Harrow Bloodline

Menan Variel's page

849 posts. Alias of Seldlon the Swift.


Full Name

Menan Variel

Race

Dusk Elf

Classes/Levels

Evoker 5| HP: 27/27 | AC: 18/14 T: 13 FF: 11 | Fort: +2 | Ref: +4 | Will: +4 | Perc: +9| Init: +13 |

Gender

M

Alignment

CN

About Menan Variel

Menan Variel
Male Elf (Dusk Elf) evoker 4
CN Medium humanoid (elf)
Init +13, Senses darkvision (60 ft.); Perception +8
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DEFENSE
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural, )
hp 27 ((5d6)+6)
Fort +2, Ref +4, Will +4

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OFFENSE
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Speed 30 ft.
Melee quarterstaff +2 (1d6)
Melee cold iron dagger +2 (1d4/19-20)
Ranged cold iron dagger (thrown) +5 (1d4/19-20)
Ranged masterwork light crossbow +6 (1d8/19-20)
Special Attacks Force Missile (1d4+2, 8/day), Intense Spells,

Prepared Spells
Wizard (CL 5th; concentration +11)
3rd-(2+1) (DC 18) dispel magic, *force punch, *sheet lightning
2nd-(3+1) (DC 17) glitter dust, invisibility, invisibility, *sonic scream
1st-(5+1) (DC 16) mage armor, vanish, vanish, shield, *magic missile, *magic missile
0th-(4+0) (DC 15) read magic, arcane mark, detect magic, resistence
Force Missile 8/8 1d4+2
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TACTICS
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STATISTICS
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Str 10, Dex 16, Con 12, Int 20, Wis 10, Cha 10,
Base Atk +2; CMB +2; CMD 15
Feats Alertness, Craft Wand, Improved Initiative, Reach Spell, Scribe Scroll, Weapon Focus (Touch Spells)
Skills Acrobatics +8, Craft (Calligraphy) +9, Fly +11, Handle Animal +2, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +10, Knowledge (Nature) +9, Knowledge (Nobility) +9, Knowledge (Planes) +10, Knowledge (Religion) +9, Perception +9, Spellcraft +13,
Traits Arcane Temper, Reactionary,
Languages Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ arcane bond, arcane focus, arcane school, cantrips, darkvision, dreamspeaker, dusk elf, evocation school, arcane bond (familiar), familiar's alertness ability active, humanoid traits, keen senses, necromancy opposition school, silent hunter, spells, wood opposition school,
Combat Gear scroll of identify (2), scroll of mage armor (1), scroll of shield (1), scroll of protection from evil communal (arcane), scroll of detect evil (2), scroll of cat's grace, feed (10),
Other Gear amulet of natural armor +1, quarterstaff, scroll belt, bolts, crossbow (10), cold iron dagger, case, scroll, masterwork light crossbow, light horse (combat trained), wizard's kit, tent, scrivener's kit, riding kit, 2224.8 gp (2 to be split 4 ways.)
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SPECIAL ABILITIES
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Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with a creature.)

Arcane Focus (Ex) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Darkvision (Ex) Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf 's ancestry, and can lead to persecution within the elf 's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

Dreamspeaker (Ex) A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability.

Dusk Elf Rather than being tied to the terrain around them, some elves are linked to the night itself. Though not tied to demon worship and evil as drow are, these elves are similarly attuned to the magical concepts of darkness and shadow. These elves have the arcane focus, darkvision, dreamspeaker, and silent hunter alternate racial traits.

Evocation School You have chosen to specialize in evocation spells.

Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+2 points of damage. This is a force effect. You can use this ability 8 times per day.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language 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.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Silent Hunter (Ex) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this racial trait).

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.