash: 59pp 9gp 10sp 0cp

==Class Abilities==
* Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
* Arcane Bond
* Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
* Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon's frigid breath weapon (a supernatural ability), but not a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.

==SPELLS KNOWN==

Spellbook 1 (96 pages):

lvl 0: all non necromancy, Enchantment.
lvl 1 - Comprehend Languages, Detect Secret Doors, Endure Elements, Expeditious Retreat, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Mount, Protection from Evil, Shield, Vanish.
lvl 2 – Bears Endurance, Cat's Grace, Darkvision, False Life, Glitterdust, Invisibility, Knock, Mirror image, Resist Energy, Rope Trick, Scorching Ray, See invisibility.
lvl 3 - Dispel Magic, Displacement, Fly, Fireball, Haste, Lightning Bolt, Stinking Cloud, Tongues, Wind Wall.

Spellbook 2 (48 pages):
:
lvl 4 - Dimension Door, Dimensional Anchor, Hungry Pit, Improved Invisibility, Ice Storm, Stoneskin.
lvl 5 - Cone of Cold, Hungry Pit, Stoneskin, Communal, Teleport

==SPELLS MEMORIZED==
DC 18 (20 Evocation) lvl 0(4): Detect Magic, Light, Prestidigitation, Read Magic
DC 19 (21 Evocation) lvl 1(7): Grease, Mage Armor, Magic Missile x3, Shield, Vanish
DC 20 (22 Evocation) lvl 2(7): Invisibility, Mirror Image x2, Resist Energy, Scorching Ray x2, See Invisibility
DC 21 (23 Evocation) lvl 3(6): Fly, Fireballx2, Haste, Dispel Magic
DC 22 (24 Evocation) lvl 4(5): Dimension Door, Fireball x2, Stoneskin.
DC 23 (25 Evocation) lvl 5(4): Quickened Magic Missle, Stoneskin Communal, Teleport x2.

*C=Spell has been cast already

Alternate List:

==SPELLS MEMORIZED==
DC 18 (20 Evocation) lvl 0(4): Detect Magic, Light, Prestidigitation, Read Magic
DC 19 (21 Evocation) lvl 1(7): Grease, Mage Armor, Magic Missile x2, Protection from Evil, Shield, Cat's Grace
DC 20 (22 Evocation) lvl 2(7): Invisibility, Mirror Image x2, Resist Energy, Scorching Ray x2, See Invisibility
DC 21 (23 Evocation) lvl 3(6): Fly, Fireballx4, Haste,
DC 22 (24 Evocation) lvl 4(5): Dimension Door, Improved Invisibility, Ice Storm, Stoneskin.
DC 23 (25 Evocation) lvl 5(4): Cone of Cold X2, Hungry Pit, Stoneskin Communal.
*C=Spell has been cast already
**Extended with Feat

==TRAITS==
• Reactionary – due to the abuse at the Acadamae, Jerin is used to looking over his shoulder and reacts a little quicker than his peers.
• Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
• Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity..
*C=Created

Background:
Elorin studied the tomb intently, it was a more recent find and more easily kept his interest. He wasn’t sure if he had found it 9 or 10 moons ago but he planned to commit it in its entirety to memory. It was based upon a firsthand account of a Runelord and how he used his powers to punish his followers. One could never know with these things if they held true or not but just in case. The tomb was over 1,000 years old and only the magic of the tower, its preserving qualities kept in intact. The next morning came too quickly…no sleep had led to him feeling like his magical reserves were drained. Sighing, he walked over to the window of the tower and swung it open. He rested on the ledge and reflected on his life before he would lay down for the morning.
From birth Elorin had been trained to find and kill the Runelords and their allies. His father and his grandfather before him had been trained in the same manner. Only the long lived elves understood that they would return, eventually. Even most elves by this time didn’t believe in his duty. It was all he knew. As a boy he learned in the Tower of the Stars. It was an ancient place, dedicated to knowledge and arcane lore. He studied all there was to know about the Runelords of old and their minion’s. At times a meager physical routine was followed so that he wouldn’t shrivel away but the focus on his mind…and his magical talents was formidable.
Destruction was his focus. Magic to blast away enemies, defend himself against physical attack…would he live like those before him and use his skills only as he grew old to teach others?
That night at dinner a young elf burst into his study…”Word has come, a Runelord has arisen and a group of adventurers has defeated him as he awoke! There are rumors that another Runelord could also be rising.”
A wide smile crept across Elorin’s face. He would finally be able to do what he was trained to do. He spent the next several hours gathering everything he owned that would help him with his goal.
“Summon master Trisen, he can teleport me to my destination.” A short while later he was on his way to the Pathfinder’s guild to meet with these “adventurers”.