Namdrin Quinn

Mythaniel Barronion's page

171 posts. Alias of Dennis Harry.


Race

HP = 41/63 | AC = 13 | F+7/R+9/W+9 | Per + 11 | Init + 7

Gender

Male

Size

Medium

Age

57

About Mythaniel Barronion

Mythaniel Barronion
Neutral Evil

Str 10
Dex [14] – 16
Con [14] - 12
Int [16 +2 +Headband] – 24
Wis 10
Cha 10 (Tome) 12

Elven Wizard 9 (Spellsage)

(Caster Level 10 for Transmutation spells and for anyone attempting to Counter one of my spells

HP = 63

Initiative +7
Languages – Common, Elven, Draconic, Sylvan, Abyssal, Infernal, Aklo, Goblin

AC = 13 + Spells
CMD = +7
CMB = +4

F - 4 w cloak +7
R – 6 w cloak +9
W – 6 (+2 vs. Enchantment) w cloak +9

BAB = +4
Melee Attack - +4 – Longsword – 1d8
Ranged Attack = +7 – Longbow – 1d8

Racial Traits: Low Light Vision
Immune to Sleep, +2 Saves vs. Enchantment Spells
Elven Magic +2 to overcome SR
Elven Magic +2 Spellcraft to Identify Magic Properties
Keen Senses +2 Perception
Proficient – Longsword, Rapier, Longbow, Shortbow

Skills: 9x9 = 56 / 81
Craft – (5) +14
Fly – (9) +15
Knowledge Arcana (9) +19 (No bonus from headband)
Knowledge Geography (8) +18
Knowledge History (8) +18 (+19 Headband)
Knowledge Local (8) +18
Knowledge Planes (8) +18 (+19 Headband)
Knowledge Religion (8) +18
Perception (9) +11
Spellcraft +(9) +18

Feats:
1 – Combat Casting
3 – Spell Focus (Evocation)
(RP – 5) Improved Initiative
(RP – 5) Uncanny Concentration
(RP - 5) Greater Spell Focus (Evocation)
(RP - 5) Greater Spell Penetration
Wizard 5 – Spellmastery (Shield, Invisibility, Fly)
5 – Flexible Wizardry (6 Slots)
7 – Spell Penetration
9 - Improved Flexible Wizardry (9 Slots + 1 Standard Action Casting)

Class Abilities:

Scribe Scroll

Focused Spells (Su)
At 1st level, once per day the spell sage's understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level.
This ability replaces arcane bond.

Spell Study (Su)
At 2nd level, the sage's understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes' spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell's casting time is normally 1 full round or longer, this is added to the spell sage's casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher.
At 6th level and every 5 levels thereafter, a spell sage can use this ability an additional time per day (to a maximum of four times per day at 16th level).
This ability replaces arcane school.

Traits:
Desperate Focus +2 Concentration
Resilient Caster Your caster level is treated as 1 level higher whenever someone attempts to dispel one of your spells.
Shrouded Casting You can cast Evocation spells from that school as if you had the Eschew Materials feat.
Transmuter - Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Once per day when you cast Bear’s Endurance, its duration is doubled
Focused Mind - +2 Concentration.
Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Drawbacks:
Power Hungry - You’re addicted to power. Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Umbral Unmasking - Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Non-Magical Gear – Wizard Robes (x3), Waterskin, Wineskin, Assorted Wizard Knick Knacks (Quill, Ink, Parchment, Chalk, Candles, Flint & Steel – 10 GP), Assorted Spell Components (25 GP)

Magical Gear – Ring of Wizardry I (20K), Headband of Vast Intelligence +6 (Knowledges - Arcana, History, Planes +9 Bonus based on HD), Cloak of Resistance +3, Gloves of Arrow Snaring (use Snatch Arrows feat 2x day).

Wealth: 8 Gold

Concentration +23

+13 Total to Overcome SR

+2 DC all Evocation spells.

Spellbook:
0th – All
1st – (9+Purchased Spells) Hold Portal, Shield, Grease, Mage Armor, Identify, True Strike, Floating Disk, Magic Missile, Expeditious Retreat, Feather Fall, Bungle, Adjuring Step
2nd – (2+Purchased Spells) Bear’s Endurance, Scorching Ray, Blood Transcription, Defensive Shock, Invisibility, Hideous Laughter, Darkvision, Resist Energy
3rd – (2+purchased Spells) Fireball, Clairaudience/Clairvoyance, Marionette Possession, Hostile Levitation, Dispel Magic, Arcane Sight, Fly, Vampiric Touch
4th – (2+Purchased Spells) Greater Invisibility, Charm Monster, Terrible Remorse, Shocking Image, Stoneskin, Dimension Door, Shadow Step
5th - Lightning Arc, Icy Prison, Break Enchantment, Feeblemind, Seeming, Reciprocal Gyre

Spell Selection (Current Day):
0th – 4 – Mage Hand, Read Magic, Resistance, Bleed
1st – 12 – (Bungle OR Floating Disk), Adjuring Step x2, Magic Missile x1 (cast 2), Mage Armor (cast), Shield, Feather Fall (cast for Druid spell), (Magic Missile OR True Strike), Magic Missile OR Expeditious Retreat), (Magic Missile OR Grease)
2nd – 6 – Bear’s Endurance, Scorching Ray, (Hideous Laughter OR Resist Energy)(cast for Druid Spell), (Defensive Shock OR Invisibility), Resist Energy, Blood Transcription
3rd – 4 – Fireball, (Fly OR Hostile Levitation), Vampiric Touch, (Marionette Possession OR Dispel Magic)
4th – 3 – Greater Invisibility, (Spell studied out for Restoration) (Charm Monster OR Dimension Door) (Spell studied out for Death Ward), Shocking Image
5th - 2 - Icy Prison, (Seeming or Feeblemind)

Scrolls:

Background:

Mythaniel hails from Kyonin the ancient Homeland reclaimed. He was born in the years after the resettlement and despite the warnings he sought out a quicker pathway to power than was offered by elven wizard teachers. Myth made a pact with Treerazer to feed information of the elven army movements in exchange for power.

This deal left Myth altered in soul though not in body. Thankfully, the full extent of Myth’s deal was not revealed only that he had truck with evil. His shadow quite literally gave him away. He was banished from the kingdom forevermore. Still between his teachers in the elven kingdom and the “professors” of dark magic serving the fell Razer Myth learned flexibility in magic few before him have dared attempt.

Myth wandered the inner sea until an opportunity to study at the famed Acadamae position became known to him in his visit to Korvosa. Myth has been content in his years at the academy but when he returned to his rooms and found the note and the dove has could not resist the temptation.

Summoning the compulsion magic he so favored, he forced the dove to vomit up the contents of its stomach cleaned the key off and headed to the Empty Shell Tavern. That meeting led to his desire for more power when he thought he could settle for a simple life of spell knowledge.

Eventually, his ambitions outweigh his patience and judgment. Myth attempts to lead an insurrection against the Dean of the school and place himself at its head. His betrayal is in turn betrayed and he falls to the forces of the city of Argoan.

He waits for an opportunity to step out of his current prison, he is an Elf after all, his brashness has taught him to be patient... finally.

Appearance and Demeanor:

Mythaniel as elves go is fairly ordinary in appearance. He wears wizards’ robes of different colors as the moons phase and it suits his fancy.

He always carries his longsword strapped to his waist and his longbow slung around his back. As a forlorn elf, these weapons have assisted him in removing himself from as many jams as his spells have.

Myth generally keeps to himself unless forced into conversation and his favorite topic is the accumulation of more wealth, power and knowledge and not necessarily in that order.

Myth teaches spell theory to the students but mainly focuses on his own research as much as he can. Or at least he remembers the days when he did, before his own failed ambitions landed him in the Black Tower.

The Warden on a whim allowed a fortune reader utilizing a Harrow Deck to enter the prison, likely to amuse himself as those in this prison rarely, if ever, were let go.

The last thing Mythaniel remembers was having your fortune told by Harrow reader using a strange deck of cards called a Harrow Deck. The past is hazy, and the present even more so. You seem to be in an enchanted garden of some sort, but the sky looks painted like the backdrop of a play, and the surrounding area also has a quality of illustration that you can’t quite put your finger on.There are white marble walls, stained by ages and overgrown with thorns, surround this weed-choked garden. White cobblestones leadinto the open gate, flanked on either side by tarnished bronzeangels. An echo of a voice repeating ” I am sorry, but I had no choice. Defeat Zassrion and free me, I beg of you.” is heard in your head as you stand and try to get your bearings.