Vardalel Prennder

Malon Xilcan's page

178 posts. Organized Play character for Gerald.


Race

*CORE* Male Elf Conjurer 3 | HP 20/20 | AC 13(17),13,10 | F+2,R+4,W+3 | Immune to sleep | +2 vs Enchantment |

Classes/Levels

CMD 13| Init+5,Perc+9| Lowlight vision| Acid Dart 5/7

About Malon Xilcan

Malon Xilcan
12445-27
Male Elf
Wizard 2 Conjuration Specialist (Opposition schools: Necromancy, Enchantment)
Neutral Good
Medium
Age: 170
Move: 30’
Languages: Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan.

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 10 (0)
Charisma 12 (+1)

Low Light Vision
Initiative: +5 (+3 Dex, +2 Trait)
Perception +9

AC: 13 (+3 Dex) 17 with Mage Armor, 13 touch, 10 flat footed)
Hit Points: 20/20 (3d6 + 3 Con + 3 FC)

BAB: +1

Melee:
0 QuarterStaff, (d6-1, x2)

Ranged:
+4 Spells

CMB: 0
CMD: 13

Saves:
Fort: +2 (Base 1,:+1 Con)
Ref: +4 (Base 1, +3 Dex)
Will: +3 (Base 3, +0 Wis)
*Immune to magical sleep
*+2 to saves vs enchainment spells and affects

Feats:
1. Augment Summoning
WB1. Spell Focus (Conjuration)
3. Spell Penetration

Skills: (2 + 4 Int/level for Wizard) 18 ranks
Acrobatics +5 (2 rank + 3 Dex)
Know. Arcana +10 (3 rank + 4 Int + 3 Class)
Know. Dungeoneering +8 (1 rank + 4 Int + 3 Class)
Know. History +8 (1 rank + 4 Int + 3 Class)
Know. Local +8 (1 rank + 4 Int + 3 Class)
Know. Nobility +8 (1 rank + 4 Int + 3 Class)
Know. Planes +9 (2 rank + 4 Int + 3 Class)
Know. Religion +8 (1 rank + 4 Int + 3 Class)
Perception +9 (3 rank + 0 Wis + 2 Racial + 1 Trait + 3 Class)
Spellcraft +10/+12* (3 rank + 4 Int + 3 Class)
*to identify properties of magical items

Traits:
*Reactionary: +2 to initiative.
*Observant: +1 to Perception, which becomes a class skill.

Spells in Spellbook:
0 level spells-All except Enchantment and Necromancy spells
1 level spells-Burning Hands, Charm Person, Color Spray, Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Grease*, Identify, Mage Armor*, Magic Missile, Protection from Evil, Shield, Summon Monster I*
2 level spells-Glitterdust*, Summon Monster 2*

Spells Typically Memorized:
Save DCs for 0 level = 14 (15 for Conjuration)
Save DCs for 1 level = 15 (16 for Conjuration)
Save DCs for 2 level = 16 (17 for Conjuration)

0-Acid Splash*, Detect Magic, Light, Read Magic
1-Mage Armor*, Protection from Evil, Summon Monster I*, + Summon Monster I*
2-Glitterdust*, + Summon Monster II*

Wizard Class Abilities:
*Proficiencies: Select weapons, no armor or shields.
*Arcane Bond: Staff.
*Arcane School: Conjuration (Opposition: Enchantment and Necromancy).
-Summoner’s Charm— Duration of summoning spells is extended by half your caster level (minimum of one round).
-Acid Dart P(Sp)--As a standard action, you can unleash an acid dart at any enemy within 30’ as a ranged touch attack. The dart does 1d6+1 point of damage for every two levels you possess. Can use this ability a number of times per day equal to three + Int modifier.
*Cantrips.
*Bonus Feat: Spell Focus (Conjuration).

Racial Abilities:
*Ability Score Racial Traits: Elves gain +2 Dexterity, +2 Intelligence, and take a –2 to Constitution.
*Type: Elves are Humanoid creatures with the elf subtype.
*Size: Elves are medium creatures.
*Base Speed: Elves have a base speed of 30 feet.
*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.
*Elven Immunities: Elves are immune to magical sleep. They gain a +2 on saves versus enchantment spells and effects.
*Keen Senses: Elves receive a +2 racial bonus on Perception checks.
*Elven Magic: Elves gain a +2 on caster level checks to overcome spell resistance. They also receive a +2 to Spellcraft checks to determine the magical properties of magic items.
*Weapon Familiarity: Elves treat any weapon with the word “elven” in its name as a martial weapon. They are also proficient with longbows, composite longbows, longswords, rapiers, and shortbow.
*Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Equipment:
2417.1 gold plus 960.5 gold.

Alchemist's fire, 20 gold
QuarterStaff (Bonded item), -
Potion of CLW, 50 gold
CLW wand x48, 2 PP
Wand ofMagic Missile x41, 2 PP

Mundane Equipment:
Wizard’s robes, -
Backpack, 2 gp
Waterskin, 1 gp
5 day's rations, 2.5 gp
3 tinder twigs, 3 gp
Bedroll, 1 sp
Ink vial, 8 gp
Parchment (x5) blank sheets, 1 gp
Ink Pen, 1 sp
Fish hook, 1 sp
Empty Sack, 1 sp
Explorer's Outfit, -
Scroll case x2, 2 gp
Spellbook, 15 gp
Holy water, 25 gold
Spell Component Pouch, 5 gp
Cold weather gear, 8 gp

Backstory:

Malon has one goal, which led him to the Society. He wants to become a professor of magic and history, teaching the next generation of Society arcanists. He will lecture to his students in the party at times, when revealing some sort of detail that only he was able to recall, and advise them to pay more attention in their courses and be sure to read the new copies of the Chronicles. He also would enjoy having a few pieces published himself as he gains the requisite experience to qualify for his professorship.

Society Info:

XP 6
Fame: 10
Current Prestige: 4 (spent2 on Hex A, spent 2 on CLW wand, spent 2 on Magic Missile wand)

Scenario Completed:
1. Emerald Tower Level One (The Tower Ruins) 3 xp, 4 PP, 1398 gold
2. 3-19 The Icebound Outpost 1 xp, 2 PP, 524 gold
3. 0-6 Black Waters (1 xp, 2 PP, 550 gold)
4. 23-Tide of Morning (1 xp, 2 PP, 960.5 gold)

Boons:

1. River Kingdom Notoriety: spent 2 PP to gain hex A.
2. Goblin Bane: +2 on Intimidate v goblinoids.