Gath Morian

Maedoc Celibrus's page

59 posts. Alias of Kalizkan.


Full Name

Maedoc Celibrus

Race

Half-Elf

Classes/Levels

Wizard 5

Gender

Male

Size

Medium

Age

34

Alignment

Neutral Good

Languages

Common, Elven, Draconic, Dwarven, Ignan

Strength 11
Dexterity 16
Constitution 16
Intelligence 20
Wisdom 13
Charisma 13

About Maedoc Celibrus

Statblock Summary from Myth-Weavers:
Maedoc Celibrus
Male NG Half-Elf Wizard (Evoker) 5, Level 5, Init +3, HP 34/34, Speed 30 ft.
AC 13, Touch 13, Flat-footed 10, Fort +4, Ref +4, Will +5, Base Attack Bonus 2
Masterwork Crossbow (Bolts (20)) +6 (1d8, 20 x2)
Masterwork Dagger +3 (1d4, 19-20 x2)
(+3 Dex)
Abilities Str 11, Dex 16, Con 16, Int 20, Wis 13, Cha 13
Condition None
Wind Servant: 0/8

Spells:
Spells Prepared
Cantrips; Save DC 13
*Read Magic
*Detect Magic
*Dancing Lights
*Prestidigitation
*Ghost Sound

1st Level; 6 Spells Prepped, Save DC 16
Mage Armor 1/1
Ear Piercing Scream 1/1
Vanish 2/2
Burning Disarm 1/2

2nd Level; 4 Spells Prepped, Save DC 17
Flaming Sphere 1/1
Glitterdust 1/1
Burning Gaze 1/1
Stone Call 0/1

3rd Level; 3 Spells Prepped, Save DC 18
Dispel Magic 1/1
Major Image 1/1
Draconic Reservoir 0/1

Spells Known
Cantrips: All Wizard cantrips
1st Level: Identify, Mage Armor, Grease, Ear-Piercing Scream, Floating Disk, Magic Missile, Vanish, Burning Disarm, Silent Image, Burning Hands
2nd Level: Detect Thoughts, Spontaneous Immolation, Flaming Sphere, Invisibility, Levitate, Glitterdust
3rd Level: Force Punch, Fly, Clairaudience/Clairvoyance, Blood Biography


Traits and Feats:
Trait 1: Greater Adept of the Society: You gain one additional 0-level spell slot.
Trait 2: Focused Mind: You gain a +2 trait bonus on concentration checks.
Half-Elf Bonus: Skill Focus(Perception)
Wizard Bonus: Scribe Scroll
1: Spell Focus (Evocation)
3: Spell Penetration
5: Detect Expertise
Wizard Bonus 5: Disruptive Spell

Special Abilities:
Favored Class (Wizard): +5 Skill Points (Note: Can pick another favored class as a Half-Elf)

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Arcane Bond: Familiar (Hawk): +3 bonus on sight-based and opposed Perception checks in bright light, see "Garrick" below

School Specialization: Evocation(Generation)

Opposition Schools: Necromancy, Enchantment

Lingering Evocations: Any evocation spell you cast with a duration greater than instantaneous lasts an additional number of rounds equal to 1/2 your wizard level (minimum +1). At 20th level, any dispel checks made against your evocation spells must be rolled twice, and your opponent must use the less favorable result.

Wind Servant: As a standard action, you can generate a blast of air that hurls an unattended object (or objects) or an object in your possession up to 30 feet in a straight line. If you have a free hand, you can catch an object hurled toward yourself. You can move objects weighing up to 1 pound per wizard level. Objects are not thrown with enough force to cause damage, although fragile objects like alchemical weapons shatter on contact with a creature or hard surface. To hit a creature with an object, you must succeed at a ranged touch attack. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Skills:
Appraise +10
Craft(Alchemy) +10
Fly +11
Knowledge (Arcana) +13
Knowledge (Dungeoneering) +11
Knowledge (Nature) +10
Knowledge (Planes) +11
Perception +9
Spellcraft +13
Use Magic Device +9

Garrick:
Hawk
N Tiny animal
Init +3; Senses low-light vision; Perception +14

DEFENSE
AC 18, touch 18, flat-footed 15 (+3 Dex, +2 size, +3 Natural Armor)
HP 17/17 (5 HD)
Fort +2, Ref +5, Will +2

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 7
Base Atk +2; CMB +3; CMD 11

Feats: Weapon Finesse
Skills: Appraise +1, Fly +11, Knowledge (Arcana) +3, Knowledge (Nature)+0, Knowledge (Planes) +1, Perception +18, Spellcraft +3, Use Magic Device +2; Racial Modifier +8 Perception

FAMILIAR BONUSES
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus. Currently +3.

Int: The familiar's Intelligence score. Currently 8.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

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

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

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.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


Equipment & Monies:
Remaining Fund: 84 GP, 8 SP, 7 CP

Scrolls Purchased to Learn Additional Spells: Total Cost: 5825
Level 1, 23 Spells, 575 GP: Shield, Endure Elements, Alarm, Obscuring Mist, Summon Monster 1, Anticipate Peril, Detect Charm, Detect Secret Doors, Detect Undead, Hydraulic Push, Shocking Grasp, Dazzling Blade, Disguise Self, Vanish, Ventriloquism, Alter Winds, Ant Haul, Break, Enlarge Person, Feather Fall, Forced Quiet, Touch of Gracelessness, Vocal Alteration

Level 2, 21 Spells, 3150 GP: Protection from Arrows, Resist Energy, Book Ward, Fog Cloud, Retrieve Item, Stone Call, Web, Locate Object, Share Memory, Continual Flame, Elemental Touch, Shatter, Disguise Other, Blur, Mirror Image, Alter Self, Darkvision, Knock, Pyrotechnics, Flame Breath, Bull's Strength

Level 3, 9 Spells, 3375 GP: BlackLight, Fireball, Major Image, Vision of Hell, Seek Thoughts, Dispel Magic, Draconic Reservoir, Heatstroke, Wind Wall

Scrolls and Wands
Wand of Bull's Strength (CL3) 4500 GP
Wand of Ear-Piercing Scream (CL1) 750 GP
Wand of Grease (CL1) 750 GP
Wand of Burning Disarm (CL1) 750 GP
Scroll of Haste (CL5) 375 GP (USED)
Scroll of Heatstroke (CL5) 375 GP
Scroll of Levitate (CL 3) x2 300 GP

Other Items
Masterwork Crossbow 335 GP
Masterwork Dagger 302 GP
Bolts (20) 20 GP

Backpack, masterwork
Bedroll
Winter Blanket
Map Case
Compass
Flint and Steel
Trail Rations (10 Days)
Hourglass (1 Hour)
Black Ink (1 oz. vial) x6
Inkpen x5
Kit, Map Making
Kit, Shaving
Belt Pouch
Spider Silk Rope (50 ft.)
Soap
Small Tent
Whetstone
Waterskin
Thundertwig x10
Small Steel Mirror
Spell Component Pouch
Scroll Case x3
Paper x10
Falconry Gauntlet
Everburning Torch

Alchemist's Storage Chest
Acid x5
Alchemical Grease x5
Alchemist’s Fire x5


Appearance:
Maedoc is an average-sized Half-Elf, standing at 5’9” and weighing about 170 lbs. He has dark brown hair that he keeps in a long tail, and a full moustache and beard that he keeps well-groomed. Maedoc has inherited surprisingly light green eyes from his Elven heritage, and he generally covers his slightly pointed ears covered by his hair.

Maedoc is wearing a simple, dark blue robe with multiple pockets, tightened around his waist by an equally simple leather belt. He has a full-looking leather backpack on and wears a sturdy leather glove and bracer on his left hand.


Background:
Maedoc was born in the border town of Risiei in the year 946. His mother, Rhynae Insolitus, worked as a server in one of the local taverns. He never met his father, nor knew who he was, but rumors around the town were that he had been a soldier for the king—a member of a company that had passed through town for unknown reasons nine months before Maedoc’s birth. Whoever he had been, Maedoc’s unknown father left one thing certain; the fact that he had been an Elf.

Rhynae did what she could in raising Maedoc, but her busy work schedule ensured that he had plenty of time to run about unsupervised. Unfortunately, he was always a bit of an outcast, often getting into fights with the other children of the town. Generally, he would be the one to start the fight, although he wouldn’t always end it. His superior speed and intelligence (gifts from his father’s heritage) proved useful time and time again, and the constant brawling toughened him up, even as it did little for his muscles. Despite complaints from others, Rhynae did little to discipline Maedoc, as she had enough of her own affairs to keep in order (at least, according to her).

By the time he turned fourteen, Maedoc was seen as a waste of space by much of the town. With few prospects for apprenticeship or other employment, fewer friends, and no money, it seemed that he would be consigned either to the armed forces, or to being paid thug. Fortunately for him, though, this was when Grayson arrived to the area.

An old soldier with rumored connections to the King’s mages, Grayson settled in a small cabin just outside of Risiei’s “Forest Gate,” where he kept to himself but for the occasional trip into town for food and other supplies. One night, in an attempt to collect the funds to get him out of Risiei, Maedoc decided to try his hand at burglary. Grayson’s isolated house seemed like a prime target. Maedoc managed to pick the simple lock on Grayson’s door, only to lose consciousness a moment later.

When he awoke, Maedoc was tied to the one chair in the cabin, unable to move his hands or legs. Grayson stood by the broken door, puffing on a pipe. Growling, he informed Maedoc that a he’d have to do better than that in the future. With a wave of his hand, the ropes around Maedoc slackened, and Grayson informed him that he would return to the cabin just before sunrise for the first of his lessons in magic. Blinking in shock and confusion, Maedoc nodded before scurrying off, shocked that anyone would want to teach him anything—much less the restricted arts of magic!

From then, Grayson was a mentor to the young Half-Elf, providing a stabilizing force in his life. Instead of wandering in the woods or picking fights with the other youth of the town, Maedoc began spending more and more time with Grayson, studying the arcane and working as a sort of servant. Grayson taught Maedoc to put his anger (at his mother, at his father, at the town, etc) away, restraining himself from lashing out, and to instead direct his energies toward productive ends. Maedoc proved to be a surprisingly quick study, and progressed quickly through his learning. In addition to spellcraft, Grayson taught Maedoc about a variety of things, ranging from the natural world to the supernatural, the trees and grass to the dirt and darkness. Maedoc enjoyed his studies, and found that working through a good tome was much more enjoyable than his previous outbursts of rage. He settled into a daily routine of waking up early to study with and do odd jobs for Grayson, and slowly began to gain some good will within Risiei.

By the time he turned thirty, Maedoc had learned enough about magic and the world that Grayson deemed him “suitable” for undertaking his own independent studies. With a letter vouching that Grayson had taught him within the strictures of law (for all the good it would do in most places), his spellbook, and his familiar, Garrick, whom he had raised from a hatchling as part of one of Grayson’s training exercises. Since then, he has been continuing his studies as he travels through Pollexia, both for the sake of his learning and so that he can return and display his new skills to Grayson.