About Filnefillan "Fil" LotusbowFilnefillian Lotusbow
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 Spoiler:
Str 12 Dex 16 Con 12 Int 18 Wis 12 Cha 12 BAB +1 CMB +2, CMD +5 Feats Spoiler:
Point Blank Shot, Scribe Scroll (Wizard Bonus) Game Bonus: Skill Focus: Perception, Precise Shot Traits: Spoiler:
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...):
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
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
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:
0: Detect Magic, Light, Ray of Frost, Ghost Sound
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
2: 4 Known:
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:
Spell component pouch 3lbs
Masterwork Backpack 2lbs
8 days rations 8 lbs
Scrolls in scroll case.
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Mage Armor, Magic Weapon, Burning Hands, Magic Missile, Teleport x2 (lv 9) He intends on copying the Teleport. Spugnoir's Spellbook 1 lb
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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:
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16 Cold Iron arrowheads Diamond Dust [spoiler] Light Load 43, Medium Load 86, Heavy Load 130
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