Ezren

Mailhain Starfalls's page

12 posts. Alias of Turin Starfall.


Full Name

Mailhain Starfall

Race

Assimar (Peri Blooded (Emberkin))

Classes/Levels

Cleric/Wizard 1/1 | AC 10 T 10 FF 10 | HP 8/8 |F +2 R +0 W +5 | Init +0 | Perc +8 | Darkvision 60ft

Gender

Male

Size

Medium

Age

28

Alignment

Neutral Good

Deity

Iomedae

Languages

Taldan (Common) , Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Occupation

Adventurer, Sage

Strength 8
Dexterity 10
Constitution 10
Intelligence 18
Wisdom 16
Charisma 12

About Mailhain Starfalls

Physical Description:
He weighs a hundred and thirty pounds, stands 6 feet tall with a slim body. Smooth white skin almost like marble over lean muscle. In moonlight his skin sparkles as if he were made of crystals. Like a elf his ears are pointed, but unadorned. Unlike most elves, his hair is white with blue highlights, which he keeps shoulder length except for one braid just before his right ear almost two feet in length. While he is very clean he does have an aroma. Strangely it is a different scent for every person, often that persons favorite smell. This is when he is calm and not casting spells. When under duress however, he truly shows his heavenly heritage. His clothing and hair billows, even without wind, and his eyes glow a light blue. When he is pushing his limits the words he speaks aloud seem to be heard mentally, echoes dramatically and a halo of bright blue fire forms above his head.

Background:
In 4606, when the Worldwound opened, among the refugees was a mysterious wanderer. After being allowed through the gates he went to the church of Aroden, and began speaking in Celestial. He spoke of the Starfall Doctrine, of how it was misinterpreted. He spoke of secret groups, and how they have been breeding beings to make a perfect one. Dismissed as a traumatized vagrant speaking heresy, most of what he prophesied has been lost to the ages, but a low priest did record some of what he said and filed it away in the church library.

Born on the 6th of Lamashan 4685, to the Starfall family, a noble elven family, Baron Allial Starfall (of Mendev, a Riftwarden) his father, and Baroness Sachiel Starfall (former knight of the crusades and Riftwarden) his mother. They had lands surrounding Kenabres but most of there estate had been lost to the war.

He was born in Kenabres and he spent most of his life there. By the time Mailhain was eight years old and just discovering the glory of Iomedae, and the wonder of the magic. He would spend hours in the temple, if he wasn't in the temple he would be in the Cathedral of Saint Clydwell watching the knights, or reading in the Librarium of the Broken Black Wing.

He was taken in as an orphan by the temple of Iomedae after his parents died. His foster family were priests. He spent his youth in the temple serving as an acolyte. The traditions and rituals of the religion served as his way of life throughout his adolescence, and he left that pious community with the skills to champion his faith in the world.

From his earliest memory, he's had a close relationship with Iomedae. She has been a constant presence in his life: his greatest comfort, his best companion, and truest love. Those around him realized that his intellect was more than mere precociousness. As his sense of curiosity became dangerous, those responsible for him pushed him into studying magic in the hopes that he would find infinite puzzles to solve. After all his family name is synonymous with wizardry of the highest caliber. Magic was his destined path before he was even born, and those who know of his lineage have supported this notion his entire life, granting him an unwavering confidence in his talents. While the pursuit of arcane mastery is never easy, he is driven to live up to the expectations set forth for him.

In his adolescence an angel appeared to him and proclaimed that he was destined to perform a great task in service to Iomedae. At first he tried to deny it but eventually he took up the mantle of a holy warrior and chose to meet this destiny head on, to prove to himself that he's worthy of such a destiny.

Many have noticed the young Mailhain among them was Terendelev the silver dragon of Kenbre, who was in disguse when they first met, Nestrin Alodae who met him in the temple of Iomedae several times, Quednys Orlun who answered Mailhain's endless questions about magic. Most were impressed by the young boy. Unlike others he seemed to be able to cast both kinds of magic, both arcane and divine. He progressed quickly in his studies. Terendelev was so impressed by the young boy he reveled himself in his full glory and became his mentor.

He bears a strange birthmark on his body, something he's learned is the Sign of the Seeker's Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, he never knew his parents, for he was raised by a foster family in Kenabres. His foster family has confirmed that both of his parents were Riftwardens, and has further confirmed that his parents went missing on a secret mission into the Worldwound less than a month after he was born. He's not sure what happened to them, but you're certain they're dead, and his gut tells him that the one who murdered them yet lives! In any event, He's long felt magic in his blood, and casting spells comes easily to him.

After his studies were complete he went on a pilgrimage to the Seventh Church in Absalom, site of Iomedae's seventh miracle, and has just returned to Kenabres.

Tenants and Obedience:
He tries to live by the tenants of Iomedae. If he fails to, he perform a penance in her name. He does a daily obedience every day.

- I will learn the weight of my sword. Without my heart to guide it, it is worthless
- My strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
- I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions.
- I am the first into battle, and the last to leave it.
- I will not be taken prisoner by my free will.
- I will not surrender those under my command.
- I will never abandon a companion, though I will honor sacrifice freely given.
- I will guard the honor of my fellows, both thought and deed, and I will have faith in them.
- When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
- I will never refuse a challenge from an equal.
- I will give honor to worthy enemies, and contempt to the rest.
- I will suffer death before dishonor.
- I will be temperate in my actions and moderate in my behavior.
- I will strive to emulate Iomedae's perfection.

Obedience
Hold your primary weapon in front of you and hang a holy symbol of Iomedae from it. Kneel while focusing on the holy symbol, pray for guidance and protection from the Inheritor, and swear to follow her teachings.

Personality:
Personality: To those he meets he is direct with a no-nonsense demeanor. He often tries to be logical and emotionless, but ends up failing miserably. He is a man of passion and compassion. To those who get passed his barriers he seems contented with his lot in life.

- He feels uncomfortable around people he doesn't know. He breaks that tension by asking questions so he can get to know them better.
- He tries to act like a gentlemen and expects the same in others.
- He likes to be clean and presentable, but he is not afraid to get dirty. He uses prestidigitation often, on himself and others.
- He believes in second chances, even a third, but after that there is little chance he will trust you again.
- Very rarely does he drink alcohol but will drink Cabble-Weed, and smoke Flayleaf from time to time, but never while adventuring.
- While adventuring he excuses himself from feasts and drinks in the parties honor, one should always stand at the ready for trouble.
- Plans within plans he tries to be ready for every contingency.
- He is a fountain of useless information. He believes actions speak louder than words.
- He lives vicariously through others, preferring to enhance their lives before his own.
-He believes knowledge is power.

Loves:
- Loves Iomedae and would die at her command.
- Loves books and can't bear to see one destroyed even if it blasphems against Iomedae, it's better to know your enemy
- Loves puzzles and can happily lose himself for hours in one.
- He touches everything to examine it better but usually with gloves to avoid contact poison.
- He loves knowledge and soaks it up like a sponge.
- He loves children, and the innocent. Can not stand to see them harmed or in pain.

Hates:
- He hates anyone who harms a child with a passion.
- He hates bullies and treats them the way they treat others.
- He hates slavery, everyone should be free to chose how to live.
- He hates demons. He will tolerate them only if there is something very important to be gained.

Mailhain Starfall
Male Assimar Cleic/Wizard (Herald Caller/-) 1/1
Neutral Good Medium Humanoid (Native Outsider)
Init +0; Senses Darkvision 60ft; Perception +8
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Defense
--------------------

AC 10, touch 10, flat-footed 10 (+0 armor, +0 Dex, +0 natural)
hp 8 (1d8)
Fort +2, Ref +0, Will +6
Resist Acid 5 Resist Cold 5 Resist Electricity 5
--------------------
Offense

--------------------[/b]
Base Atk +0; CMB -1; CMD 10
Speed 20 ft.
Melee
Cold Iron Longspear -1 (1d8-1/x3)
Cold Iron Longsword -1 (1d8-1/19-20/x2)
Cold Iron Dagger -1 (1d4-1/19-20/x2)

Ranged
Light Crossbow +0 (1d6/19-20/x2)

Special Attacks

Spell-Like Abilities

Spells Known (CL 1/1 Concentration W+5/C+4):

Cleric
Level 0
(3/day)
Create Water
Detect Magic
Light

Level 1(1+1/day)
Protection from Evil
Summon Monster I

Wizard
Level 0
(3/day)
Spark
Mending
Prestidigitation

Level 1(1+1/day)
Grease
Summon Monster I

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Statistics
--------------------

Abilities:

Str 8
Dex 10
Con 10
Int 18
Wis 16
Cha 14

Feats:

Sacred Summons: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Traits:

Riftwarden Orphan:You gain a +2 trait bonus on concentration checks.

Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skills:

Acrobatics:0
Appraise:0
Bluff:+2
Climb:-1
Craft:+4
Diplomacy:+2
Disable Device:0
Disguise:0
Escape Artist:0
Fly:0
Handle Animal:0
Heal:+3
Intimidate:+2
Knowledge (arcana):+8
Knowledge (dungeoneering):+8
Knowledge (engineering):+8
Knowledge (geography):0
Knowledge (history):0
Knowledge (local):0
Knowledge (nature):0
Knowledge (nobility):0
Knowledge (planes):+10
Knowledge (religion):+8
Linguistics:+8
Perception:+8
Perform:+2
Profession:0
Ride:0
Sense Motive:+3
Sleight of Hand:0
Spellcraft:+10
Stealth:0
Survival:+3
Swim:-1
Use Magic Device:0

Languages:

Taldan (Common)
Abbysal
Celestial
Draconic
Dwarven
Elven
Sylvan

Domain:
Good Domain
You have pledged your life and soul to goodness and purity.

Granted Powers

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Specialty School:
Conjuration Arcane School

Opposed Schools:Necromancy and Enchantment

Summoner’s Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

SQ Aura, Arcane Bond (familiar)

Equipment:

Combat Gear
Cold Iron Longspear 10gp 9lbs.
Cold Iron Longsword 30gp 4lbs.
2 Cold Iron Dagger 4gp 1lbs.
Crossbow, Light 35 gp 4 lbs.
Bolts Common (10) 1 gp 1 lb.
Bolts Cold Iron (10) 2 gp 1 lb.

Other Gear
Silver Holy Symbol (Iomedae) 25 gp 1 lb
Outfit, Explorer’s 10 gp 8 lbs.
Scarf, filter 5 gp —

Backpack 2 gp 2 lbs.
Bedroll 1 sp 5 lbs.
Blanket 5 sp 3 lbs.
Canteen 2 gp 1 lb.
Kit, Grooming 1 gp 2 lbs.
Kit, Mess 2 sp 1 lb.
Pouch, spell components 5 gp 2 lbs
Outfit, Courtier’s 30 gp 6 lbs.
2 Towels 2sp 2lbs.
Holy text (Acts of Iomedae) 3gp 1lb.
Spellbook see below 3lbs.
Poncho 5 sp 2 lbs.
Kit, shaving 15 sp 1/2 lb.
Bandolier 5 sp
Vial Steel 1 gp —
Vial Steel 1 gp —
Vial Steel 1 gp —
Vial Steel 1 gp —
Vial Steel 1 gp —
Vial Steel 1 gp —
Holy/Unholy Water (1 flask) 25 gp 1 lb.
Holy/Unholy Water (1 flask) 25 gp 1 lb.
Oil, alchemist’s fire (1 flask) 20gp 1lbs.
Book, journal 10 gp 1 lb.
Inkpen 1 sp —
Ink 8 gp —
Fine powder (for drying ink) 1sp 1lb.
Rations, Trail (1 week) 5 sp 1 lb.

Pouch, belt 1 gp 1/2 lb.
Whetstone 2 cp 1 lb.
Coins
Compass 10 gp 1/2 lb.
Kit, Mapmaker’s 10 gp 2 lbs.

Pouch, spell components 5 gp 2 lbs

Case, Scroll 1 gp 1/2 lb.

Light 26 lbs. or less
Medium 27–53 lbs.
Heavy 54–80 lbs.
Weight 72 with Backpack 41.5 without

Coin
7sp 8cp

Spellbook:

0 Level
Resistance
Acid Splash
Drench
Detect Fiendish Presence
Detect Magic
Detect Poison
Read Magic
Breeze
Dancing Lights
Flare
Light
Penumbra
Ray of Frost
Scoop
Spark
Illusion
Ghost Sound
Haunted Fey Aspect
Jolt
Mending
Message
Open/Close
Root
Scrivener’s Chant
Arcane Mark
Prestidigitation

1st level
Summon Monster I
Shield
Charm Person
Grease
Protection from Evil
Enlarge Person
Mage Armor

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TRACKED RESOURCES
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Crossbow Bolts Common (10)
Crossbow Bolts Cold Iron (10)
Holy/Unholy Water (1 flask)
Rations, Trail (7 Days)
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Special Abilities
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Channel Energy (Su) 1d6 (DC 13) 5/day
Touch of Good (Sp) +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round 6/day
Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (+1 Round)
Shift (Su) Teleport 5 feet for every two wizard levels (5 ft.) 7 times/day

Familiar:
Rook
Owl
N Tiny animal(Figment)
Init +3; Senses low-light vision; Perception +10

DEFENSE

AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 Natural Armor)
hp 1 (1d8)
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 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

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

Recurring Dream (Su)
A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.

This replaces improved evasion.

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).