Kreighton Shaine, Maste rof Spells

Lothorian Sativa's page

306 posts. Alias of Dave Young 992.


Full Name

Lothorian "Lefty" Sativa

Race

Elf

Classes/Levels

U. Rog 1, Evok 4, AT 1 HP 44/44 | AC: 22/18 T: 14 F: 15 |CMB: 3 CMD: 17 | F +4 R +5 W +5 | Init +5 | Perc: +11|

Gender

M

Size

M

Age

113

Alignment

CN

Deity

Calistria, Cayden Cailean

Languages

Abyssal, Celestial, Common, Draconic, Dwarf, Elf, Goblin, Sylvan, Undercommon

Strength 10
Dexterity 16
Constitution 12
Intelligence 21
Wisdom 10
Charisma 8

About Lothorian Sativa

Defense:
Initiative: +5, Senses: Low-light vision, Perception: +11
AC: 18/14/15 (+3 dex, +1 ring, +4 armor)
hp: 44 (28, +4 Favored, +6 con, +6 Toughness)
Saves: F +4, R +5 W +5
Offense:
Speed: 30'
Melee: +1 Rapier +7 (1d6+1 P, 18-20, x2)
MW Dagger +7 (1d4 P or S, 19-20 x2)
Ranged: Dagger +7 Ranged Touch +6
BAB: +3, CMB +3 CMD +16
Sneak Attack +2d6

Skills:
All skills listed are class skills
Ranks/Points

acrobatics 4+3+3/10
appraise 1+3+4/8
bluff 1+3/4
climb 1+3/4
craft 0
diplomacy 1+3/4
disguise 1+3/4
disable device 6+3+3/12 {14 w/tools} +1 traps
escape artist 4+3+3/10
fly 1+3+3/7
intimidate 1+3/4
knowledge (arcana) 2+3+4/9
knowledge (dungeoneering) 2+3+4/9
knowledge (engineering) 1+3+4/8
knowledge (geography) 1+3+4/8
knowledge (history) 2+3+4/9
knowledge (local) 1+3+4/8
knowledge (nature) 1+3+4/8
knowledge (nobility)1+3+4/8
knowledge (planes) 2+3+4/9
knowledge (religion) 1+3+4/8
linguistics 2+3+4/9
perception 6+3+0+2{racial}/11 +1 traps
profession (gambler) 6+3+0/9 {background skill}
sense motive 1+3/4
sleight of hand 6+3+3/12 {background skill}
spellcraft 2+3+4/9 {+2 identify magic items}
stealth 6+3+3/12
swim 2+3/5
use magic device 1+3/4

Languages Common, Celestial, Draconic, Elven, Goblin, Orc, Sylvan, Undercommon

20 base, 30 bonus, total 50


Racial Traits:
•+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
•Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
•Normal Speed: Elves have a base speed of 30 feet.
•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
•Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and 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.
•Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
•Weapon Familiarity: Elves are proficient with longbows (including composite composite longbows), longswords, rapiers, and shortbows (including shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Arcane Trickster:
Hit Die: d6.

Requirements
To qualify to become an arcane trickster, a character must fulfill all of the following criteria.

Alignment: Any nonlawful.

Skills: Disable Device 4 ranks, Escape Artist 4 ranks, Knowledge (arcana) 4 ranks.

Spells: Ability to cast mage hand and at least one arcane spell of 2nd level or higher.

Special: Sneak attack +2d6.
Ranged Legerdemain (Su)
An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Equipage:

Bonded Object: Ring (Cast any spell known 1/day)

Gear: Spellbook 3 lbs. Free
Wizard's Kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10, ditched), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one. 11 lbs. 21gp
Extra Spell Component pouch 2 lbs. 5gp (kept in backpack)
Explorer's outfit 8 lbs. Free
Sack 1/2 lb. 1sp
2 Parchment - 4sp
Liquid Ice: Also known as “alchemist's ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.
Create: Craft (alchemy) DC 25
POWER COMPONENT
Source Adventurer's Armory
EFFECT
Liquid ice augments cold magic.
Cone of Cold (M): The spell deals +1 point of damage per caster level.
Gentle Repose (M): The spell's duration increases to 2 days per level.
Ray of Frost (F): The spell deals +1 point of damage.
Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
Protection from Energy (M): If cast to ward against fire, increase the amount of fire damage absorbed by 5.
Resist Energy (M): If cast to ward against fire, increase the fire resistance to 12. At caster level 7th, you may use two jars of liquid ice as a power component to increase the fire resistance to 24. At caster level 11th, you may use three jars as a power component to increase the fire resistance to 36. 40 gp.
MW thieves' tools, 100 gp

Magic Items
Ring of Protection +1 (NOT self-crafted!) 2000
Weapons: +1 Rapier, 2320
MW Dagger, 305
Armor: Mithral Chain Shirt, 1100
Cloak of Resistance +1, 1000
Wand Infernal Healing, 43 charges, 750
Wand of True Strike, 49 charges, 750
Handy Haversack, 2000
Scrolls:
Twilight Knife 450
Teleport
Invisibility x3 300x3
Comprehend languages x2 150x2

Total: 14,415
Gold: 4283.5
Capacity: 43/86/130


Admixture School:
Admixture School
Associated School: Evocation. Opposed Schools: Enchantment, Necromancy
Arcane Bond If Lothorian attempts to cast a spell without his ring, he must make a concentration check (DC 20 + the spell’s level) or lose the spell. Once per day, Lothorian may use his ring to cast any single spell from his spellbook, even if it is not prepared, as if he had memorized it that morning.
Elven Magic Lothorian adds a +2 bonus to all caster level checks to overcome spell resistance.
Versatile Evocation (Su) When Lothorian casts an evocation spell that does acid, cold, electricity, or fire damage, he may change the damage dealt to one of the other four energy types 7/day.

Replacement Powers: The following school powers replace the force missile and elemental wall powers of the evocation school.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon's frigid breath weapon (a supernatural ability), but not a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.

Background:
Lothorian Sativa spent much of his youth gambling and partying, not concerned about the future as long as he had enough coin for a drink and a room. He might have continued on that path, were it not for the intervention of his family. They knew he was capable of more, and convinced him to try a little wizardry, due to his quick mind, hoping he'd find some discipline in the art.

Lothorian was apprenticed to Elaes after the evoker met his parents. Both parties agreed that he was unfocused, even for a young elf, and Elaes taught him how to do flashy and impressive evocations, among other spells. Lothorian learned quickly, but resented his lack of choice in his career. He had to admit, though, he was pretty good at it, and decided that even though evokers sometimes get a bad rap, he would prove the usefulness of creating fire and ice (and other things) from thin air.

It wasn't long before Lefty found himself a member of the Wild Wolves. While mercenaries are generally considered hired swords, he wasn't a good fighter, but there were plenty of others in the group who were. He specialized in reconnaissance, gathering intel and using his magic to augment the party's capabilities.

He was on such a mission by himself, spying on a pair of rich nobles who were secretly supporting an invasion force, when the party had their encounter with the lich. He was in awe of their transformation, and bit envious that he hadn't been changed, too. However, given the kind of work he did, it wasn't helpful to stand out in a crowd, so his unaltered form was probably a good thing for him.

While the changed members were rather fearsome-looking, they were still the same people on the inside, more or less. They were just scarier, if you didn't know them.

Lefty feels a lot of pride in being a Wild Wolf. He's not especially close with most of them, but feels he can count on them when things get dangerous. He feels an affinity for Liam, with his uncanny grace, and Taldarion, who's full of surprises with his dragon-like abilities. Each brings a unique set of talents that support the whole, and he's dedicated to doing his part; scouting ahead and using his mix of skills and magic to keep the party aware of threats before they stumble on them.

He wishes he had gone on the mission with the lich, thinking he might have spotted the threat before it so changed his comrades. It wasn't his call, but he wonders if he could have affected the outcome.

Appearance:
Lothorian looks like a typical elf. He has blond, almost white hair, large green eyes, and is 6'3" tall, but weighs only 147 lbs. He's pale, even for an elf, and looks like he could use some more sunshine.

He favors simple, utilitarian clothes with lots of pockets, in dark colors of green, blue, gray and black, usually with a dark gray, hooded cloak. However, there is always a bright, multicolored accent somewhere, such as a gaudy scarf or an embroidered sleeve, reflecting his penchant for bright, colorful evocation spells.


Spells Prepared:
0 (DC 15) 4/day: Dancing Lights, Detect Magic, Message, Ray of Frost

1 (DC 16) 5+1/day: Shield x2, Snowball x3

2 (DC 17) 3+1/day: Invisibility x2, Scorching Ray x2

3 (DC 18) 2+1/day: Haste, Fireball x2