Dressing in greens and greys, Ilithial is tall and lean, even for an elf. His fine wizard robes are usually covered by a drab forest cloak. His raven black hair is long and pulled back in a single knot. It is not yet touched by age. Unlike most elves he sports facial hair in the form of a goatee . His skin it wrinkle free; his face is ageless. His eyes shine a green of new spring grass and belies the serious expression he seems to always wear. He is seldom seen without his friend and companion Shimmer, an Azata Lyrakien. Shimmer is a tiny female of human shape except for her butterfly wings. Her only garment is a gossamer veil that nearly fails to hide anything but seems to do so more by making an observer look away embarrassed than by any actual covering. Shmmer is perfectly proportioned for her size and absolutely stunning to look at. Modesty seems unknown to her but her innocence usually seems to disarm any cause for concern.
personality:
Stoic and loyal, Ilithial is a vigilant watchmen of the politics of men. He was old in the standards of men when their current kings were born and has long watched Brevoy and her neighbors vie for land. He has a heart for justice and the patience of a long lived race. He is slow to trust but quick to give a chance. He works hard to protect the interests of the elves and fey. Often mistaken for being too serious, he loves music and laughs with close friends. He seems especially close to Shimmer and depends on her to remind him of things like social graces and diplomacy. Its not that is does not care about such things, its just that they often get in the way of expediency.
motivation:
Always a dutiful son of the elves, Ilithial works for their interests, but has a strong dislike for undead and will take every chance presented to end them.
background:
Ilithial hails from the Great Woods of Kyonin to the south. Trained in the formal arcane academies of his people he has become an accomplished wizard. Content in his academies after years of leading explorations to the ruins of the jungles to the south, he still keep his eyes and ears turned to the people of Brevoy and its surrounds. Now his council of elders has come to him and asked him to lend his expertise to this new cause to put down a threat to the lands.
Party Role:
I see Ilithial and his familiar working to gather to be source of arcane information for the party. He is well versed in most knowledge skills and has a high skill in spellcraft. He is a versatile wizard that has a high initiative and cab blast with the best of wizards. His familiar has a complementary skill set, being good at charisma based skills where he is weak.
In conflicts the wizard will focus on blasting buffing, and some battlefield control.
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 56 (10d6+10)
Fort +6, Ref +8, Will +9; +2 vs. enchantments, +2 circumstance bonus vs. effects that require hearing
Immune sleep Resist negative energy 10, positive energy 10
Weaknesses light sensitivity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mw cold iron dagger +4 (1d4-1/19-20)
Range +7
Special Attacks intense spells (+4 damage)
SQ arcane bonds (arcane bond [familiar]),
arcane focus,
bloodline arcana (energy spells that match bloodline energy deal +1 damage per die),
elven magic,
touch of rage,
versatile evocation
Weapons
MW Cold Iron Dagger
Armor
+1 deathless haramaki,
Gear
lesser ectoplasmic metamagic rod,
lesser empower metamagic rod,
lesser extend metamagic rod,
lesser piercing metamagic rod,
lesser toppling metamagic rod,
pearl of power level 1,
ring of counterspells (feeblemind)
Ring of Wizardry II
blood reservoir of physical prowess (4 charges)
staff of fire,
wand of infernal healing (50 charges);
wand of protection from evil (25 charges)
wand of magic missile (25 charges)
cloak of resistance +2,
eyes of the eagle,
handy haversack,
headband of vast intelligence +4,
earplugs,
spell component pouch,
spellbook (see below),
wrist sheath, spring loaded,
wrist sheath, spring loaded
Mirror of Life Trapping
Consumables
Elixir of Hiding X2 (10 stealth for an hour)
Scrolls: Comprehend Language, Protection from Evil, Obscuring Mist, See Invisibility, Globe of Invulnerability Lesser
Alchemicals for Power Components
Acid: +2 on earth based Dispel checks
Grease: Increase DC of Grease spell by 1, Wall of Iron and Stone, make 10 length slippery
Alchemist's Fire: Buring Hands, Flaming Sphere, & Fireball catch on fire if missed save, Resist Energy +2 per range so 24 at current level, and Scorching Ray 61 to hit and catch on fire if hit.
AntiToxin:
Liquid Ice: Cone of Cold +1 damage per die, Resist Energy +2 per range so 24 at current level
Tanglefoot Bag: Reroll a grapple check with Black Tentacles against one creature per bag and increase Web DC by 1
Spellbook:
5th—fire snake, overland flight, permanency, Summon Monster V, teleport, wall of force
4th—ball lightning, black tentacles, boneshatter, charm monster, Detect Scrying, emergency force sphere, false life greater, greater invisibility, resilient sphere, stoneskin, Summon Monster IV
3rd—arcane sight, dispel magic, displacement, fireball, haste, howling agony, communal resist energy, Summon Monster III, Vampiric Touch
2nd—bear’s endurance, bull’s strength, cat's grace, command undead, glitterdust, invisibility, mirror image, rope trick, scorching ray,
see invisibility, resist energy
1st—burning hands, expeditious retreat, feather fall, grease, infernal healing, mage armor, magic missile, protection from evil, reduce person, shield, vanish,
protection from evil
0 — acid splash, arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead, flair, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
Spellbook 2:
6th—freezing sphere, Disintegrate
5th—cone of cold, mage’s private sanctum, permanency, teleport, wall of force
4th—ice storm , shout, stoneskin, symbol of revelation, wall of ice
3rd—Fireball, Lightning bolt, arcane sight, dispel magic, elemental aura, fire trap, heroism, lightning bolt, phantom steed, seek thought
2nd—bull’s strength, false life, glitterdust, hideous laughter, make whole, resist energy, rope trick
1st—detect secret doors, endure elements, enlarge person, feather fall, mage armor, magic missile, obscuring mist, shield, shocking grasp
170 gp, 5 sp, 7 cp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Manipulation (9 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Touch of Rage +1 (4/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Versatile Evocation (10/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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3175 gold for extra spells in spell book and 650 more for last minute scribing
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Domain Influence (Luck, 6/day) (Sp) (Su) When your or familiar fails a save, the other can roll in their place.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (80 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects
both.
Starlight Blast (1/1d4 rounds, DC 12) (Su) 5-ft burst deals 1d4 holy damage + 1 for each step away from CG
(Ref neg.)
Traveler's Friend (1/day) (Su) Listening to lyraken's performance removes the effects of exhaustion and
fatigue.
Truespeech (Su) Speak with any creature that has a language.