Hooded Man

Laucian Prydralin's page

1 post. Alias of Dapper Crow.


Full Name

Laucian Prydralin

Race

Init 3 | AC 13 FF 10 T 13 | Fort 1 Ref 5 Will 3 | CMB 0 CMD 13 | Longsword +0, (1d8/19-20); Short Bow +3, (1d6/x3)

Classes/Levels

Wizard 1 | HP 7/7 | Perc +5

Gender

Prepared Spells:

Spoiler:
0th: Acid Splash, Detect Magic, Light 1st: Charm Person, Shield, Sleep

Size

Elf, 5'6"

Age

149

Alignment

LN

Languages

Celestial, Common, Draconic, Elven, Gnome, Goblin, Thassilonian

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 12
Charisma 13

About Laucian Prydralin

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History

Spoiler:

Growing up among elves around the edge of the Mierani Forest, Laucian was at first tagged to be a fine archer, and to this day, he enjoys using a bow. However, as he matured, it quickly became apparent that he had the intellect to become a much rarer breed: a talented wizard. To keep him from being drawn into the conflict of the inner forest, his parents sent Laucian across the Gulf to study at the Stone of the Seers in Magnimar. The trip was safely uneventful, but from a distance, Laucian was impressed by some of the great structures he saw crumbling on the side of the Hollow Mountain.

After his introductory studies at the magic school, Laucian wanted to take a break. While he had plenty of practical skills, he had no task to apply himself. Part of what he had learned in addition to the raw arcane arts included stories about the ancient magical and great Thassilon civilization. He now knew how the great statues and bridges that he saw crumbling on Hollow Mountain had come to be. Laucian was curious as to why (and slightly frustrated at the fact) the Varisia of his day could not catch up to such wonders.

He then assigned himself a task of starting to move the current Varisia back to the grandeur of the Thassilons. Laucian did this through writing and criticism of the current leaders. Of course, he was not brash in this goal, and always strove for tact and practical advice. To gain this knowledge to back this advice, he volunteered to be part of the expeditions to various monuments scattered around the land. He spent the following couple of years traveling to various sites and learning as much as he could about the ancient culture, writing each time he returned to Magnimar.

On the present day, Laucian is returning from Kaer Maga. An entire significant community built entirely inside a single monument was something he was very happy to have seen. The final leg of his journey would be a boat out of Sandpoint back to Magnimar.

Background Skills:

Artistry (Critism) +8, Artistry (Philosophy) +8

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Appearance

Spoiler:

Laucian is small for an elf, at only 5'6", but his body does not appear frail or flabby. Travel has kept him in shape despite his long hours at the writing desk. He has straight, light hair but slightly darker skin.
Perhaps this is from the dirt of his expeditions. His clothes are sturdy but not worn as he likes to appear more rugged than his contemporaries but is more pampered on the road than most travellers.

His gaze is piercing and fierce when he is in thought or debating. However, a slight smile when trying to be friendly to a new aquaintance morphs his features entirely into someone trustworthy.

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Personality

Spoiler:

Laucian thinks rather highly of himself. Dedication to the spread of his books and sometimes controversial ideas has taught him to appear friendly and compromising when needed. Being willing to play by the rules set by others has kept him from getting in trouble with local leaders and rulers. However, he never forgets his end goals and rarely gives up on them.

He respects the writers that are his rivals, but only when they also remain true to their own convictions. Once he has changed an opponent's mind, Laucian becomes significantly less interested in what they have to say, since he considers himself the leader of the views he teaches. By extension, he considers all of his own readers unable to think for themselves, and so he must teach them the best way to think through his writings. Laucian does not think of himself as manipulative because he also sincerely believes the arguments that he proposes at their face and with no hidden motives. Of course, this pure intention didn't prevent him from dabbling in Enchantment in order to teach others to think like him.

He thinks of his colleagues on expeditions in similar ways. Anyone can command his respect while they are performing a task better than Laucian honestly thinks he could. However, he refuses to unconditionally trust anyone on everything. Again, he thinks little of anyone who fawns over him excessively, like some younger students would, though he would never outwardly show it.

Conk, in a stark contrast, is named for his tendency for knocking things over while running around the room, distracting Laucian while he works. When not in danger, the weasel enjoys attracting attention from others. While usually a little too serious, Laucian also appreciates his companion's ability to make him forget his own thoughts and smile at the weasel's illusory clumsiness.

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Stat Block

Spoiler:

Laucian Prydralin
Male Elf enchanter 1
LN Medium humanoid (elf)
Init +3, Senses low-light vision; Perception +5
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 Dex, )
hp 8 ((1d6)+2)
Fort +1, Ref +5, Will +3, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Ranged acid (flask) +3 (1d6)
Ranged shortbow +3 (1d6/x3)
Ranged alchemist's fire (flask) +3 (1d6)
Melee longsword +0 (1d8/19-20)
Special Attacks Dazing Touch,

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TACTICS
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STATISTICS
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Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 13,
Base Atk +0; CMB +0; CMD 13
Feats Alertness, Scribe Scroll, Spell Focus (Enchantment)
Skills Appraise +8, Craft (Books) +8, Diplomacy +8, Knowledge (Arcana) +9, Knowledge (History) +9, Spellcraft +9, Spellcraft (Identify magic item) +11,
Traits Classically Schooled, Influence (Diplomacy), Scholar of the Ancients,
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Thassilonian
SQ arcane bond, arcane school, cantrips, elven immunities, elven magic, enchanting smile, enchantment school, familiar, familiar's alertness ability active, keen senses, low-light vision, necromancy opposition school, transmutation opposition school, weapon familiarity,
Combat Gear acid (flask), alchemist's fire (flask), sunrod (3),
Other Gear scholar's outfit, spell component pouch, shortbow, arrows (20) (2), whistling arrows (20), longsword, spellbook (wizard's/blank), 25.0 gp
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SPECIAL ABILITIES
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Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.

Arcane School

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Classically Schooled Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more than 1 hit dice are unaffected. You may use this ability 7 times per day.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) 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.

Enchanting Smile (Su) You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks.

Enchantment School You have chosen to specialize in enchantment spells.

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Influence (Diplomacy) Your position in society grants you special insight into others, and special consideration or outright awe from others.Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Transmutation Opposition School You have chosen transmutation spells as an opposition school. Preparing an transmutation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an transmutation spell as a prerequisite.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

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Spellbook (Wizard's/Blank)
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Wizard Spells
1st -charm person, color spray, hypnotism, identify, magic missile, shield, *sleep
0th -acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, haunted fey aspect, light, prestidigitation, ray of frost, read magic, resistance, spark

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Familiar: Conk the Weasel

Spoiler:

Conk
Male Familiar Weasel animal 1
None Tiny animal/magical beast (familiar, augmented magical beast, familiarbase)
Init +2, Senses low-light vision; scent, Perception +1
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DEFENSE
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size )
hp 4 ((1d8))
Fort +2, Ref +4, Will +3

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OFFENSE
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Speed 20 ft. Climb 20 ft.
Melee bite +4 (1d3-4)
Space 2.5 ft. Reach 0 ft.
Special Attacks Attach,

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TACTICS
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STATISTICS
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5,
Base Atk +0; CMB +0; CMD 6 (10 vs trip)
Feats Weapon Finesse
Skills Appraise -1, Craft (Books) -1, Escape Artist +3, Knowledge (Arcana) -1, Knowledge (History) -1, Knowledge (Religion) -1, Spellcraft -1,
Communication Empathic Link,
SQ alertness, empathic link, improved evasion, low-light vision, scent, share spells,
Combat Gear
Other Gear bite, 0.0 gp
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Attach (Ex) When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage each round.

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.

Familiar

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

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