![]()
About Lunal NivaleStatistics:
Androgynous Sylph Arcanist (Aeromancer) 5
CG Medium Outsider (Native) Init +7; Senses Perception +1; darkvision 60 ft. ------------------------------ DEFENSE ------------------------------ AC 14, touch 13, flat-footed 11 (+1 armor, +3 dex) hp 32 Fort +3, Ref +5, Will +6 Resist electricity 5 ------------------------------ OFFENSE ------------------------------ Speed 35 ft. Melee Dagger +1 (1d4-1) Ranged Light Crossbow +5 (1d8)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Energy Resistance Sylphs have electricity resistance 5. Spell-Like Ability Sylphs can use feather fall 1/day (caster level equals the sylph’s total level). Darkvision Sylphs can see perfectly in the dark up to 60 feet. Storm in the Blood A sylph gains fast healing 2 for 1 round anytime she takes electricity damage (regardless if it gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability. Quick Reactions Members of this race gain a +2 bonus on initiative checks. Like the Wind A sylph with this racial trait gains a +5 foot bonus to her base speed. Outlander (Lore Seeker) You gain a +1 trait bonus on Knowledge (arcana) checks. Pick 3 arcane spells. They function at +1 caster level when you cast them, and their save DCs gain a +1 bonus. Arcane Temper You gain a +1 trait bonus on concentration and initiative checks. Arcane Reservoir (8/11) The arcanist’s arcane reservoir holds a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. The arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts a spell. She can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. Consume Spells At 1st level, an arcanist can expend an available arcanist spell slot of at least 1st level as a move action. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. Air Mastery Whenever an aeromancer expends a point from her arcane reservoir to increase the caster level of a spell with the air, cold, electricity, or sonic descriptor, she increases that bonus by an additional 1. If the aeromancer expends a point from her arcane reservoir to increase the saving throw DC of a spell with the air, cold, electricity, or sonic descriptor, she increases it by an additional 1. Arcanist Exploits At 1st level and every 2 levels thereafter, the arcanist learns an arcane exploit. Potent Magic Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1. Quick Study The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. This is a full-round action that provokes. The arcanist must be able to reference her spellbook. School Understanding (Evocation (Admixture)) The arcanist selects a wizard arcane school. The arcanist gains one ability of that school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. As a swift action the arcanist can expend 1 point from her arcane reservoir to gain use of the other ability gained at 1st level for her selected school. Versatile Evocation (5/day) 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. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Wind’s Embrace At 5th level, an aeromancer can expend 2 points from her arcane reservoir to call upon the winds to gently carry her through the air while protecting her from harm. She is affected as though by the spell air walk and is surrounded by protective winds that function similarly to a wind wall spell, except the effect surrounds only the aeromancer and moves with her wherever she goes. Both of these effects last for 1 minute. Spells:
------------------------------ SPELLS ------------------------------ 0th (At Will | All Known | Prepare 6) Detect Magic Light Mage Hand Daze Jolt Read Magic 1st (6/day | Prepare 4)
2nd (4/day | Prepare 2)
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb. Current Load Carried 10 lb. Money 855 GP 6 SP 5 CP
Expenses
Background:
Gallus Nivale was born to human parents in the city of Oppara. They had two siblings, a brother named Lydus two years younger, and a sister named Novia four years younger. Their parents, Nero and Fridia, were tailors for the upper class of the city. Their parents had been laborers and they struggled to raise their station in life, and appearances meant everything to them. So when Gallus was revealed to have some kind of outsider blood, they made quick work to get more children and worked to hide Gallus away. It started as quiet shame, making Gallus work in the back and not letting them be too public about their life. But it got worse as the kids became teenagers and became harder to ignore and control. Gallus began going out on their own more often and rumors began circulating. It did not help that Gallus had a complete disregard for polite society and all the normal assumptions about culture, disregarding and questioning them like a studied anthropologist. The rumors were not that malicious, all things considered, but Nero became obsessed with understanding where the outsider blood had come from and spawned this attention-drawing child. After investigating his own bloodline his suspicions turned to Fridia, and suspicion turned into distrust.
Life in the Nivale house was a pretty painting under a thin facade. Any observer or visitor would think they were a perfectly normal and friendly family. But those on the inside could feel the tension, for if the veneer was looked at too closely, it could materialize for brief moments. These were often followed by icy silences, as if by letting everything settle the moments would have no longer occurred. They did not settle, they festered. Finally Gallus heard it shatter. They had come home when their parents thought all the kids were gone, and Gallus heard Nero screaming at Fridia while she sobbed and begged back. Gallus rushed inside to find Nero striking Fridia, hand wrapped in cloth, about the midsection and legs. Places were bruises could be easily hidden. There were a lot of them there already, old as well as new. Nero turned sharply to Gallus and pointed accusingly, but Gallus could not hear what he said. Their ears were a faint ringing, and their vision narrowed to only the hallway. Nero continues to silently scream words at Gallus, but slowly his eyes became wide as his gaze shifted to the air around Nero. That was the last thing Gallus remembered. Lydus and Novia had supposedly come home shortly thereafter and witnessed the aftermath, explaining that they had found their mother bruised and beaten on the ground, their father's corpse burnt and twitching with hair on end and ears blown out, and their eldest sibling unconscious with similar but less extreme versions of their father's wounds. The city law enforcement investigated the incident and it was concluded some kind of spellcaster had magicked their way in, although if it was a burglary gone wrong or a targeted attack, it could not be said. Fridia said almost nothing, saying only enough to agree with what her younger children said, and otherwise doing little but staring at her eldest. Gallus said nothing, letting them assume the amnesia had wiped more than just the last few moments of the night. Sympathy worked in their favor, as the wounds present on their flesh was all too real. Eventually the investigation went cold and with many apologies they moved onto new cases. The house became more quiet than it had ever been. Going through the motions became the regular, as if the building was inhabited by mindless mannequins. It took only a few weeks for Gallus to find Fridia alone, walking up to her with a backpack strapped on. "Well, seems he was right. My blood ended up being his downfall. Don't worry, it won't bother you any longer." And without a backward glance Gallus left, not even explaining to their other siblings. Gallus knew several things when they left home. One: they were not what others expected. Something had always felt off, like some kind of observer in the culture they were born into, placed there by an outsiders hand as if a cruel or misbegotten experiment. Gallus knew they had always recoiled to the sound of their masculine name, and eschewed it, rebirthing themselves with a more neutral celestial-sounding moniker, Lunal. Two: they could never return home. Even if they wanted to, there was nothing left for them. Three: they had nearly no purpose except for this newfound power, and before achieving much else the magic would have to be controlled and mastered. With these things in mind Lunal took what little they owned and ventured out to go to the far end of the world away from Oppara, picking up scholarly pursuits and magical studies in whatever means they could. Lunal never really defined where the destination was, but between rumors heard and general wandering away from home, they felt themselves going towards Varisia. Appearance and Personality:
Lunal has a slim androgynous figure, short and lithe with long silvery-white hair and sharp facial features. If not for the white eyes and blue markings swirling across their skin, Lunal could easily be mistaken to have elven blood. A jagged burn scar runs up from the collarbone to the right side of their neck.
Lunal is an inquisitive and flighty soul. They don't often become too attached to anything, be it a person or a living situation or an objective. When a situation gets serious in whatever metric, be it danger or commitment or existential, Lunal tends to become timid and disengaging, despite normally not being very timid at all. The only thing that tends to keep Lunal engaged and passionate is arcane pursuits, although they seem less scholar and more adrenaline junkie in those times. |