Telandia Edasseril

Melui's page

126 posts. Alias of hiyami.


Full Name

Melui

Race

Elf

Classes/Levels

Scholar 4 [hp: 25/25 | AC: 19 T: 17 FF: 12 | F: +3, R: +6, W: +5/+7 | Init: +2, Perc: +14] Hero: 0

Gender

Female

Size

M (5'8", 130 lbs)

Age

106

Alignment

NG

Languages

Elven (Telerin, Quenya), Language of Men (Westron, Haradrim, Rohirric)

Strength 11
Dexterity 15
Constitution 10
Intelligence 18
Wisdom 12
Charisma 14

About Melui

Spoiler:
It occurs to me that this is probably going to take me about a million years, so here's a basic, unlayered, unshaded image with bland colors and really terrible linework because it's been about a thousand years since I've picked up a pen to do this sort of thing. weeps

Melui
Female Elf Scholar 4
NG Medium Humanoid (Elf)
Init +2; Senses Low-light Vision,

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Defense
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AC 19, touch 17, flat-footed 12 (+2 Dex, +4 Int, +1 Def bonus, +2 Staff of Power)
hp 25 (1d8+3+5+5+4FC)
Fort +3, Ref +6, Will +5; +2 vs. enchantments
Immune sleep

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Offense
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Speed 30 ft.
Melee Dagger +3 (1d4, 19-20/x2), Staff of Power +5 (1d6+2/1d6+2, x2)
Ranged Longbow +5 (1d8, x3, 100 ft range), Dagger +5 (1d4, 19-20/x2, 10 ft range)
Scholar Spells Known
Magic Talent: Purify Food and Water
Minor Mysticisms: [2nd]Light; [3rd]Create Water, UNDECIDED

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Statistics
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Str 11, Dex 15, Con 10, Int 18, Wis 12, Cha14
Base Atk +3; CMB +3; CMD 15

Feats Point-blank Shot, Precise Shot

Traits Magical Talent (Purify Food and Water), Forlorn

Skills Appraise +4, Craft[Bow] +9 (rank 1), Diplomacy +10 (rank 3, +2 Staff of Power), Disable Device +8 (rank 1, +2 Masterwork Thieves' Tools), Handle Animal +10 (rank 1, +2 Golden Woods, +2 Staff of Power), Heal +11 (rank 4, +2 Healer's Kit, +1 Surgeon's Tools), Knowledge[Arcana] +11 (rank 2, +2 Lore), Knowledge[Dungeoneering] +10 (rank 1, +2 Lore), Knowledge[Engineering] +10 (rank 1, +2 Lore), Knowledge[Geography] +10 (rank 1, +2 Lore), Knowledge[History] +11 (rank 2, +2 Lore), Knowledge[Local] +10 (rank 1, +2 Lore), Knowledge[Nature] +13 (rank 1, +2 Lore, +3 Knowledge Focus), Knowledge[Nobility] +10 (rank 1, +2 Lore), Knowledge[Planes] +6 (+2 Lore) , Knowledge[Religion] +10 (rank 1, +2 Lore), Linguistics +11 (rank 4), Perception +14 (rank 4, +2 Elven, +2 Golden Woods, +2 Staff of Power), Profession +1, Sense Motive +10 (rank 2, +2 Golden Woods, +2 Staff of Power), Spellcraft +12 (rank 3, +2 Golden Woods), Stealth +10 (rank 3, +2 Golden Woods), Survival +8 (rank 2, +2 Golden Woods), Use Magic Device +8 (rank 1, +2 Staff of Power)

Languages Elven (Telerin [speech and literacy], Quenya [speech and literacy]), Mannish (Westron [speech and literacy], Haradrim [speech and literacy], Rohirric [speech])

SQ Purify Food and Water 1/per day as a spell like ability; Light, Create Water, and ____ unlimited times per day.

Gear


Weapons
  • Dagger (5); 5 lbs, costs 10 gp.
  • Longbow; 3 lbs, costs 75 gp.
  • Arrows, Common (38); 6 lbs, costs 1 gp.
  • Staff of Power:
    Level 1
    +1 to all Charisma Based Skills – including Sense Motive and Perception
    Staff is a +1 Weapon to hit and damage
    If you carry the Staff it also grants you a +1 Shield Bonus
    If you use the Staff in one hand and a melee weapon you function as a Two-Weapon Fighting

    Level 4
    +2 to all Charisma Based Skills – including Sense Motive and Perception
    Staff is a +2 Weapon to hit and damage
    If you carry the Staff it also grants you a +2 Shield Bonus
    If you use the Staff in one hand and a melee weapon you function as a Two-Weapon Fighting
    The Staff allows you to cast “Stabilize” 3 times a day + your Charisma Modifier
    The Staff grants the Caster "Lay on Hands" as a Paladin 3 times a day + your Charisma modifier
    The Staff Grants you a +1 to Strength for Carrying Capacity

    Level 8
    +3 to all Charisma Based Skills – including Sense Motive and Perception
    Staff is a +3 Weapon to hit and damage
    If you carry the Staff it also grants you a +3 Shield Bonus
    If you use the Staff in one hand and a melee weapon you function as a Two-Weapon Fighting
    The Staff allows you to cast “Stabilize” 3 times a day + your Charisma Modifier
    The Staff grants the Caster "Lay on Hands" as a Paladin 3 times a day + your Charisma modifier
    Grants you a +2 to Strength for Carrying Capacity

    Level 12
    +4 to all Charisma Based Skills – including Sense Motive and Perception
    Staff is a +3 Weapon to hit and damage
    If you carry the Staff it also grants you a +4 Shield Bonus
    If you use the Staff in one hand and a melee weapon you function as a Two-Weapon Fighting
    The Staff allows you to cast “Stabilize” 3 times a day + your Charisma Modifier
    The Staff grants the Caster "Lay on Hands" as a Paladin 3 times a day + your Charisma modifier
    Grants you a +2 to Strength for Carrying Capacity


Equipment


Total Cost of Gear & Equipment: 365gp, 5 sp, 1 cp/500gp, 55 lbs Medium Encumbrance
Remaining Funds: 320 gp, 12 sp, 9 cp

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Tracked Resources
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Elven Trail Rations 6/7
Elven Trail Rations 7/7
Elven Trail Rations 7/7
Elven Trail Rations 7/7
Healer's Kit 8/10
Healer's Kit 10/10
Healer's Kit 10/10
Soap 50/50

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Expended (Unique)
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Leaves of Athelas; n/a lbs, obtained post 130; expended post 1102

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Racial Attributes
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Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Elf of the Golden Woods: +2 to the following skills, which are also considered Class Skills: Handle Animal, Perception, Sense Motive, Spellcraft, Stealth, Survival

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Special Abilities
Lore: A scholar adds half her class level (minimum +1) to all Knowledge checks and may make all Knowledge checks untrained.
Smart Defense: A scholar adds her Intelligence bonus to her armor class. Any time she would lose her Dexterity bonus to AC, she loses her Int bonus, as well.
Knowledge Focus: The scholar gains Skill Focus in any one Knowledge skill of her choice.
Bonus Languages: A scholar may choose any non-secret languages as bonus languages.
Evasion: At 2nd level and higher, a scholar can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the scholar is wearing light armor or no armor. A helpless scholar does not gain the benefits of evasion.
Tough-minded: At 2nd level and above, the scholar heals one point of Intelligence, Wisdom, and Charisma damage every 24 hours.
Identify Magic Items: At 3rd level, the scholar may use her knowledge to identify magical items. She may examine the item as with the spell detect magic and may add her level to the Spellcraft check to determine its properties.
Trap Sense +1: At 3rd level, a scholar gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus against attacks made by traps. These bonuses increase by +1 every three scholar levels. Trap sense bonuses gained from multiple classes stack.
In the Bag: A scholar of 4th level and higher can retrieve needed items very quickly. Once per round, she may ready an item as a standard action if it would normally be a full round action, a move action if it would normally be a standard action, and a swift action if it would normally be a move action.
Scholar Secret:

  • Minor Mysticism (Sp): A scholar with this talent gains the ability to cast a 0-level spell from the cleric spell list. This spell can be cast three times per day as a spell-like ability. The caster level for this ability is 10 + the scholar's level. The save DC for this spell is 10 + the scholar's Wisdom modifier. The scholar must have a Wisdom of at least 10 to select this talent.
  • Orisons: The scholar may select two additional 0-level spells from the cleric spell liste for her minor mysticism ability. The scholar may use her minor mysticism an unlimited number of times per day. The scholar may take this secret multiple times, adding two more 0-level spells each time. Prerequisite: Minor Mysticism

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    History
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    Level 4:

    +1 Int
    +10 Skills: +2 Diplomacy, +1 Heal, +1 Knowledge[Arcana], +1 Knowledge[History],+3 Linguistics (Quenya, literacy; Haradrim, literacy; Rohirric, speech), +1 Perception, +1 Sense Motive, +2 Spellcraft, +1 Survival
    Scholar Secret: Orisons (2 Minor Mysticisms: Create Water, ____)