Full Name |
Eltariel Elessand |
Race |
Elf |
Classes/Levels |
Druid 3 / Wizard 3 |
Gender |
Female |
Size |
Medium |
Age |
143 |
Special Abilities |
See Below |
Alignment |
Neutral Good |
Deity |
Druidic |
Location |
Deep in the WIlderlands ... |
Languages |
Common, Elven, Druidic, Sylvan, Draconic, Goblin, Orc, Dwarf |
Occupation |
Adventurer |
Strength |
8 |
Dexterity |
16 |
Constitution |
10 |
Intelligence |
18 |
Wisdom |
17 |
Charisma |
10 |
About Eltariel Elessand
Skills:
Acrobatics 3 (+3 Dex)
*Appraise 9 (2+3 ranks, +4 Int)
Bluff 0
*Climb 3 (1+3 ranks -1 Str)
*Craft (alchemy) 8 (1+3 ranks +4 Int)
*Craft (armourer) 8 (1+3 ranks +4 Int)
*Craft (bowyer & fletcher) 8 (1+3 ranks +4 Int)
*Craft (carpenter) 8 (1+3 ranks +4 Int)
*Craft (jeweller) 8 (1+3 ranks +4 Int)
*Craft (stonemason) 8 (1+3 ranks +4 Int)
*Craft (weaponsmith) 10 (3+3 ranks +4 Int)
Escape Artist 3 (+3 Dex)
*Fly 3 (+3 dex)
*Handle Animal 4 (1+3 ranks)
*Heal 7 (1+3 ranks +3 Wis)
*Knowledge (arcana) 13 (6+3 ranks +4 Int)
*Knowledge (dungeoneering) 8 (1+3 ranks +4 Int)
*Knowledge (engineering) 8 (1+3 ranks +4 Int)
*Knowledge (geography) 8 (1+3 ranks +4 Int)
*Knowledge (history) 8 (1+3 ranks +4 Int)
*Knowledge (local) -
*Knowledge (nature) 15 (6+3 ranks +4 Int +2 Druid)
*Knowledge (nobility) 8 (1+3 ranks +4 Int)
*Knowledge (planes) 8 (1+3 ranks +4 Int)
*Knowledge (religion) 8 (1+3 ranks +4 Int)
*Linguistics 8 (1+3 ranks +4 Int)
*Perception 9 (1+3 ranks +3 Wis +2 Elf)
*Profession (herbalist) 7 (1+3 ranks +3 Wis)
*Ride 7 (1+3 ranks +3 Dex)
Sense Motive 3 (+3 Wis)
*Spellcraft 13/15 (5+3 ranks +4 Int +2 Elf vs magic items)
Stealth 3 (+3 Dex)
*Survival 9 (1+3 ranks +3 Wis +2 Druid)
*Swim 7 (1+3 ranks +3 Dex)
Saves:
Fortitude = +5 Reflex = +6 Will = +10 (+12 vs Enchantments & Charms)
AC = 17 (14 touch, 13 flat-footed)
Hit Points = 37 (current = 36)
Attack bonus = +2 Melee, +6 Missile
CMB: +2
CMD: 15
Attack: Sword of the Meek (+2 'wooden' longsword, +4 1d8+1 19-20/x2), Dagger (+2/+6, 1d4-1, 19-20/x2), Staff (+2, 1d6-1, 20/x2), Firebolt (+6 ranged touch, 1d6+2 fire), Hand of the Apprentice Sword of the Meek (+9, 1d8+1, 19-20/x2, 30 feet) or Staff (+7, 1d6+4, 20/x2, 30 feet); Composite Long Bow (+6, 1d8-1, 20/x3, 110 feet).
Special Abilities - Elf:
Keen Senses, Immune to Sleep, +2 saves vs Enchantments & charms, +2 caster levels vs spell resistance, +2 Spellcraft checks for magic items.
Special Abilities - Druid:
Spontaneous casting (Summon Nature's Ally), Orisons, Wild Empathy, Nature Sense (+2 Knowledge (nature) & Survival), Woodland Stride, Trackless Step, Nature Bond: Fire (Add Fire Domain spells as Cleric, gain domain powers: Can turn or rebuke Fire creatures 3x/day; as standard action Firebolt: range 30 feet, 1d6 damage +1/2 caster levels, 6x/day. (1 used)
Special Abilities - Wizard:
Cantrips, Arcane Bond (Ring), Hand of the Apprentice 7x/day.
Feats: Combat Casting, Scribe Scroll, Additional Traits (Magical Knack (druid) & Magical Knack (wizard), Craft Magic Arms & Armour.
Spells (Druid):
4 0-level: (Usually prepared)
Light, Know Direction, Detect Poison, Purify Food & Drink.
3+1 1st-level: (Usually prepared)
Burning Hands (Domain Spell)(used), Foundation of Stone (used), Entangle, Snake's Swiftness.
2+1 2nd level: (Usually prepared)
Produce Flame (Domain Spell), Blackrot, Creeping Cold (used).
Spells (Wizard):
0-level: 4 Prepared: Mage Hand, Read Magic, Detect Magic, Disrupt Undead.
1st-level: 3 Prepared: Mage Armour, Magic Missile, Color Spray.
2nd-Level: 2 Prepared: Scorching Ray, Glitterdust.
Plus Arcane Bond.
Spell Book Contents:
0-level: All Cantrips.
1st-level: Alarm, Arrow Mind, Benign Transposition, Burning Hands, Colour Spray, Comprehend Languages, Dispel Ward, Ebon Eyes, Expeditious Retreat, Featherfall, Floating Disk, Hail of Stone, Hold Portal, Identify, Mage Armour, Magecraft, Magic Missile, Magic Weapon, Protection from Evil, Ray of Clumsiness, Repair Minor Damage, Repair Light Damage, Shield, Shocking Grasp, Silent Image, Sleep, Sonic Blast, True Strike, Unseen Servent, Whelm.
2nd-level: Acid Arrow, Burning Sword, Continual Flame, Darkness, Flaming Sphere, Glitterdust, Gust of Wind, Hideous Laughter, Invisibility, Levitate, Life Bolt, Mirror Image, Resist Energy, Rope Trick, Scorching Ray, See Invisibility, Shatter, Sonic Weapon, Unseen Crafter, Web.
Languages: Elven, Common, Druidic, Sylvan, Goblin, Draconic, Dwarven, Orc, Dwarf.
XP: 18155
Equipment:
Spellbook, ink vial, pen, sickle, dagger, water-skin, bedroll, backpack, traveller's outfit, belt pouch, chalk, rope (50' hemp), pitons (10), grappling hook, sewing needle, cooking pot, trail rations (4 days), torches (3), winter blanket, masterwork silver ring (design of oak-leaves in a circle, her arcane bond), healing kit, spare spellbook, composite long bow, 50 arrows. Spell-book writing supplies to the tune of 300gp.
Items: Wand of Burning Hands (12 charges, 2nd level), Wand of Entangle (12 charges), Sword of the Meek (+2 'wooden' sword), Wand of Summon Monster II (9 charges), Book of Herbal healing (+2 to Heal checks), Cloak of Resistance, +1; Ring of Protection +1, +1 Leather armour, Potion of Cure Moderate Wounds, Divine Scrolls of: Aspect of the Wolf, Endure Elements, lesser vigor x1, delay disease, goodberry; Arcane Scrolls of: continual flame, magic weapon x2, Mage Armour, Comprehend Languages, Burning Hands (3rd level), Alarm, Repair Light Damage, Resist Energy, Glitterdust, Sonic Weapon, Lifebolt. Magic scrolls, bound into book form: continual flame, darkness, daylight x2, and flaming sphere x2 (all as a 10th level caster). Pass Without Trace (5th level), Detect Snares & Pits, Warp Wood, Faerie Fire x 2, Detect Animals or Plants, Hide From Animals (5th level), Speak with Animals x 4, Barkskin x 2, Blackrot (D2, CMa), Brambles (D2, SC), Briar Web (D2, SC), Easy Trail (D2, SC).
Party Items: Amulet of Detect Thoughts (Eltariel), Bag of Holding, type II; Eight potions: jump, mage armor, invisibility, levitate, and cure light wounds x3 (all at CL10); Wand of [i]Lesser Vigor (41 charges) (Eltariel), Wand of Cure Light Wounds (50 charges) (Aude).
Money: 1085gp, 6cp.
Mount: Moepyd (soft foot), light horse (combat-trained) with military saddle.
Background:
Eltariel was born the daughter of two powerful wizards, Ifiniel Elessand and Dominin Terrelem, of a well respected house, and everyone expected her to follow in their train - and indeed she did very well at her studies, when she did them. But she was also wilful, with a desire to study more in practice than in theory. She wanted to explore the physical world, the natural world - any world except the one in the classroom in fact. Some heated arguments lead to compromises, and Eltariel was permitted some largess as long as she remembered what she was to become.
The scandal didn't break until she was discovered to have been studying in secret with a travelling druid. Her parents turned her out and told her she could come back when she was prepared to study real magic.
They were wrong of course, in that Eltariel is interested in arcane magic - she is interested in all forms of magic, what construes magic, what makes magic ... it's all the same to her, but she has an unfortunate habit of speaking her mind rather bluntly at times. When dealing with egos such as those her parent's possessed this is not always a good thing.
Introduction:
It may be easiest if Eltariel knows/is known by the other two elves in the party. She's grateful for the offer of employment by Zuny Rygard, although she suspects her parents may have something to do with it.
Character Development:
Eltariel will multi-class into wizard next level, spreading her skills and abilities, then go for Arcane Hierophant. She has studied many varied subjects - I had represented this by spreading a lot of cross-class skills, then found out about the way Pathfinder does skills, so she will suddenly materialize a lot of skills next level - sorry if this spoils anyone's suspension of disbelief!
Eltariel is going to be a 'magical engineer', concentrating on crafting items and the like. I hope that she will be able to take Craft Wondrous Item at 7th level, Craft Construct at 9th and perhaps Leadership at 11th.