About Merlan Firefingers SilverhearthMerlan 'Firefingers' Silverhearth
=================================================
Melee:
Ranged:
Special: Range penalties with the sling-staff are halved; Studied Combat +1/+1 Base Atk: +3, CMB: +2
Magical Knack (Magic) [Wizard]
Standard Feats: Point Blank Shot, Spell Focus (Conjuration)(+1 DC), Augment Summoning (+4 Str & Con to each summoned creature) ================================================================
Spoiler:
Adventuring Skills Skill Name [Total] = Rank + Stat + Misc (Description) Acrobatics [+2] = 0.0 + 2 + 0 Appraise Bluff [+1] = 0.0 + 1 + 0 Climb [+0] = 0.0 + 0 + 0 Diplomacy [+1] = 0.0 + 1 + 0 Disguise [+1] = 0.0 + 1 + 0 Escape Artist [+2] = 0.0 + 2 + 0 Fly [+2] = 0.0 + 2 + 0 Heal* [+4] = 1.0 + 0 + 3 Intimidate [+1] = 0.0 + 1 + 0 Knowledge (Untrained) [+4] = 0.0 + 4 + 0 Knowledge (Arcana)* [+12] = 4.0 + 4 + 3 + 1 (trait) Knowledge (Dungeoneering)* [+10] = 3.0 + 4 + 3 Knowledge (Local)* [+10] = 3.0 + 4 + 3 Knowledge (Nature)* [+10] = 3.0 + 4 + 3 Knowledge (Planes)* [+10] = 3.0 + 4 + 3 Knowledge (Religion)* [+10] = 3.0 + 4 + 3 Perception* [+10|+12] = 5.0 + 0 + 3 + 2 (keen senses) [+2 alertness due to familiar] Ride [+2] = 0.0 + 2 + 0 Sense Motive [+0|+2] = 0.0 + 0 + 0 [+2 alertness due to familiar] Spellcraft* [+12] = 5.0 + 4 + 3 Stealth* [+10] = 1.0 + 2 + 3 +4 size Survival Swim Background Skills
================================================= SPELLS (Wizard, CL 5) -- Arcane Failure: 0% ================================================= Apprentice's Spellbook (100 Pgs; 60 pages Blank): Spoiler:
2nd Level: Summon Monster 2, Glitterdust, Stone Call, Web, 1st Level: ant haul (DC 14) , burning hands (DC 14) , corrosive touch , enlarge person (DC 14) , expeditious retreat (DC ) , feather fall (DC 14) , grease (DC 15) , identify , mage armor (DC 15) , magic missile , magic weapon (DC 14) , mindlink (DC 14) , reduce person (DC 14) , shield (DC ) , shocking grasp , summon monster i , true strike (DC ) Cantrips: acid splash , arcane mark , bleed (DC 14) , dancing lights , detect magic , detect poison , disrupt undead , flare (DC 14) , light , mage hand , mending (DC 14) , message , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , read magic (DC ) , resistance (DC 14) , spark (DC 14) , touch of fatigue (DC 14)
Traveler's Spellbook:(50 pgs; 11 Pgs Blank) Spoiler:
[3: Blink, Tongues, Water Breathing; 2: Alter Self, Animal Aspect, Cat's Grace, Eagle's Splendour, False Life, Fox's Cunning, Glide, Invisibility, Mirror Image, Resist Energy, See Invisible; 1: Corrosive Touch, Feather Step, Infernal Healing, Monkey Fish, Reduce Person, Shield, True Strike, Vanish], Prepared Spells (Concentration: +6) [4 -- (4+1)/(2+1)/0/0/0/0/0/0/0]
Cantrips: Detect Magic, Prestidigitation, Light, Mage Hand.
=================================================
Fearless (Ex)
Fleet of Foot
Halfling Luck (Ex)
Keen Senses (Ex)
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. =================================================
Spoiler:
Accuracy (Ex) A sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, sling or firearm. Familiar (Arcane Bond) (Squeaky the Rhamphorrhynchus, see below)
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. Favoured Class: Wizard
Opposition Schools
Shift (Su) (ooooo o)
Studied Target (Ex)
Summoner's Charm (Su)
================================================= EQUIPMENT ================================================= traveler's outfit (small); dagger (small); bullet, sling (small) (x30); Halfling Sling Staff ; Spell Component Pouch ; Caltrops (1); Acid (1) Backpack (Masterwork) (Small) [ Spellbooks; Waterskin, Filled (Small); Rations, Trail (Small) (x5); Bedroll (Small); Mess Kit; Candles (5); Journal; ] Waterproof Bag (Small) [Ink; Inkpen; Charcoal sticks (2); Chalk (5);] Scroll Case [ Parchment (x10); ]; bag(s) (on dog saddle) [Rations (Small/Halfling)(10); Candles (45); Chalk (45);] Magic Items
Coinpurse: 21gp, 12sp, 10cp. Current load: Light
Letter of Credit- (250GP)
PICKED UP-
================================
Spoiler:
Male Familiar Pterodon (Rhamphorhynchus) animal 1
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat. 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. 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. 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. Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Share Spells (Ex) The witch may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop. =====================================
Spoiler:
Riding Dog CR 1 N Medium animal Init +2; Senses low-light vision, scent; Perception +8 DEFENSE
OFFENSE
STATISTICS
=================================================
Spoiler:
Description: Your first impression of Merlan is pure chaos. But in a fun, joyful way. The slight halfling stands just over 3 feet tall, and is slim for his food-loving race, weighing about 40 lbs. His usually clean-shaven face is child-like both in features, and in the look of joyful wonder that usually resides there. He can easily pass as a human child, (and has done so) but now that he's 'older & wiser', he would only do so for the sake of a mission. Or if it was really funny. Merlan's usual ensemble is something that would make a color-blind Gnome proud. His large wizard's hat is a deep, dark purple, and looks two sizes too large for him. He keeps one side of it pinned up with a ridiculously long feather, giving him a rakish, swashbucklery look.
Background: Spoiler:
Merlan's parents were from two different lands. His mother was a near-wild warrior-woman from the wilds of Varisa, and his father was a bookish spell-sage from Andoran. They met when the remnants of their two adventuring parties ran into each other in the wilds at the edge of the Worldwound, and had to work together to survive. The two halflings had absolutely nothing in common, and together they accounted for as many demons as the rest of the group combined. It was love at first fight. They formed their own adventuring group of 2, and then expanded it to other short-races as well. By the time that Merlan was born he had Halflings, Gnomes, Dwarves, Kobolds and even a Goblin as 'uncles' and 'aunts'. Obviously the tyke could not go adventuring. Yet. So when they went adventuring, his parents left him in the care of a (mostly sane) gnome druid in woods near Andoran. The animals of the woods became his playmates, but his first love was the magic that his father would teach him when he was home. (His nickname 'Firefingers' is from when he mastered his first actual spell. Then wouldn't stop using it!) His parents became involved in the movement to free slaves from Cheliax, (ALL slaves, but they were mostly concerned with the short races.) and were gone longer and longer each time. Some of their group felt that this had become a dangerous obsession, with little to no rewards, and left the adventuring company. The last time he saw them, they were very excited about something big they had planned. They never returned. Merlan has no idea if they were killed, captured, or worse. (Hey, it's Cheliax. There ARE things worse than death.) The gnome druid continued to raise Merlan. He was gruff and not overly-affectionate, but he did care for the child as best he could. (Merlan made it his personal mission to make the old gnome smile) But the druid was losing his fight against the Bleaching. Merlan began to see first more magical creatures, then actual Fey as the gnome slipped further into madness. By the time the druid 'went for a walk' and never returned, Merlan had grown into a cheerful, self-confident young wizard. With the aid of the fey he had managed to befriend, and the 'uncles' and 'aunts' he kept in contact with, The Halfling had been trained in hunting, fighting, spellcasting and introduced to the big cities. He was ready to strike out on his own. Using the hunting skills of his mother he started out, and then decided that he did not enjoy the killing, even of monsters, so he concentrated on his spellcasting. He had various adventures, and ended up near Lastwall. Deciding to investigate and try to locate a powerful artifact that he heard of from the Fey, he ended up auditioning for a position on the Lord-marshall's newest team. (It sounded like fun!) And here he is.
Personality:
Spoiler:
Merlan seems to be a typical example of his race. If a trifle leaner than most. He seems ever joyful, and seems to always be looking at the world through the eyes of a child, full of wonder and joy at discovering new things. He is a bit of a busybody, always poking his nose in and trying to help people solve their problems. Whether they want his help or not. He is almost as clever as he thinks he is, and excels at getting into and out of trouble. He enjoys a good joke, even at his own expense, and he loves pranks, but his jokes are never hurtful or injurious. Due to his experience with the Fey while growing up, he is always friendly, but slow to make close friends. Once he does, he is fiercely loyal to them. Note- He is almost always cheerful. It takes a lot to shake his endless enthusiasm. But if you ever see him not smiling, Or if you actually see him angry, someone is about to have a very bad day. (Hint. It won't be him!) He also seems to believe that he has led many lives, and believes in Reincarnation. Although he often refers to it as Regeneration. He often refers to historical events and figures as if he was there, and has met them. Although this is likely the result of his upbringing, the stories he was told, and books he read as a youth. His tales of the past often take a turn into reminiscing about the many romantic entanglements of his past 'lives'. Each more fancifully unlikely than the last. Lastly, but not least, he is an unabashed flirt. He honestly believes that he is a Halfling's gift to women. Sadly his SKILL at flirting does not quite, quite, match his ego. But he is so darned adorable and charming, that even when he fails miserably, all involved usually seem to end up on friendly terms.
|