About Keeyan Rayahn
Character Name: Keeyan Rayahn
Character Race: Sylph
Character Class: Wizard/Diviner
Deity: Cayden Cailean
Character Level: 1
Known Languages: Common(English), Auran, Spanish, French, Russian, Sylvan, Draconic
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:
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)
Hit Points: 7 (d6+1: 7 + lvl 2 + lvl 3)
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:
Save vs. Fortitude: +1 (base +0; Con +1)
Special Save Notes:
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.
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
Feats & Traits:
1st Level: Precise Shot (No penalty for firing into melee)
Game Bonus feat: Cosmopolitan:
Wizard Bonus: Scribe Scroll
+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:
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:
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.
Arcane School: Divination/Foresight (Opposition: Illusion)
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:
(1) Explorers outfit
(1) Arcane Bonded Object: Cell Phone
Spell Component Pouch
Total weight carried: ?? lb.
Money: 36 GP, 9 CP
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)
0: 3: Acid Splash, Detect Magic, Prestidigitation
DC Modifier for Spells: 10 + Spell Level + Int(3)
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....