Rogue Elf

Judeau Rickert's page

20 posts. Alias of Tie My Shöelace.


Race

[spoiler=Spells Prepared]0- Acid Slash, Detect Magic, Mage Hand, Message, Prestidigitation || 1- Grease, Mage Armor (x2), Obscuring Mist

Classes/Levels

2- Glitterdust, Invisibility, Web[/spoiler]

Gender

AC: 13(17)/13/10(14) HP: 17/17 SAVES: 1/4/4 INIT: +13 PER: +7 CMD: 14 LLV, Keen Senses

About Judeau Rickert

Cruch:

Judeau Wizard 3
Init +13; Senses Perception +3, Low-light Vision, Keen Senses
==DEFENSE==
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
hp 17 (3d6)
SR 0
Fort +1, Ref +4, Will +4
Defensive Abilities Elven Immunities (PFCR 22)
==OFFENSE==
Spd 30 ft/x4
Melee MWK Quarterstaff +2 (1d6) 20/x2 double
Melee Melee Dagger +1 (1d4) 19-20/x2
Ranged Longbow +4 (1d8) 20/x3
Special Attacks Summoner's Charm (PFCR 80)
==STATISTICS==
Str 10, Dex 17, Con 10, Int 19, Wis 12, Cha 7
BAB +1, CMB +1, CMD +14
Feats Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132), Spell Focus (Conjuration) (PFCR 134)
Skills Fly +7, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (planes) +10, Linguistics +9, Spellcraft +10 [Identify properties of magic items +12]
SQ Elven Magic (PFCR 22), Arcane Bond (PFCR 78)
MC Arcane School (PFCR 79-82), Scribe Scroll (PFCR 78), Spellbook (PFCR 79), Wizard Bonus Languages (PFCR 78), Wizard Cantrips (PFCR 79), Wizard Spells (PFCR 78)
Traits Arcane Dabbler (Elf) (Race: Elf) (PFCo: EoG 15), Reactionary (Combat) (PFAPG 328)
Languages Celestial, Common, Draconic, Elven, Infernal, Orc, Sylvan, Terran
==Magic==
Eq'd Magic Ring of Sustenance (R)

Spellbook & Spells Prepared:

----- 0-Level Spells -----
[S]Acid Splash
[X]Detect Magic
Ghost Sound
[X]Mage Hand
[X]Message
[X]Prestidigitation
Read Magic
----- 1st-Level Spells -----
Enlarge Person
[X]Grease
[XS]Mage Armor
[X]Obscuring Mist
Silent Image
Ventriloquism
----- 2nd-Level Spells -----
[S]Glitterdust
[X]Invisibility
Mirror Image
[X]Web

Familiar Crunch:

Init -; Senses Perception +4, Dark Vision
==DEFENSE==
AC 20, touch 15, flat-footed 17 (+5 Natural Armor, +3 dex, +2 size)
hp 8
SR 0
Fort +2, Ref +4, Will +3
Defensive Abilities Improved Evasion
==OFFENSE==
Spd 30 ft/x4
Melee Sting +6 (1d2-4/x2 plus poison: fort 11/6rds, 1d2 Str dmg, )
Special Attacks Deliver Touch Spells
==STATISTICS==
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
BAB +1, CMB +2, CMD +8
Feats Weapon Finesse
Skills Climb +7, Stealth +15
SQ Empathetic Link, Share Spells

–– SPECIAL QUALITIES ––
• DARKVISION 60 FT (Ex): Ability to see with no light source at all, out to the range specified. Darkvision is black-and-white
only (colors cannot be discerned). The presence of light does not spoil darkvision. (PFUM 118)
• RACIAL MODIFIER : +4 Climb, +4 Perception, +4 Stealth

–– SPECIAL ABILITIES ––
• ALERTNESS (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
• IMPROVED EVASION (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an familiar takes no
damage if it makes a successful saving throw and only half damage if the saving throw fails. (PFCR 53)
• SHARE SPELLS (Ex): Wizard may cast a spell with a target of “You” on this familiar. Wizard may cast spells on this familiar even
if the spells normally do not affect familiar type. (PFCR 52)
• EMPATHIC LINK (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate
emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be
shared. The master has the same connection to an item or place that his familiar does.
• DELIVER TOUCH SPELLS (Su): A familiar can deliver touch spells for him. If the master and the familiar are in contact at the
time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell
just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
• MASTER BONUS: The master of a Greensting Scorpion familiar gains a +4 bonus on initiative checks.

–– FEATS ––
• WEAPON FINESSE: With a light or natural weapons, you may use your Dexterity modifier instead of your Strength modifier on attack
rolls. (PFCR 136)

Race & Class Abilities:

"-- ELVEN RACIAL TRAITS --
• Dex: +2, Con: -2, Int: +2
• TYPE: Humanoid (Elf)
• SIZE: Medium
• LOW-LIGHT VISION: Elves can see twice as far as humans in conditions of dim light
• KEEN SENSES: Elves receive a +2 racial bonus on Perception skill checks.
• ELVEN IMMUNITIES: Elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells or 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.
• WEAPON FAMILIARITY: Elves are proficient with long and short bows
(including composite), longswords, and rapiers, and treat any weapon with the word
“elven” in its name as a martial weapon.
• Automatic Languages: Common, Elven
• Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan

-- CLASS ABILITIES --
• FAVORED CLASS (Wizard) : You've gain the following bonuses: +3 Hit Point.
• ARCANE BOND: You have selected Greensting Scorpion familiar. It grants +4 bonus
on initiative checks. See the rules for familiars in [PFCR 82-83]. (PFCR 78).
• ARCANE SCHOOL: You are a wizard of the Conjuration (Teleportation) school, you
are forbidden from using Abjuration, or Necromancy schools. Preparing a spell from a
forbidden school takes up two slots of the given level. You have the following school
powers:
- Shift: You can teleport to a nearby space as a swift action as if using
dimension door. This movement does not provoke an attack of opportunity. You must be
able to see the space that you are moving into. You cannot take other creatures with
you when you use this ability (except for familiars). You can move 5 ft. You can use
this ability 7 times per day. (PFAPG 147).
- Summoner's Charm: +1 round to duration of Conjuration (summoning) spells.
(PFCR 80). (PFCR 79-82).
• SCRIBE SCROLL: You gain Scribe Scroll as a bonus feat. (PFCR 78).
• SPELLBOOK: The wizard must prepare all spells from a spellbook, except Read
Magic. (PFCR 79).
• WEAPONS AND ARMOR: You are skilled with club, dagger, light crossbow,
quarterstaff, weapons. You are proficient with no type of armor, and no shields.
Armor and shields may interfere with casting, requiring a Arcane Spell Failure roll
[PFCR 83]. (PFCR).
• WIZARD BONUS LANGUAGES: The wizard can select Draconic as a bonus language
at 1st level. (PFCR 78).
• WIZARD CANTRIPS: The wizard can cast known 0-level spells at will. (PFCR 79).
• WIZARD SPELLS: A wizard may know any number of spells, and cast them according
to the spell progression in PFCR 78. (PFCR 78).

Feats/Traits/Weapons/Misc:

-- GENERAL FEATS --
• SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR
134)

-- COMBAT FEATS --
• IMPROVED INITIATIVE: You get a +4 bonus on initiative checks. (PFCR 127)

-- ITEM CREATION FEATS --
• SCRIBE SCROLL: Scribe scroll as per the rules in PFCR 552. (PFCR 132)

-- TRAITS --
• ARCANE DABBLER (ELF) (Race: Elf): You may cast a 0-level arcane spell 1/day
as a spell-like ability. Your caster level is equal to your highest class level in a
spellcasting class; if you have no caster level, it functions at CL 1st. The save DC
is Int or Cha based (chosen when you select this trait). (PFCo: EoG 15)
• REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG
328)

-- WEAPONS --
• LONGBOW: You need at least two hands to use a bow, regardless of its size. A
longbow is too unwieldy to use while you are mounted. If you have a penalty for low
Strength, apply it to damage rolls when you use a longbow. [Weapon 2 (PFCR)]
• MELEE DAGGER: You get a +2 bonus on Sleight of Hand checks made to conceal a
dagger on your body (see the Sleight of Hand skill). [Weapon 3 (PFCR)]

-- MAGIC ITEMS --
• RING OF SUSTENANCE: This ring continually provides its wearer with
life-sustaining nourishment. The ring also refreshes the body and mind, so that its
wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The
ring must be worn for a full week before it begins to work. If it is removed, the
owner must wear it for another week to reattune it to himself. [CL: 5th] [Ring (RH)
(PFCR 483)]

Equipment:

Armor Mage Armor(+4 AC)
Shield
Belt
Body
Chest
Eyes
Feet
Hands
Head
Headband
Neck
Ring #1 Sustenance
Ring #2
Shoulders
Wrists

Easy Access Items
•MWK Quaterstaff
•Dagger
•Longbow
•Quiver: 20 Arrows
•Spell Component Pounch (x2)

Other Equipment
Traveler's Robe 4 lbs
Bedroll 5 lbs
Backpack
Acid (Flask) 1 lbs
Alchemist Fire 1 lbs
Bell 0 lbs
Candle 0 lbs
Chalk 0 lbs
Charcoal 0 lbs
Earplugs 0 lbs
False-Bottomed Cup 0 lbs
Fishhook 0 lbs
Flint and Steel 0 lbs
Holy Water 1 lbs
Oil 1lbs x3
Parchment 0 lbs x2
Paper, Sheet 0 lbs
Paper, Rice 0 lbs x2
Paper Candle Firework 0 lbs
Rations 1 lbs x2
Sewing Needle 0 lbs
Tindertwig 0 lbs
Various bits of torn cloth 0 lbs
Waterskin 0 lbs
Wandermeal 0 lbs x12
Whistle, Signal 0 lbs
Whistle, Silent 0 lbs

Fluff:

Judeau grew up in a house with a ex-General for a father and tyrannical mother. His father started training him for combat at a young age, working on speed and agility and reaction times. As Judeau got older training shifted towards the focus of sword fighting and tactics. Judeau easily understood the tactical parts of his training, but the swords and other weapons, he just never had the strength to do much damage with them, and he would constantly leave himself open as he attacked earning punishment from his father. One session left him with two nice scars on his face because his father was so angry with his shortcomings.
While Judeau's father was extremely focused on the physical aspect of his growth, his mother was the complete opposite, She was devoutly focused on magic. She was always having him study every moment she was able to. Teaching him all the ways magic could be used. This was slightly easier than combat training for Judeau since he was a smart boy but still he hated the lack of freedom his family imparted on him. His mother however thought he was incompetent because he had only mastered one spell and didn't appear anywhere close to mastering any other (even though that wasn't particularly true). She would always yell at him to do better and constantly pull "pranks" on him with her own magic to "teach" him lessons.

After one grueling night of his mother looming over him and correcting his writing technique Judeau had enough. He yelled at his mother and stormed off. Later that week both of his parents called him into the office, he knew it was bad when ever they both wanted to talk to him. They kicked him out of the house for being ungrateful of their training and that others would kill to be in his shoes right now. They allowed him to gather a few of his things before he left and off he went into the world.

The first city he went to mistook him for a young child and he was almost instantly swept to an orphanage by some good-hearted (though wrongly assumed) people in town. At first he was just going to stay a few nights to recover from his "long" (it wasn't that long) travels, but after realizing this was a great place to get free food and just relax he decided to stay until he was more mature and capable.

However, several years later he is still in the orphanage and it has left him very bitter and he is unsympathetic to any he meets believing his life to be much worse than any of theirs. He is very brazen when he talks and has very little tact as well, this usually leads people to start throwing punches but his training has made it relatively easy for him to get out of these situations. He is extremely agile due to his fathers training and no one (usually kids) have even come close to matching his father's speed. He believes himself to be always right, but is solidly proven wrong will begrudgingly admit that he is. Though he won't forget who proved him wrong and tends to go out of his way to prove them wrong.

He spends lots of time in his room studying his spellbook hoping to be able to figure it out someday. Many of the other kids make fun of him for it saying it is a useless waste of time for him, but still he tries anyway.