Kreighton Shaine, Maste rof Spells

Inathel Gunuthelan's page

52 posts. Organized Play character for Anthorg.


Full Name

Inathel Gunuthelan

Race

| HP: 12/12 | AC: 15 | F: +3, R: +5, W: +6 | Low-Light Vision, Perc: +4

Classes/Levels

| Speed 30ft

Gender

M NG Elf Wizard (Enchanter) 1

Size

M

Age

60

Alignment

NG

Deity

Desna

Languages

Common, Elven, Draconic, Gnomish, Orcish, Sylvan

Occupation

Academic

Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 12
Charisma 14

About Inathel Gunuthelan

Background:

Inathel was almost too perfect a son to the Gunuthelan family in Kyonin. He was as smart as the sages, despite not as agile as the elite warriors. His father Torq'al was proud to see him grow into a capable apprentice, always in the top of his class. The constant praise he received, coupled by the fact that he was an only son contributed to him being a typical arrogant young elven. His self-indulgence got to the point that he thought he had the right to read all the texts, and he learned to break into locks and get access to places he wasn't supposed to go.

One thing only stood in his way. His kind hearted mother Yala imprinted on him the desire to tend to the needs of others. More than once he was reprimanded for interrupting his lesson to help others trailing behind. Although some thought this to be his typical posture to seem more capable than the others, some realized he felt bad for the ones he knew would be punished for lack of advancement.

Over time, this behaviour became the main source of conflict between himself and his father, who wished him to focus on his education, not on those who couldn't keep up. One day, Torq'al was sent to patroling the borders of Kyonin, but perished foolishly from an orc ambush. Inathel believes that his father was distracted from their fighting and that caused him to fall into the trap. The young elf left Kyonin to change the scenery of his life.

He travelled for some time and improved his study of the arcane. He meditated on his life and chose to focus on the aspects of magic related to the mind. As instructed in his home, Inathel began writing a thesis on how mixing energies of different levels of power could affect the spellcaster. In his studies, he found something that he couldn't quite understand, which is the Hellknight organization. The elf just couldn't understand how an institution could be made based on blind obedience and little regard for morals or ideals.

During his studies of Hellknight history, he came accross a Citadel which has been abandoned. He decided to find that Citadel and study it. At the time, he didn't realize he also wanted a chance to own the fortress...

Appearance:

Inathel is a beautiful elf with long blonde hair tied up in a complex manner. He is tall and fit to be featured in any epic painting. When travelling, he wears simple clothes, carrying a crossbow, a dagger and a backpack over a cloak. A spell component pouch and a spellbook hanging from his side identify him as a student of the arcane arts. After a while travelling, however, he starts to forget to tidy his hair and clean his clothes, although he always makes sure to not emit body odor.

Personality:

Inathel is a spoiled elf brat, always making sure to appear superior to others and to be always right. He has little patience when people question his line of thought, but he seems to be infinitely patient when someone explains a problem to him. A careful and patient observer notes that he is kind hearted. However this trait of his seems to elude others, given that it's hidden behind an endless layer of self-indulgence.

STR 10, DEX 14, CON 10, INT 18, WIS 12, CHA 14
Elf (Whisper heritage)
Male
Medium Size
Wizard lvl 1 (Enchanter)
Hellknight historian background

Perception (t): +4

Combat stats:

Defense
AC 15
HP 12
Fort +3
Ref +5
Will +6

Offense
Speed 30 ft
Crossbow: +5 (1d8)
Trained: club, crossbow, dagger, heavy crossbow, and staff
Trained: Arcane Spell Attack, Arcane Spell DC

The Arcane:

Arcanse specialization: Enchantment
Arcane thesis: Spell blending
Thesis name: On the adding of arcane energies and considerations of its impact on the spellcaster

DC: 17
Spell Attack modifier: +7

School Spell: Charming Words

Prepared spells
Spell level (slots + spec): Prepared + spec
Cantrip (5+1): Dancing Lights, Detect Magic, Electric Arc, Mage Hand, Tanglefoot + Daze
1 (2+1): Charm, Grease + Fear

Spellbook:
Cantrip (10)
Daze, Dancing Lights, Detect Magic, Electric arc, Ghost Sound, Mage Hand, Message, Prestidigitation, Sigil, Tanglefoot

1st level (5+1)
Charm, Fear, Grease, Gust of Wind, Pest Form, Unseen servant

Feats, Skills and Languages:

Feats:
Ancestry (1st level) - Elven Lore
Skill (background) - Courtly Graces

Skills:
Arcana (t) +7
Nature (t) +4
Occultism (t) +7
Society (t) +7
Religion (t) +4
Diplomacy (t) +5
Crafting (t) +7
Thievery (t) +5
Lore -
Elven (t) +7
Engineering (t) +7
Architecture (t) +7
Wine (t) +7

Languages: Common, Elven, Draconic, Gnomish, Orcish, Sylvan

Equipment:

Magical gear
Family ring (Arcane Bond)

Normal gear - Bulk
Explorer's Clothing - L
Dagger - L
Crossbow - 2
Bedroll - L
Candle x10 - -
Chalk x10 - -
Oil - -
Soapx2 - -
Belt pouch - -
Flint & Steel - -
Waterskin - L
Backpack - -
Basic Crafter's Book - L
Writing set - L
Thieves' Tools - L
Rations x3 - L
Material component pouch - L
Rope - L
Compass - L
Mirror - -
Spellbook - L
Fine clothing - L

Money left: 9
Total Bulk: 3

Money transactions[/spoiler:

Money is tracked in sp. Decimals are cp

Spent
141 - Starting gear

Earned
150 - starting money

Special Class Abilities:

Arcane Bond - You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.

Ancestry:

Level 1 feat: Elven Lore

Heritage: Whisper elf - Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action.