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About Ophelia Iestelle GlinathirBase Stat Breakdown:
Strength: 10 (10 Base) Dexterity: 14 (12 Base, +2 Racial) Constitution: 14 (16 Base, -2 Racial) Intelligence: 18 (16 Base, +2 Racial, +1 Level) Wisdom: 12 (12 Base) Charisma: 11 (11 Base) Favored Class Points:
Favored Class: Elf Wizard Racial or HP Favored Class Points: 5 Favored Class Designation: 5 to Elf Wizard Racial (Shift) Ophelia gets 6 (5 * 0.5 = 2.5) extra uses of her Shift class ability.
Ophelia Stat Block:
Ophelia Iestelle Glinathir Female Elf Conjurer Wizard (Conjurer) 5/Archmage 1 Neutral Good Medium Humanoid (Elf) Initiative: +10 (2 Dex, +2 Trait, +2 Racial, +4 Initiative); Senses: Low-Light Vision; Perception +5 -------------------- Defenses -------------------- AC: 13, Touch: 12, Flat Footed: 11 (10, +2 Dex, +1 Armor, +0 Size) HP: 35/35 (5d6+10+3) Fort: +4 (1 Wizard, +2 Con, +1 Resistance) Ref: +4 (1 Wizard, +2 Dex, +1 Resistance) Will: +6 (+2 against enchantment) (4 Wizard, +1 Wis, +1 Resistance) Immune: Magical Sleep Effects -------------------- Offenses -------------------- Speed: 30 ft. Melee: N/A Wizard Spells Prepared (CL 5th; Concentration +11)
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Wild Arcana: As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Elf Racial Abilities:
+2 Dex, +2 Int, -2 Con Medium Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Elves have a base speed of 30 feet. Elven Immunities: Elves are immune to magic sleep effects and gain 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. Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Skills:
Total Ranks: 30 [30 (6 * 5) Wizard] Fly: +0 (2 Dex, +0 Ranks, +0 Class)
Feats:
1st Racial Bonus: Run 1st Wizard Bonus: Scribe Scroll 1st: Improved Initiative 3rd: Spell Focus (Conjuration) 5th: Augmented Summoning 5th Wizard Bonus: Craft Wondrous Item Equipment:
Masterwork Backpack - 50 gp - 4 lbs. CONTAINERS: Armor: What Wizard Wears Armor?
Spell Component Pouch – 5 gp – 2 lbs.
CONSUMABLES:
Spells:
Original Budget: 1,000 gp
Current Funds: 971.67 Spellbook Pages 57/100:
Bold indicates free spells from leveling up. 3nd (6 pages): Haste, Spiked Pit 2nd (20 pages): Glitterdust, Create Pit, Levitate, Mirror Image, Invisibility, Web, Summon Monster II, Stone Call, Book Ward, Resist Energy 1st (15 Pages): Mage Armor, Blood Money, Sleep, Protection from Evil, Feather Fall, Vanish, Color Spray, Obscuring Mists, Endure Elements, Ear Piercing Scream, Anticipate Peril, Comprehend Languages, Shield, Silent Image 0th (16 Pages): All Core except Enchantment and Necromancy Archmage Abilities:
Wizard Class Abilities:
Arcane School: Conjurer Specialization - Teleportation School Opposed Schools: Enchantment, Necromancy Arcane Bond: Ring Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause her spells with somatic components to fail. Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare her 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. Her base daily spell allotment is given on Table: Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. Ophelia selected a bonded object. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without her bonded object worn or in hand, she must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in her spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to her bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares her spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. 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. Ophelia selected Enchantment and Divination. A wizard that chooses to specialize in one school of magic must select two other schools as her opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from her opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of her available 3rd-level spell slots to prepare a fireball. 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 her 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 her 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 her school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per 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 a prohibited school, but it uses up two of her available slots (see below). Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats. Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to her own. Summoner's Charm (Su): Whenever Ophelia casts a conjuration (summoning) spell, she increases the duration by a number of rounds equal to 1/2 her wizard level (minimum 1). This increase is not doubled by Extend Spell. Shift (Su): At 1st level, Ophelia can teleport to a nearby space as a swift action as if using Dimension Door. This movement does not provoke an attack of opportunity. She must be able to see the space that you are moving into. Ophelia cannot take other creatures with you when you use this ability (except for familiars). She can move 5 feet for every two wizard levels she possesses (minimum 5 feet). Ophelia can use this ability a number of 8 times per day (3 + her Intelligence modifier + Favored Class). Appearance:
Ophelia Glinathir formally stands at a relatively tall six feet even and weighed exactly one hundred and twenty pounds. Nonetheless, her feminine physique is light, slender, and curvy, and true to her species, her movements are quick, nimble, and graceful. Ophelia’s almond-shaped eyes are a sapphire sea blue and full of life and happiness. Her long, lucious hair is a gentle yet prominent blonde, which the wizard usually braids in some fashion. In contrast to what one might expect, Ophelia spends much time outside, and this reflects on her smooth tanned skin, which looks almost golden. Ophelia’s normal attire is usually white or blue silk robes (kept nice, pressed, and clean with Prestidigitation), sandals, and an assortment of different golden bands and jewelry. She paints both her finger and toe nails sapphire blue and sports a simple silver ring on her left hand. Personality:
At heart, Ophelia is an optimist. How hopeless of one she is depends on the individual asked. Even after weathering nearly a century and a half of life, she still tends to see the world as half-full. As she her personal arcane power has grown over the decades, Ophelia's sense of motherly kindness and chartity had always seemed to match it in kind. Having grown up among a bustling human-dominated populus, Ophelia is more outgoing, social, and chatty than the usual elf. She is less aloof too and very prone to helping out students around the Stone of the Seers school. Unless she is completely absorbed by a good book (being a wizard, it happens), the Conjurer prefers to have somebody around to talk to. Ophelia has been known to summon up some company if she can't find any. Ophelia is highly intelligent, and she very much enjoys exercising her brain. She loves learning new languages and makes a lot of time to keep up her skills with them. Her definition of reading for fun is to plow through at least three thick tomes of military strategy in a night. Ophelia's age has also given her a powerful sense of discipline that generally tends to hold very well. No stranger to combat by virtue of age, she tends to think very quickly and tactically, which is a good thing considering how quickly the elf can zip around any given area. Background:
The Glinathir family moved to Kenabres, Mendev as a part of the First Crusade. Little Ophelia was the youngest of their children by far, so she was left in the city while the rest of the family fought in the battlefield. Her family was among the first Riftwardens to fight the demons and also the first to die at their claws. As such, Ophelia was orphaned at a young age and was forced to deal with the complications of being a Forlorn elf. Ophelia was bounced around the city to various foster homes. While she saw much kindness, it was always a struggle with her peers rapidly outgrowing her and often going to die on a crusade. Luckily, things greatly stabilized for her when the young elf when she showed talent with arcane magic. Even though it took her far longer to finish her primary studies due to her slow aging, Ophelia eventually grew into a competent Conjurer wizard. Simply put, the young Forlorn readily absorbed everything given to her in that field, out of a desire to find some way of countering the demons' great mobility. Ophelia has helped out on the frontlines on a few occasions, but she generally tries to avoid them after the last few blotched crusades. Nowadays, she helps mentor younger wizards in the basics, and given her age, the Conjurer has a lot of experience in the basics. Ophelia recently learned that her parents and older siblings all perished on a critical secret mission, and she has a secret desire to learn more about what happened and do something to honor their memory. However, the exact means to do that remains elusive. As such, Ophelia continues to study, looking for the answers to end the demon menace. Ophelia's Four Elven Names:
Family Name: Ophelia Iestelle Glinathir Personal/Given Name: Ophelia Nicknames: Professor Glinathir (by her students) Hidden Name: Opal |