Elf

Feraya Gilrad's page

100 posts. Alias of OmniChaos.


Full Name

Feraya Gilrad

Race

Elf

Classes/Levels

Conjurer 2

Gender

Male

Size

Medium

Age

18

Alignment

LN

Location

Kessan

Languages

Common, Elven, Draconic, Gnoll, Goblin, Orc, Sylvan, Giant, Celestial

Occupation

Mage, Sage, Linguist

Strength 10
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 10
Charisma 9

About Feraya Gilrad

Background

Feraya Gilrad sometimes known as Gilrad or Gil for those that cant really manage his first name has lived in Kessan for nearly all his life. His parents were travelers who only settled down in Kessan because they had a child on the way. Feraya never developed his parents love for nature but he was drawn to the study of magic. Even as a young child he was quick witted enough to study magic and started studying under the local wizard Holgast. The human mage dispite his mastery of the arcane arts was not the ideal master for a student. Yet Feraya showing the outlook and patience of his people learned what he could when he could while completing any and all task the old wizard gave him with out complaint or dispair. While his studies were fulfilling he was not immune to the lack of company, Holgast was not the best company as he tended to sleep more then speak. Feraya may have had the sharp mind of an adult but his body and mentality was still that of a child. Soon enough he found himself paying more attention to the other children of Kessan, being an elf seemed to be a barrier but the innocence of youth brought with it curiosity that overcame caution. While he seemed a little strange to them they became fast friends, his small magic tricks most welcome. The years passed with much study and a few misadventures with in the village yet the rite of passage seemed to come all to fast for him. Feraya did not know if it was his elf blood or outlook but everything seemed to have creeped up on him. He was no longer a small boy storing tome stacks larger then him or casting some lights and sounds for the enjoyment of other children like himself. Soon he would be in the rite with the others and everything was going to change one way or another.

Full Stats:

Feraya Gilrad
Male Elf Conjurer 2
LN Medium humanoid (elf)
Init +2; Senses Low-Light; Perception +2
--------------------------------------------------------------------------- -----------------------------------------------------
AC 12, touch 12, flat-footed 10
(+2 Dex)
hp 11 (2 HD)
Immune magic sleep effects
Fort +0, Ref +2, Will +3 (+2 to enchantment/illusion and spell like effects)
--------------------------------------------------------------------------- -----------------------------------------------------
Speed 30 ft. (6 squares)
Melee: Rapier +1 (1d6, 18-20/x2)
Ranged: Acid Dart +3 (1d6+1)
Atk Options:
Spell-Like Abilities:
SR
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Abilities: Str 10, Dex 14, Con 10, Int 20, Wis 10, Cha 9
Base Atk +1; CMB +1; CMD 12
Feats: Scribe Scroll, Spell Focus (Conjuration),
Traits:
Skeptic- You gain a +2 trait bonus on all saving throws against illusions.
Theoretical Magician- You gain a +2 trait bonus on Spellcraft checks.
Skills:
Appraise +5
Fly +2
Knowledge (Arcana) +10
Knowledge (Dungeoneering) +9
Knowledge (Engineering) +9
Knowledge (Geography) +9
Knowledge (History) +9
Knowledge (Local) +9
Knowledge (Nature) +9
Knowledge (Noblility) +5
Knowledge (Planes) +9
Knowledge (Religion) +9
Linguistics +10
Perception +2
Spellcraft +12 (+2 on magic items)
Languages Common, Elven, Draconic, Gnoll, Goblin, Orc, Sylvan, Giant, Celestial
SQ: Cantrips, Arcane Bond (ring), Summoner's Charm (1), 8/day Acid Dart (1d6+1)
Combat Gear:
Possessions: Combat gear plus Rapier, Traveler's Outfit, Spellbook, Spell Component Pouch, Backpack, 6 Days Rations, Small Tent, Winter Blanket, Waterskin, 2 Pints of Lamp Oil, 1 Potion of Cure Light Wounds (Caster Level 2)

Magic Items:
*Armor:
*Belt:
*Body:
*Chest:
*Eyes:
*Feet:
*Hands:
*Head:
*Headband:
*Neck:
*Ring:
*Ring:
*Shield:
*Shoulders:
*Wrist:

Weight: 31 lbs. Light
Money: 61 gp

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). 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.


Spells Prepared:

Wizard Spells (CL 2nd, 1d20+4 to overcome SR):

9th-
8th-
7th-
6th-
5th-
4th-
3rd-
2nd-
1st- Mage Armor, Protection from Evil, Magic Missile x3
0 (at will)- Acid Splash, Detect Magic, Disrupt Undead, Light

5/5/0/0/0/0/0/0/0/0


Spellbook:

Spellbook (Opposition Schools Enchantment and Necromancy)

9th-
8th-
7th-
6th-
5th-
4th-
3rd-
2nd-
1st- Summon Monster I, Obscuring Mist, Protection from Evil, Mage Armor, Magic Missile, Detect Secret Doors, Expeditious Retreat, Alarm, Feather Fall
0- all