![]()
About Milamber of the Inner SeaBackstory:
Milamber grew up in Kenabres raised by a family of humans. Teased by his classmates, Milamber was often found studying - especially anything related to magic. His fascination with the strange/unique aspects with the arcane grew to the point where he started experimenting in its exercise without supervision. One particular experiment went horribly wrong which started a fire that grew too large to contain. After that his family sent him to Nerosyan to study under a gifted wizard to help train his natural talents. Milamber has been helping Queen Galfrey during the crusades, mostly in the construction of magical arms and armor. In addition, he has been fighting on the south side of the Sarkosa river; helping to keep the demonic hoards from advancing. During this time, Milamber spent a great deal of the money provided to him researching and expanding his spellbook. NOTE: His fighting has advanced Milamber to level 12. However, he is not certain where the source of his mythic abilities originated. At some point, Queen Galfrey requested his presence to join the group who rescued/freed the city of Drezen and Milamber happily agreed.
Character Sheet:
Male Elf Wizard (Teleportation) 12/Archmage 5 CG Medium Humanoid (Elf) Init +12; Senses Darkvision 60 ft; Perception +15 -------------------- Defense -------------------- AC 29, Touch 17, Flat-footed 24 (+8 armor, +4 deflection, +3 Dex, +4 natural) HP 135 (12 * (6 class + 1 FC + 1 Con + 2 Toughness)) + 15 Mythic Saves: Fortitude +9; Reflex: +11; Will: +13 Resist fire 30 -------------------- Offense -------------------- Speed: 30 ft Melee: Masterwork cold iron longsword +8/+3 (1d8+1/19-20x2) Ranged: Masterwork Composite longbow (Str +3) +8/+3 (1d8+1/x3) Space 5 ft; Reach 5 ft -------------------- Feats: -------------------- Craft Magic Arms and Armor - You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken or destroyed magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place. Demon Hunter - You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons. Empower Spell - All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Improved Initiative - You get a +4 bonus on initiative checks. 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. Skill Focus (Spellcraft) - You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Spell Penetration - You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. Greater Spell Penetration - You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration. Toughness - You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Possible future feats: Ability Mastery, Extend Spell, Heightened Spell, Persistent Spell, Selective Spell, Seeking Spell, Quicken Spell, Vast Spell -------------------- Supernatural/Spell-like abilities -------------------- 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. (11 uses/day) - (0 used) 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. 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. (72 5ft steps/day) (0 used) -------------------- Skills: [x] = x skill ranks; C = class skill -------------------- Craft (armor) C[12] +21 (+23 w/ tools - not carried), Fly C[12] +18, Knowledge(Arcana) C[12] +23, Knowledge(Local) C[11] +22, Knowledge(Nature) C[10] +21, Knowledge(Planes) C[12] +23, Knowledge(*) C[1] +12, *=all non specified Linguistics C[1] +11, Perception C[12] +15, Spellcraft C[12] +29, (+2 to determine the properties of a magic item) Stealth [8] +11, Use Magic Device C[12] +16 -------------------- Racial Abilities -------------------- Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. 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. -------------------- Traits -------------------- Dangerously Curious You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Riftwarden Orphan You gain +2 trait bonus on all concentration checks; +4 trait bonus on caster level checks to penetrate demon's spell resistance. One per day, I can recharge a magic item by expending one use of mythic power. Doing so adds a number of charges equal to 1d10+ mythic tier to the item, up to its normal maximum number of charges. -------------------- Gear -------------------- Backpack, Bandolier, Belt Pouch x2, Trail Rations x10, Waterskin Cold Iron Arrows (50) Amulet of Natural Armor +4 Cloak of Resistance +4 Headband of vast intelligence +2 (Craft Armor) Pearl of Power (1st level) x2 Pearl of Power (3rd level) [used] Ring of Protection +4 Intensified metamagic rod (lesser) (3 uses/day) (used 0 times) Wand of Bull's Strength (49/50 charges) Wand of Comprehend Languages (50 charges) Wand of Endure Elements (50 charges) Wand of Identify (50 charges) Wand of True Strike (50 charges) -------------------- Spells Prepared: (CL 12; concentration +22, vs SR +23 +6 vs Demons) -------------------- *=Specialization,[M]=Mythic,(c)=cast,(C)=cast w/ Enduring Blessing [Level 0 Spells - 4]:
Arcane Bond (Masterwork longsword)
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
--------------------
Enduring Armor (5/Permanent - reactivate as swift) |