Armistril

Fethril Support's page

638 posts. Organized Play character for TriShadow.


Full Name

Fethril Support

Race

Elf

Classes/Levels

Cleric 3 / Transmuter 1 | AC: 13 (17 w/ Mage Armor) | HP: 38/38 | Fort:+5/Ref:+5/Will:+9+1 | Perception: +15+1 | Init: +7+3 | Sense Motive: +12+1

Gender

Male

Size

Medium

Age

124

Alignment

N

Deity

Nethys

Languages

Abyssal, Common, Draconic, Elven, Gnome, Sylvan

Strength 8
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 16
Charisma 10

About Fethril Support

MYTHIC
Wisdom +2
HP +12
Legendary Magic
Rally

Fethril Support
Male elf cleric of Nethys 3/ Transmuter 1
N Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +15

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Defense:

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AC 13, touch 13, flat-footed 15 (+3 Dex)
hp 25
Fort +5, Ref +5, Will +9; +2 vs. enchantments
Immune sleep

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Offense:

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Speed 30 ft. (20 ft. in armor)
Melee longsword +1 (1d8/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks:
Channel Positive Energy 3/day (DC 11, 2d6)
Destructive Smite ~ +1 to damage rolls on melee attack (6/day)
Telekinetic Fist {1d4 bludgeoning} (6/day)
Domain Spell-Like Abilities (CL 1st; concentration +6)
6/day—Lore Keeper

Magic:

Cleric Spells Prepared (CL 3rd; concentration +6)
0 Level(at will)— Detect Magic , Guidance, Stabilize
1st Level ~ Bless (x), Protection from Evil, Comprehend Languages*
2nd Level ~ Aid, Bull's Strength, Detect Thoughts*

*Domain spell; Domains Knowledge, Destruction

Wizard Spells Prepared (CL 1st; concentration +6)
0 Level(at will)— Acid Splash, Light, Mage Hand
1st Level Grease (CL 3), Magic Missile (CL 3), Enlarge Person*

*Specialized School ~ Transmutation
Spellbook
0-Level: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open Close, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue

1st-Level: Animate Rope, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mage Armor, Magic Missile, Mount, Obscuring Mist, Shield, Shocking Grasp, Silent Image, Summon Monster I

SPELL BOOK:

Acid Splash Wizard 0
School conjuration / earth elemental (creation) [acid]
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell Resistance no
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Arcane Mark Wizard 0
School universal
Casting Time 1 action
Components V, S
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
Saving Throw none; Spell Resistance no
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing , a gem of seeing , or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Bleed Wizard 0
School necromancy
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw DC 14 Will negates; Spell Resistance yes
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

Dancing Lights Wizard 0
School evocation [light]
Casting Time 1 action
Components V, S
Range medium (100 + 10 ft./level)
Effect up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'- wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.

Disrupt Undead Wizard 0
School necromancy
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Flare Wizard 0
School evocation [light]
Casting Time 1 action
Components V
Range close (25 + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw DC 14 Fortitude negates; Spell Resistance yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Ghost Sound Wizard 0
School illusion (figment)
Casting Time 1 action
Components V, S, M (a bit of wool or a small lump of wax)
Range close (25 + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw DC 14 Will disbelief; Spell Resistance no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.

Light Wizard 0
School evocation / wood elemental [light]
Casting Time 1 action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mage Hand Wizard 0
School transmutation
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Mending Wizard 0
School transmutation / metal elemental
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes
(harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Message Wizard 0
School transmutation / air elemental [language-dependent]
Casting Time 1 action
Components V, S, F (a piece of copper wire)
Range medium (100 + 10 ft./level)
Target one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Open/Close Wizard 0
School transmutation
Casting Time 1 action
Components V, S, F (a brass key)
Range close (25 + 5 ft./2 levels)
Target object weighing up to 30 lbs. or portal that can be opened or
closed
Duration instantaneous
Saving Throw DC 15 Will negates (object); Spell Resistance yes
(object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Prestidigitation Wizard 0
School universal
Casting Time 1 action
Components V, S
Range 10 ft.
Target see text
Effect see text
Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters.

Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Ray of Frost Wizard 0
School evocation / water elemental [cold]
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Resistance Wizard 0
School abjuration
Casting Time 1 action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.

Touch of Fatigue Wizard 0
School necromancy
Casting Time 1 action
Components V, S, M (a drop of sweat)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw DC 14 Fortitude negates; Spell Resistance yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

Animate Rope Wizard 1
School transmutation / wood elemental
Casting Time 1 action
Components V, S
Range medium (100 + 10 ft./level)
Target one rope-like object, length up to 50 ft. + 5 ft./level; see text
Duration 1 round/level
Saving Throw none; Spell Resistance no
You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half. The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it - it does not snake outward - so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. The rope itself and any knots tied in it are not magical. The spell cannot affect objects carried or worn by a creature.

Enlarge Person Wizard 1
School transmutation
Casting Time 1 round
Components V, S, M (powdered iron)
Range close (25 + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw DC 16 Fortitude negates; Spell Resistance yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see page 145). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.

Expeditious Retreat Wizard 1
School transmutation
Casting Time 1 action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

Feather Fall Wizard 1
School transmutation / air elemental
Casting Time 1 immediate action
Components V
Range close (25 + 5 ft./2 levels)
Target one Medium or smaller freefalling object or creature/level, no
two of which may be more than 20 ft. apart
Duration until landing or 1 round/level
Saving Throw Will negates (harmless) or Will negates (object); Spell Resistance yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a
sword blow or a charging or flying creature.

Grease Wizard 1
School conjuration / earth elemental (creation)
Casting Time 1 action
Components V, S, M (butter)
Range close (25 + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Saving Throw see text; Spell Resistance no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Mage Armor Wizard 1
School conjuration (creation) [force]
Casting Time 1 action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Magic Missile Wizard 1
School evocation / aether elemental [force]
Casting Time 1 action
Components V, S
Range medium (100 + 10 ft./level)
Target up to five creatures, no two of which can be more than 15 ft.
apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Mount Wizard 1
School conjuration (summoning)
Casting Time 1 round
Components V, S, M (a bit of horse hair)
Range close (25 + 5 ft./2 levels)
Effect one mount
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You summon a light horse or a pony (your choice) to serve you as a mount (see the Pathfinder RPG Bestiary). The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Obscuring Mist Wizard 1
School conjuration / water elemental (creation)
Casting Time 1 action
Components V, S
Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Shield Wizard 1
School abjuration / void elemental [force]
Casting Time 1 action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Shocking Grasp Wizard 1
School evocation / air elemental / metal elemental [electricity]
Casting Time 1 action
Components V, S
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Silent Image Wizard 1
School illusion (figment)
Casting Time 1 action
Components V, S, F (a bit of fleece)
Range long (400 + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes +
one 10-ft. cube/level (S)
Duration concentration
Saving Throw DC 15 Will disbelief (if interacted with); Spell
Resistance no
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Summon Monster I Wizard 1
School conjuration (summoning)
Casting Time 1 round
Components V, S, F/DF
Range close (25 + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10-1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10-1 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

Summon Monster Tables
1st Level : Dire rat*, Dog*, Dolphin*, Eagle*, Fire beetle*, Frog, poison*, Pony (horse)*, Viper (snake)*
* This creature is summoned with the celestial template if you are
good, or the fiendish template if you are evil; you may choose either if
you are neutral.


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Statistics:

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Str 8, Dex 16, Con 12, Int 18, Wis 16, Cha 10
Base Atk +2; CMB +1; CMD 14 (11 ff)

Feats:

Improved Initiative {3rd level}
Spell Focus (FREE 1st level Wizard)
Spell Penetration {1st level}
Traits Magical Knack (Transmuter), Tomb Raider (Perception)

Skills:

Acrobatics +3
Appraise +7
Bluff +0
Climb -1
Diplomacy +4
Disguise +0
Escape Artist +3
Fly +3
Heal +7
Intimidate +0
Knowledge (arcana) +9
Knowledge (dungeon) +8
Knowledge (history) +7
Knowledge (nature) +7
Knowledge (planes) +7
Knowledge (religion) +9
Perception +15
Sense Motive +12
Spellcraft +9 (+2 to identify magic item properties)
Stealth +3
Survival +3
Swim -1
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item
properties

Languages:

Abyssal, Common, Draconic, Elven, Gnome, Sylvan

Magic & Gear:

Pearl of Power (1st level, 1/day) {purchased from Chronicle sheet 7-14}
Cloak of Resistance +1 {purchased from Chronicle sheet 6-10}
Headband of Vast Intelligence +2 (Sense Motive)
Wand of Cure Light Wounds {remaining charges 45/50}
Wand of Endure Elements {remaining charges 40/50}
Wand of Mage Armor {remaining charges 43/50}
Wand of Magic Missile {remaining charges 37/50}
Other Gear longbow, longsword, backpack, bedroll, belt pouch, hemp
rope (50 ft.), holly and mistletoe, pot, torch (5), waterskin, winter blanket, holy symbol of Nethys, spellbook, 2694 gp,

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Special Abilities:

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Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.

Cleric Domain (Knowledge) Granted Powers: Your are a scholar and sage of legends. In addition, you treak all knowledge skills as class skills.

Elven Immunities - Sleep You are immune to magic sleep effects.

Elven Magic +2 to spellcraft checks to determine the properties of a magic item.

Destructive Smite (6/day) (Su) Make a melee attack and add +1 to the damage.

Lore Keeper You can touch a creature and learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate knowledge skill check with the result equal to 15 + your cleric level (1) + your Wisdom modifier (3) (19).

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Physical Enhancement You gain a +1 enhancement bonus to one physical ability score. (Constitution)

Telekinetic Fist As a standard action, ranged touch attack deals bludgeon damage vs. foe within 30'. Deals 1d4 points of damage, +1 for every 2 wizard levels. (6x/day)


Background:

Torn between faith and tradition, child of a single parent and seemingly alone in the world, Fethril has only recently found success. Following his faith (and heart), he has finally found friendship, love and a purpose. While the mystery of his mother still exists, Fethril is happy for the first time.
Ten-minute-background: Hide
Essential Things
1) Fethril’s mother left the elves for unknown reasons when he was very young and his father, Fallon, forbade him from asking questions about her as it was distracting Fethril from his arcane studies. The fact that his mother left was often used by others to tease and bully Fethril as he grew up. He remembers has come to suspect she was a priestess, but has no idea what could have forced her to leave the enclave (or Fethril) behind.
2) Fethril often felt he was an outcast. As he studied the Arcane Arts, he heard a calling from Nethys. The voiced promised that should Fethril follow the path, he would never be alone again.
3) Fethril’s devout worship of Nethys has caused a rift between him and his father. Fethril was cast out from the elves for putting his faith before his dedication to the arts.
4) Fethril has become involved with Varra Coppersmith, human daughter to a wealth moneylender. Knowing he will need her father’s approval to wed, Fethrtil has been on the lookout for opportunities to earn enough money and status to be accepted.
5) In the seminary, Fethril met and befriended Bonnel, a human. Many years of study and several evenings in taverns have seen the two become the best of friends.
Goals
1) Fethril would like to find is mother and learn the reason she left.
2) Fethril wants to appease Nethys, and earn the respect of Alden Coppersmith, by becoming the foremost practitioner (and ‘ambassador’) of dual casters and increase the sphere of influence Nethys has in all kingdoms.

Secrets
1) Despite all outward appearances, Fethril does not know what he would do if forced between the love of his life and the strength of his soul. To date, his commitment to Nethys and his desire for Varra has never come into conflict.
2) Unbeknownst to Fethril, Bonnel has always been jealous of the elf for being both a divine and arcane caster. Bonnel is charismatic as well as politically savvy and uses that to move up the ranks of the priesthood. He works behind the scenes to hinder Fethril, both professionally and personally. Bonnel has been trying to manipulate Varra into leaving Fethril.
3) Alden Coppersmith is not all that he seems. No one is certain where his wealth came from. He has underworld connections, but there are rumors that he ‘made a deal’ to become rich and powerful.
4) Fallon secretly worships Nethys. Years ago, an avatar appeared and informed him it was the will of Nethys that Fethril be cast out into the world. Fallon believes both he and Fethril are undergoing a test to prove themselves for some greater purpose. Fallon has surreptitiously been following Fethril’s progress.

People
1) Bonnel is a mover and shaker, climbing up the political ladder. He maintains his ‘friendship’ with Fethril until he can use him for the greatest advantage. To that end, he does what he can to assist Fethril publically if for no other reason than to be able to take credit for his success. Bonnel also spends time subtly driving a wedge between Fethril and Varra.
2) The Coppersmith family. Alden has made a deal to become the rich and powerful man he is today. Eventually he will find himself in a position to pay back whomever (or whatever) gave him his money. Varra cares very deeply for Fethril, and could see marrying him one day, but she has started to question how committed Fethril is to the relationship.
3) While being unable to directly aide his son, Fallon would indeed try to assist him if able to.

Memories
1) Fethril has fleeting memories of his mother. He remembers her ivory skin, raven black hair and ice blue eyes, but little else. Fethril will often unconsciously hum Elven lullabies his mother sang to him.
2) Fethril fondly remembers the first time his father allowed him into the study and saw him wield magic. It ignited something within him. Whenever he sees or encounters magic new to him, he gets that same jolt of excitement.
3) Fethril will never forget the first time he made love to Varra. From the scent of her perfume to the way she glistened in the candle light, all of it is etched in his mind. The auburn haired girl is the only girl he has been with.

Design Notes
Fethril has lived a difficult life. His father would never tell him why his mother left and continued to push him academically. Being good was never enough for his father. Eventually finding solace in his spiritual side, Fethril began to explore his faith, leading to being disowned by his father. It was at this lowest moment of his life when Nethys spoke to him, promising that he never need be alone. Making his way to a larger human city, Fethril joined the seminary so he could explore his potential. Things slowly turned around. He found acceptance in the church, met a true friend and fell in love.

[spoiler=PFS Blurb]
Player: Tim P/TriShadow
Character: Fethril Support
PFS #: 151777-12
Faction: Scarab Sages
Day Job: ----

SESSIONS

01 - 7-14 Faithless and Forgotten, Part 1: Let Bygones Be (1/2/505)
02 - 6-10 The Wounded Wisp {SLOW TRACK} (.5/1/215)
03 - 6-05 Slave Ships of Absalom {SLOW TRACK} (.5/1/257)
04 - 6-08 The Segang Expedition (1/2/509) {Purchased Pearl of Power , Wands of Cure Light Wounds, Mage Armor, Magic Missile (Bought with Prestige)}
05 - 6-06 Hall of the Flesh Eaters (1/2/507) {Purchased spells 10gp (x2)}
06 - 6-15 The Overflow Archives (1/2/506)
07 - 6-18 From Under Ice (1/2/529) {Purchased Wand of Endure Elements with Prestige}
07 - 6-09 By Way of Bloodcove (1/2/1258) {Purchased Expeditious Retreat, Feather Fall, Mount, Obscuring Mist)
08 - 6-11 The Slave Master's Mirror (1/2/1277)
09 - 6-19 Test of Tar Kuata (1/2/1288)
10 - 5-12 Destiny of the Sands, Part 1: A Bitter Bargain (1/2/1850)
11 - 5-14 Destiny of the Sands, Part 1: Race to Seekers Folly (1/2/1864)

XP: 11 / FAME: 22 / PP: 16 / GOLD: 4538