Darius Finch

Keeyan Rayahn's page

68 posts. Alias of AGM Lemming.


Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 14
Charisma 10

About Keeyan Rayahn

Basics:

Character Name: Keeyan Rayahn
Character Race: Sylph
Character Class: Wizard/Diviner
Alignment: CG
Deity: Cayden Cailean

Current Moderator:
Adventure:

Gender: Male
Age: 85
Height: 6' 1"
Weight: 165 lbs
Eyes: Light Blue
Hair: White
Region:

Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages: Common(English), Auran, Spanish, French, Russian, Sylvan, Draconic


Appearance:

Keeyan appears to be a tall, slim human male with light blue eyes, pale skin and extremely blond (almost white) hair. He wears non-descript clothing that is well maintained and clean. A careful examination might reveal a couple small spots of an oily residue on his face.... (makeup covering the blue markings of a Sylph)

Stats & HP:

Strength: 10
Dexterity: 16 (5 points, +2 Racial Adjust)
Constitution: 12 (5 points, -2 Racial Adjust)
Intelligence: 16 (5 points, +2 Racial Adjust)
Wisdom: 14 (5 points)
Charisma: 10

Hit Points: 7 (d6+1: 7 + lvl 2 + lvl 3)


defense:

Armour Class: 13 (base 10; Dex +3)
Flatfooted Armour Class: 10
Touch Armour Class: 13

Combat Maneuver Defense: +13 (10 + BaB(0) + Str(0) + Dex(3))

Special Armour Class Notes:
+2 Racial Adjust to AC vs non-magical missiles for Breeze-Kissed trait

Save vs. Fortitude: +1 (base +0; Con +1)
Save vs. Reflex: +3 (base +0; Dex +3)
Save vs. Will: +4 (base +2; Wis +2)

Special Save Notes:
Energy Resistance 5 to Electrical attacks


Offense:

Initiative Modifier: +8 (+3 for Dex, +4 for Feat, +1 for Divination School)
Base Attack Bonus: +0
Melee Attack Bonus: +0
Ranged Attack Bonus: +3

Combat Maneuver Bonus: +0 (BaB +0 + Str +0)

Special Combat Notes : Forewarned Divination School: Always act in Surprise round even if I failed the perception roll.

Weapons :
Light Crossbow
17 Bolts


skills:

Total skill points earned: 6 (2 + Int(3) + Favored Class(1))/Level
Wizard class skills: Appraise(Int), Craft(Int), Fly(Dex), Knowledge(all)(Int), Linguistics(Int), Profession(Wis), and Spellcraft(Int).
Additional for Traits & Feat: Disguise, Stealth, Perception, and UMD

Base Skills:
Acrobatics: = +3 (Dex 3)
Bluff: = +0 (Cha 0)
Climb: = +0 (Str 0)
Diplomacy: = +0 (Cha 0)
Disguise: = +5 (Cha 0) 1 Ranks +3 [Class Skill] +1 Trait
Escape Artist: = +3 (Dex 3)
Fly: = +3 (Dex 3)
Heal: = +2 (Wis 2)
Intimidate: = +0 (Cha 0)
Knowledge (arcana): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Perception: = +6 (Wis 2) 1 Ranks +3 [Class Skill]
Perform: = +0 (Cha 0)
Ride: = +3 (Dex 3)
Sense Motive: = +2 (Wis 2)
Spellcraft: = +7 (Int 3) 1 Ranks +3 [Class Skill]
Stealth: = +12 (Dex 3) 1 Ranks +3 [Class Skill] +1 Trait, +4 Racial
Survival: = +2 (Wis 2)
Swim: = +0 (Str 0)

Background Skills:
Appraise: = +3 (Int 3)
Craft: = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (engineering): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Profession(Geek Squad): = +6 (Wis 2) 1 Ranks +3 [Class Skill]


Feats & Traits:

Feats:
1st Level: Precise Shot (No penalty for firing into melee)

Game Bonus feat: Cosmopolitan:
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. (Perception & UMD)

Wizard Bonus: Scribe Scroll

Traits:
- Combat: Slippery
Benefit: You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
- Social: Unwelcome Business: +1 to Disguise and it becomes a class skill. Also, ignore the -2 when disguised as a human.


Racial:

Race: Sylph
+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.

Native Outsider: Sylphs are outsiders with the native subtype.

Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Sylphs have a base speed of 30 feet.

Darkvision: Sylphs can see in the dark up to 60 feet.

**** Replaced by Whispering Wind: Spell-Like Ability: Feather fall 1/day (caster level equals the sylph's total level).

Energy Resistance: Sylphs have electricity resistance 5.

**** Replaced by Breeze-Kissed: Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.

Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Alternate Racial Traits:
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.


Class: Wizard : Divination/Foresight School:

Class: Wizard
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
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 held in one hand. 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).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: Divination/Foresight (Opposition: Illusion)
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Equipment & Gear:

Worn:
(1) Explorers outfit

(1) Arcane Bonded Object: Cell Phone
Worn in a protective case on a neck band. (Amulet)

Backpack
Bedroll
Trail Rations (2 days)
Waterskin(2)
Coffee Pot
Coffee, 1 lbs ground
Mess Kit - Plate, Bowl, Fork/Knife/Spoon, Cup
Waterproof Bag

Belt Pouch
2 Coca CloWa (CLW Potion)
2 LaCure single mini-bottle: (Slow healing, 1d4+1 lethal and 1d4+1 nonlethal, 1/minute)

Spell Component Pouch

Total weight carried: ?? lb.

Carrying capacity:
Light load: ->33 lb.; Medium Load: ->66 lb.; Heavy load: ->100 lb.


Money:

Money: 36 GP, 9 CP

Movement: 30'

Magic:

Spells Known:
0: All except Illusion
- Acid Splash: Orb deals 1d3 acid damage.
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Bleed: Cause a stabilized creature to resume dying.
- Chameleon Scales: Change the color of your skin to something else.
- Dancing Lights: Creates torches or other lights.
- Daze: Humanoid creature of 4 HD or less loses next action.
- Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Disrupt Undead: Deals 1d6 damage to one undead.
- Flare: Dazzles one creature (–1 on attack rolls).
- Grasp: Retry a Climb check as an immediate action
- Light: Object shines like a torch.
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whisper conversation at distance.
- Open/Close: Opens or closes small or light things.
- Prestidigitation: Performs minor tricks.
- Ray of Frost: Ray deals 1d3 cold damage.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
- Sotto Voce: Use your dry, rasping whisper to fill a creature with dread.
- Spark: Ignites flammable objects.
- Touch of Fatigue: Touch attack fatigues target.

1st: 6 (+2 paid 15 GP each)
- Adhesive Spittle: Spit a tanglefoot bag at a creature.
- Comprehend Languages: You understand all languages.
- Crafter's Fortune: Subject gains +5 on next Craft check.
- Heightened Awareness: Your recall and ability to process information improve.
- Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
- Technomancy: As detect magic, except detecting the presence of technological objects. Grants Technologist feat to understand technological items for 3 rounds/level.
- Unseen Servant: Invisible force obeys your commands.
- Windy Escape: Briefly become insubstantial, allowing an attack to pass harmlessly through you.

0: 3: Acid Splash, Detect Magic, Prestidigitation
1st: 3 (1 +1 INT +1 Divination)
- Adhesive Spittle
- Windy Escape
D - Heightened Awareness

DC Modifier for Spells: 10 + Spell Level + Int(3)


Character History:

Who am I? Why am I? What do I want?
These are good starting points for the telling of my life, but only cover the beginning. I was born long enough ago to cover a full human life, but I am not human. I mostly resemble an young, slightly tall but slender, pale skinned human male. I disguise my real heritage with make-up and attitude.

My childhood was a joy, playing with creatures of the air called by my parents as I was schooled in their reality and the ways of magic. It was a good number of years but, as I remember it now, it was too short.

As I reached my adult years my parents brought me to Earth and taught me of the terrestrial creatures. My introduction to the ways of humanity included a short stop at a filthy, but interesting place called New York City. A great many creatures lived there, squabbling over simple resources that were horded by some that had much more than they needed, and grasped at by those that had barely enough to survive.

It was a rude awakening. We departed there, traveling to a couple other cities and seeing some of the wilder areas. When my magical training was deemed complete and my parents declaring that I was ready to start my life on my own I selected a place on the edge of "civilization", a small city, and a small 'community' there. To better blend in with the local population I chose to join a place of higher learning and took a job to support myself while also assisting others. I became a college student at Norfolk State University, and did tech support for customers of an electronics store. I became a member of the Geek Squad....