Elf

Filnefillan "Fil" Lotusbow's page

313 posts. Alias of Darkmeer.


Full Name

Filnefillian Lotusbow

Race

High Elf

Classes/Levels

Wizard 4 HP: 23 AC: 13. Mage Armor 17

Gender

Male

Size

Medium, 5'4" 115 lbs

Age

143

Special Abilities

Elf

Alignment

Neutral Good

Deity

Corellon

Location

Traveling

Languages

Common, Elven, Velondi, Draconic, Goblin, Gnome, Orc, Undercommon

Occupation

Traveling Sage

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

About Filnefillan "Fil" Lotusbow

Filnefillian Lotusbow
High Elf Wizard 4

Filnefillian is a clasically schooled wizard from an elven settlement in the Vesve forest to the north of Veluna. Sadly, his settlement was raided regularly by Drow, forcing his teachers to instill in him a sense of being constantly aware of his surroundings as well as being able to defend himself without magic if needed, thus his bow. Filnefillian was charged with finding an artifact to either seal the tunnels or defeat the drow below the forest. He has a strong sense of right and wrong, and will assist others if he finds something needing doing, especially since he has little money left after his travels...

GM Backstory

Spoiler:

Fil's charge was truly to seek out elven artifacts to help defend the settlement in the Vasve forest. He was told that the area in Verbabonc was once an area where Gray elves lived, so he is looking there for artifacts, and will be searching the dungeons for elven items that could aid his home's defenses or aid his research into the split between the Elves and Drow. He does not expect to be successful, but, if he finds anything, he would be ecstatic.

Defense

Spoiler:

Hero Points 3
Initiative +5
AC 17, touch 13, Flat Footed 14 (+3 Dex, +4 Mage Armor)
HP23 (4d6+5)
Fort +2 Ref +4 Will +7
Concentration 1d20+8

Offense
Spoiler:

Speed 30ft
Melee
Longsword +3 (1d8+1/19-20x2)
Dagger +3 (1d4+1/19-20x2)
Ranged
Longbow +5 (1d8/x3, range 100')
Dagger +5 (1d4+1/19-20x2, range 10')

Statistics

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Str 12 Dex 16 Con 12 Int 18 Wis 12 Cha 12
BAB +1 CMB +2, CMD +5

Feats
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Point Blank Shot, Scribe Scroll (Wizard Bonus) Game Bonus: Skill Focus: Perception, Precise Shot

Traits:
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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.

Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. ou gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

(text altered from Thassilon to Verbabonc, since it was a former Elven home in Greyhawk lore...):
Lore Seeker: The secrets of the ancient fallen temples of old Verbabonc intrigue you, particularly the
magical traditions of the former elven culture. You’ve studied magic intensely, and hope to increase that
knowledge by adding to that lore. You’ve come to Hommlet to pursue that study, and chose Hommlet
as your base because it was out of the way of bigger cities—meaning less competition to study the ancient
monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge
(arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly
adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain
a +1 bonus. (Charm Person, Color Spray, and Silent Image, were chosen)

Skills:

Spoiler:

Craft: Bowyer/Fletcher +9 (2 Ranks +4 Int, +3 Class Skill)
Diplomacy +2 (1 rank, +1 Charisma)
Knowledge Arcana +12 (4 Ranks+ 4 Int+ 3Class Skill+ 1 trait)
Knowledge Dungeoneering +8 (1 Rank+ 4 Int+ 3 Class Skill)
Knowledge: Geography +8 (1 Rank, +4 INT, +3 Class Skill)
Knowledge: History +8 (1 Rank, +4 INT, +3 Class Skill)
Knowledge Local +8 (1 Rank+ 4 Int+ 3 Class Skill)
Knowledge Nobility +8 (1 Rank+ 4 Int+ 3 Class Skill)
Knowledge Nature +8 (1 Rank+ 4 Int +3 Class Skill)
Knowledge: Planes +8 (1 Rank, +4 INT, +3 Class Skill)
Knowledge: Religion +8 (1 Rank, +4 INT, +3 Class Skill)
Linguistics +9 (2 Ranks+ 4 Int +3 Class Skill)
Perception +7 (2 Ranks +3 Feat +2 race)
Profession: Sage +4(1 rank, +3 class skill)
Profession: Herbalist +4 (1 rank, +3 class skill)
Sense Motive +2 (1 Rank, +1 Wisdom)
Spellcraft +12 (4 Ranks+ 4 Int+ 3Class Skill+ 1 trait)
Survival +3 (2 ranks, +1 Wisdom)

Languages
Spoiler:

Common, Elven, Velondi, Draconic, Goblin, Gnome, Orc

Class Abilities:

Spoiler:

Cantrips per Core Rulebook

Spellbook per Core Rulebook

Arcane Bond (Bonded object: Ring) Per Core Rulebook
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 wielded. 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).

Universalist School

Hand of the Apprentice (Su): You cause your melee weapon to f ly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack
is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Elven Racial Traits

Spoiler:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get 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 skill checks.
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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose
from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Spell information and Spells Prepared:
Spells Per day:
0 - 4 DC 14
1 - 4 DC 15
2 - 3 DC 16

0: Detect Magic, Light, Ray of Frost, Ghost Sound
1: Charm Person, Comprehend Languages, Magic Missile, Silent Image
2: Detect Thoughts, Scorching Ray x2 x1.

Spellbook:

Spoiler:

0-level:
Abj: Resistance
Conj: Acid Splash
Div: Detect Magic, Detect Poison, Read Magic
Ench: Daze
Evoc: Dancing Lights, Light, Ray of Frost, Spark (APG)
Illus: Ghost Sound
Necro Bleed, Disrupt Undead, Touch of Fatigue
Trans Mage Hand, Mending, Message, Open/Close
Univ Arcane Mark, Prestidigitation

1: 9 Known
Conj: Mage Armor
Div: Comprehend Languages, Identify
Ench Charm Person +1 DC
Evoc: Magic Missile
Illus: Color Spray +1 DC, Silent Image +1 DC
Trans: Expeditious Retreat, Feather Fall, Reduce Person

2: 4 Known:
Conjuration: Web
Divination: Detect Thoughts
Evocation: Shatter, Scorching Ray
Illusion: Invisibility
Transmutation: Levitate

Gear:

Spoiler:

Masterwork Rapier +4 1d6 18-20 x2
Masterwork Composite Longbow, +1 Strength Bonus: +6 1d8+1 x3 100' 3lbs
Dagger 1d4 19/x2 10' 1lb p

Ammunition:
38 Arrows 6 lbs.
16 Durable Silver tipped arrows

Spell component pouch 3lbs
Belt pouch 1/2 pound
4 Platinum plates
3627 Gold orbs,
30 Silver nobles
58 Copper commons

Masterwork Backpack 2lbs
Bedroll 5 pounds
Pen & Ink (negligible)
10 sheets of parchment (negligible)
Scroll Case (1 pound)
2 Waterskins 4 lbs each, 8 pounds total

8 days rations 8 lbs
Spellbook 2lbs
Wand of Mage Armor (3 charges) 1 hr duration (1 lb)
Wand of Magic Missile (4 charges) 1d4+1 damage (1 lb)
Wand of Magic Weapon 50 Charges
2 potions of Cure Light Wounds 1d8+1
1 Holy Water

Scrolls in scroll case.

Spoiler:

Mage Armor, Magic Weapon, Burning Hands, Magic Missile, Teleport x2 (lv 9) He intends on copying the Teleport.

Spugnoir's Spellbook 1 lb

Spoiler:

Zero Level Spells: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, and Touch of Fatigue.
First Level Spells: Alarm, Charm Person, Comprehend Languages, Detect Secret Doors, Enlarge Person, Erase, Identify, Jump, Mage Armor, Magic Missile, Mount, Reduce Person, Sleep, and Unseen Servant.
Second Level Spells: Alter Self, Bear's Endurance, Blur, Bull's Strength, Cat's Grace, Darkvision, Detect Thoughts, Flaming Sphere, Invisibility, Levitate, Spider Climb, and Web.
Third Level Spells: Daylight, Dispel Magic, Fly, Gaseous Form, Haste, Lightning Bolt, Non-detection, Protection from Energy, Tongues, and Water Breathing.
Fourth Level Spells: Dimension Door, Fire Shield, and Scrying.

Unknown Spellbook l lb
Spoiler:

Disguise Self & Prestidigitation

Miscellany:

Spoiler:

16 Cold Iron arrowheads
Diamond Dust
[spoiler]

Light Load 43, Medium Load 86, Heavy Load 130
Total Gear Weight: 53.5 pounds, Medium Load (plus the fraction that coin weighs is still well under a Heavy load)