Raistlin

No-name blaster's page

2 posts. Alias of GrinningJest3r.


Full Name

Herrnarrel Kennadusk

Race

Elf

Classes/Levels

Wiz1

Gender

Male

Size

Medium

Age

124

Special Abilities

Low Light Vision, Elven Immunities, Elven Magic, Elven Weapon Familiarity, Keen Senses

Alignment

Chaotic Neutral

Deity

Ymeri

Location

Kaer Maga

Languages

Common, Elven, Sylvan, Gnome, Goblin, Orc, Draconic

Strength 7
Dexterity 18
Constitution 12
Intelligence 20
Wisdom 10
Charisma 8

About No-name blaster

For the first few decades, Herrnarrel was a typical elf, if a bit edgy - first to volunteer for anything new, and often the last to follow through. He was taught to be in harmony with nature, and that the other, short-lived races of the world were, by their nature, rash and impulsive. As he grew, his elders often admonished him for his rash actions and human-like attitude. They steered him away from all but the most basic of the arcane arts, despite his father's noteworthy ability with the Arcane, fearing what might happen were he allowed to study them in full. He has long since learned to reign in the impulsive side of him and even learned to properly meditate in order to calm his mind. It was during one of his meditation sessions that he decided that his life was unquestionably boring. Fortunately for him, Fate had him in the back of her mind...

A group of humans, one of them a sorcerer, took refuge in his family's lands. Herrnarrel was specifically forbidden from meeting with the visitors. It, of course, didn't take him long to find exactly where they made camp and decide to "make friends." After their introductions, Herrnarrel seemed extremely interested in the sorcerer's capabilities, having been kept away from the details of such magic for most of his life. The sorcerer was only too happy to oblige...

Herrnarrel's elders confronted him as soon as he returned to the homestead and, in the throes of emotion, Herrnarrel inadvertently set the dwelling aflame. Inadvertently? Even he's not sure anymore. It seems that some of the wizard's instruction had taken hold in the young elf's mind. Not thinking properly, Herrnarrel followed his impulse and ran. He left his family and his home. - He rationalized it, of course. How else could he properly learn to control this newfound power? The elders would never allow him to be trained. Not for something so FUN! - With nowhere specific to run, and no chase immediately given, he picked a direction and kept on running.

It was nearly a week before he crossed paths with a caravan. Several people pointed him towards Kaer Maga, describing it as a place where all are welcome and only a fortnight away. Herrnarrel arrived there, having only one close call with a roving group of bandits. After a few days inside of Kaer Maga, making enough coin to get by performing parlor tricks and providing distractions for a certain type of people. On a couple of occasions, he would have sworn that someone he knows is following him. He's not looking to go back, he's not looking for forgiveness. All he wants in life is some fun, and it doesn't matter at whose expense it comes. As part of his education, he learned of many of the gods and god-like beings that exist, and he has decided that followers of Ymeri would be best suited to instruct him in his newfound skills.

Herrnarrel Kennadusk
Male Elf Wizard 1
CN Medium Humanoid (elf)
Init +4; Senses low-light vision; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +4, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 20 ft.
Ranged Light crossbow +4 (1d8/19-20/x2)
Wizard Spells Prepared (CL 1):
1 (3/day) Burning Hands (DC 17), Burning Hands (x3) (DC 17)
0 (at will) Spark (DC 16), Mage Hand, Light
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Statistics
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Str 7, Dex 18, Con 12, Int 20, Wis 10, Cha 8
Base Atk +0; CMB -2; CMD 11
Feats Scribe Scroll, Spell Focus (Evocation)
Traits Elemental Pupil (Fire), Magical Lineage (Fireball)
Drawback Paranoid: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check
Skills Acrobatics +1 (-3 jump), Climb -5, Escape Artist +1, Fly +1, Intimidate +0, Knowledge (arcana) +9, Knowledge (planes) +9, Linguistics +9, Perception +3, Ride +1, Spellcraft +9 (+11 to determine the properties of a magic item), Stealth +1, Swim -5, Use Magic Device +0; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Orc, Sylvan
SQ +4 to initiative checks, arcane bonds (arcane familiar, dinosaur, compsognathus), elven magic, empathic link with familiar, intense spells +1, opposition schools (abjuration, illusion), share spells with familiar, specialized schools (admixture), versatile evocation (8/day)
Other Gear Crossbow bolts (40), Light crossbow, Blue book (Kaer Maga), Hat, Mask, Spell component pouch, Waterproof bag (4 @ 25.62 lbs), Wizard's kit, 79 GP, 2 SP
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Special Abilities
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+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Admixture Associated School: Evocation
Elemental Pupil (Fire) +1 dam when cast damaging spells of chosen element.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.