Iramine

Eriethiel Halynnmyr's page

56 posts. Alias of Pedwiddle.


Full Name

Eriethiel Halynnmyr

Race

Elf

Classes/Levels

Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Gender

Female

Size

M

Alignment

CG

Deity

Nethys

Languages

Celestial, Common, Draconic, Elven, Goblin, Hallit, Orc, Sylvan, Terran

Strength 8
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 8
Charisma 10

About Eriethiel Halynnmyr

Crunch:

EXPERIENCE
XP: 0

COMBAT
HP: 14 (Favored Class: Wizard; Lvl1 - 8 (6+1+1), Lvl2 - 6 (4+1+1)
Init: +4 (2 (Dex) + 2 (Trait))
AC: 12 (Touch: 12, Flat-footed: 10) (+2 Dex)
Fort: +1 (+2 w/familiar), Ref: +2, Will: +2 (+2 vs. enchantments, immune to sleep)
BAB: +0
CMB: -1 (0 (BAB) + -1 (Str))
CMD: 11 (10 + 0 (BAB) + -1 (Str) + 2 (Dex))

ATTACKS
Melee
Club (-1 to hit, 1d6-1 damage (B), x2 crit)
Dagger (-1 to hit, 1d4-1 damage (P/S), 19-20/x2 crit)

Ranged
Light Crossbow, Masterwork (+3 to hit, 1d8 damage (P), 80' range, 19-20/x2 crit)

Racial and Class Features:

RACIAL FEATURES
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

CLASS FEATURES
Arcane Bond (Familiar, Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School (Conjuration): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Spell Focus: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Feats, Traits, and Skills:

FEATS
Scribe Scroll: 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.
Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

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. You gain a +2 trait bonus on Initiative checks.
Stargazer: They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you've long hoped to learn more about what life on those other planets may have been like. You've heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them - perhaps some of these aliens can be found in the caverns below Torch! You gain a +2 trait bonus on Knowledge checks to identify alien monsters' abilities and weaknesses. In addition, you can a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.

SKILLS - Current ACP: 0
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise*: 9 (1 + 3 (Class Skill) + 5 (Int))
Bluff: -1 (0 + -1 (Cha))
Climb: -1 (0 + -1 (Str)) (ACP)
Diplomacy: -1 (0 + -1 (Cha))
Disguise: -1 (0 + -1 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly*: 2 (0 + 2 (Dex)) (ACP)
Heal: -1 (0 + -1 (Wis))
Intimidate*: -1 (0 + -1 (Cha))
Knowledge (Arcana)*: 10 (2 + 3 (Class Skill) + 5 (Int))
Knowledge (Dungeoneering)*: 10 (2 + 3 (Class Skill) + 5 (Int))
Knowledge (Geography)*: 11 (2 + 3 (Class Skill) + 5 (Int) + 1 (Trait))
Knowledge (Nature)*: 9 (1 + 3 (Class Skill) + 5 (Int))
Knowledge (Planes)*: 9 (1 + 3 (Class Skill) + 5 (Int))
Knowledge (Religion)*: 9 (1 + 3 (Class Skill) + 5 (Int))
Linguistics*: 10 (2 + 3 (Class Skill) + 5 (Int))
Perception: 1 (0 + -1 (Wis) + 2 (Racial))
Perform: -1 (0 + -1 (Cha))
Profession*: -1 (0 + -1 (Wis))
Ride: 2 (0 + 2 (Dex)) (ACP)
Sense Motive: -1 (0 + -1 (Wis))
Spellcraft*: 10 (2 + 3 (Class Skill) + 5 (Int))
Stealth: 2 (0 + 2 (Dex)) (ACP)
Survival: -1 (0 + -1 (Wis))
Swim: -1 (0 + -1 (Str)) (ACP)

Conjuration School:

POWERS
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

OPPOSITION SCHOOLS
Enchantment
Necromancy

Spells:

SPELLS MEMORIZED
Cantrips (4/day): Acid Splash, Detect Magic, Light, Message
1st-level (3+1/day): [ ] Color Spray (Will DC 16), [ ] Expeditious Retreat, [ ] Grease (Ref DC 17), [ ] Silent Image (Will DC 16 to disbelieve)

SPELLS AVAILABLE (* - denotes opposition school spells)
Cantrips
Acid Splash: Orb deals 1d3 acid damage. (Close range, Ranged touch attack)
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). (Touch, 1 sq. ft.)
Dancing Lights: Creates torches or other lights. (Medium range, Up to 4 lights in a 10' radius, 1 min)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, Concentration up to 1 min./level)
Detect Poison: Detects poison in one creature or small object. (Close range, One creature/object/5' cube, Instantaneous)
Flare: Dazzles one creature (–1 on attack rolls). (Close range, Fort DC 13 neg., Instantaneous)
Ghost Sound: Figment sounds. (Close range, Will neg., 1 round/level)
Light: Object shines like a torch. (Touch, 10 min/level)
Mage Hand: 5-pound telekinesis. (Close range, 1 nonmagical unattended object, Concentration)
Mending: Makes minor repairs on an object. (10' range, 1 object, 10 min casting time)
Message: Whisper conversation at distance. (Medium range, 1 creature/level, 10 min/level)
Open/Close: Opens or closes small or light things. (Close range, 1 object or portal, Instantaneous)
Prestidigitation: Performs minor tricks. (10' range, 1 hour)
Ray of Frost: Ray deals 1d3 cold damage. (Close range, Ray (Ranged Touch), Instantaneous)
Read Magic: Read scrolls and spellbooks. (Personal, 10 min./level)
Resistance: Subject gains +1 on saving throws. (Touch, 1 creature, 1 min)

1st-level:
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. (15' cone, Instananeous, DC 14 Will Neg.)
Comprehend Languages: You understand all spoken and written languages.
Endure Elements: Exist comfortably in hot or cold regions.
Expeditious Retreat: Your base speed increases by 30 ft.
Grease: Makes 10' square or one object slippery. (Close range, 1 object or 10' square, 1 min/level)
Mage Armor: Gives subject +4 armor bonus. (Touch, One creature, 1 hour/level)
Mount: Summons riding horse for 2 hours/level. (Close range, 1 mount, 2 hours/level)
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment. (Touch, 1 min/level)
Shield Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates minor image of your design. (Long range, 4 + 1/level 10' cubes, Concentration)

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 77-153 lbs.
Heavy Encumbrance: 154-230 lbs.

GEAR
Explorer's Outfit (2 lbs.)
Club (3 lbs.)
Dagger (1 lbs.)
Masterwork Light Crossbow (4 lbs.)
- Crossbow bolts (20) (2 lbs.)

Backpack (2 lb.) (TOTAL: 30.0 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Case, Map or Scroll (.5 lbs.)
- Grappling Hook (4 lbs.)
- Ink (1 oz. vial) (- lbs.)
- Inkpen (- lbs.)
- Mirror, Small Steel (.5 lb.)
- Parchment (5 sheets) (- lbs.)
- Rope, Silk (50') (5 lbs.)
- Spellbook, Wizard's (24/100 pages used) (3 lbs.)
- Trail Rations (4 days) (4 lbs.)
- Waterskin (4 lbs.)

Belt Pouch (0.75 lbs.) (TOTAL: 2.75 lbs.)
- Acid Flask (1) (1 lb.)
- Alchemist's Fire (2) (2 lbs.)
- Flint and Steel (- lbs.)
- Money (2 gp 3 sp) (0.5 lbs.)

Spell Component Pouch (2 lbs.)

Appearance:

DESCRIPTION

PHYSICAL CHARACTERISTICS
Height: 5' 11"
Weight: 111 lbs.
Skin: Fair
Hair: Light Brown
Eyes: Green

Background:

Eriethiel, though she was born shortly before her parents fled Echo Wood, spent the bulk of her childhood in the city of Hajoth Hakados, on the southern edge of Numeria. She spent her childhood helping her parents eke out a living in their small shop, helping to gauge the worth of items brought to them in trade and learning a number of common - and not so common - languages. It was a simple life, but she had a sharp mind and a boundless curiosity of the world around her; eventually, she became bored and longed for more exciting endeavors. Her parents saw this and, when she came of age, apprenticed her to a kindly mage - not one of those Technic League mages, mind, but a human that was too old for those sadists to care about, and too old to care what might happen if they began to care about him.

During her apprenticeship, Eriethiel was taught the basics of magic and spellcraft, and of the natural and unnatural creatures of the world. Some of her studies revolved around the history surrounding Numeria and the Rain of Stars. Over the course of her apprenticeship, she was continuously drawn to study the lands to the north; she was fascinated by the thought of mountains of skymetal falling from the sky. What had they been? From whence did they come? If they were, as she had been taught, vessels from other planets, she simply had to learn all that she could about the creatures native to those other planets!

And so, as she grew in years and power, and as she caught whispered stories of caverns beneath the lands of Numeria, she considered the possibility that she might discover signs of alien life within them. So, the day her apprenticeship was complete, she packed her gear, said her farewells, and made her way deeper into Numeria - up the Seven Years River, to Torch - to find her destiny.

Familiar (White Rat):

Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 15, touch 14, flat-footed 11 (+2 Dex, +2 size, +1 natural)
hp 4 (1 HD)
Fort +2, Ref +4, Will +4

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

SPECIAL ABILITIES
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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.
Improved Evasion (Ex): 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).

Macros:

Melee
[dice=Attack (Club)]1d20-1[/dice]
[dice=Damage (Club)]1d6-1[/dice]

[dice=Attack (Dagger)]1d20-1[/dice]
[dice=Damage (Dagger)]1d4-1[/dice]

Ranged
[dice=Attack (Acid Dart (vs. Touch), X/8 remaining)]1d20+2[/dice]
[dice=Damage (Acid Dart)]1d6+1[/dice]

[dice=Attack (Acid Splash (vs. Touch))]1d20+2[/dice]
[dice=Damage (Acid Splash)]1d3[/dice]

[dice=Attack (MW Light Crossbow)]1d20+3[/dice]
[dice=Damage (MW Light Crossbow)]1d8[/dice]