Lantern Bearer

Quariel's page

67 posts. Alias of Vil-hatarn.


Full Name

Quariel

Race

Elf

Classes/Levels

Wizard1

Gender

Male

Size

Medium

Age

143

Alignment

N

Deity

Gozreh

Languages

Elven, Common, Aquan, Draconic, Sylvan

Occupation

Itinerant Wizard/Sailor

Strength 12
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Quariel

Quariel
Male elf wizard1
Medium humanoid (elf)
Init +3; Senses Perception +4, low-light vision

-=DEFENSE=-
AC 13, touch 13, flat-footed 10(Dex +3)
HP 8 (1d6+1+1); Current = 8
Hero Points: 1
Fort +4, Ref +3, Will +2

-=OFFENSE=-
Speed 30ft
Melee trident +1 (1d8+1, 20/x2) Type: Piercing
Ranged trident +3 (1d8+1, 20/x2) Type: Piercing; Range Incr: 10ft
Ranged ray of frost +3 touch (1d3) Type: Cold; Range: 30 ft.
Special cold blast 7/day
Spells Prepared:
1st-endure elements (2), hydraulic push
0-dancing lights, detect magic, prestidigitation, ray of frost

-=OTHER=-
Str 12, Dex 16, Con 12, Int 18, Wis 10, Cha 8
BAB +0; CMB +1; CMD 14
Feats Scribe Scroll, Breadth of Experience
Skills
Name(stat) +mod = ranks+stat+class+misc
Knowledge (arcana) (Int) +10 =1+4+3+2
Knowledge (geography) (Int) +10 =1+4+3+2
Knowledge (local) (Int) +10 =1+4+3+2
Knowledge (any) (Int) +6 =0+4+0+2
Perception (Wis) +4 =0+0+0+4 (-2 if familiar is more than 5 ft away)
Profession (sailor) (Wis) +6 = 1+0+3+2
Profession (any) (Wis) +2 = 0+0+0+2
Sense Motive (Wis) +2 = 0+0+0+2 (-2 if familiar is more than 5 ft away)
Spellcraft (Int) +8 =1+4+3+0
Swim (Str) +12 = 1+1+3+7 (may always take 10)

Traits, Racial, Class Abilities::

-=Traits=-
Resilient (Combat Trait)
Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result.
Benefit: You gain a +1 trait bonus on Fortitude saves.

Jenivere Crew (Campaign Trait)
This trip to Eleder is just one of many in a long career as a sailor aboard the Jenivere and other cargo vessels.
Benefit: +1 trait bonus to Swim, and it is always a class skill.

-=Racial Abilities=-
Low-light vision
Elven Immunities: immune to magical sleep, +2 vs. enchantment
Keen Senses: +2 Perception
Spirit of the Waters: +4 racial bonus to Swim checks, may always take 10 while swimming. May take Aquan as a bonus language. Proficient with longspear, trident, and net.

-=Class Abilities=-
Arcane School: Elemental Water
Water Supremacy: +2 enhancement bonus to Swim checks (+1 for every five levels). Can hold breathe for 4*CON rounds.
Cold Blast: unleash burst of cold as a standard action. Hits anything within 5 ft. with 1d6 + 1/2 wizard level cold damage and staggers for one round; DC 10+1/2 wizard level+Int modifier (DC14) Reflex for half damage and no stagger. Usable 3+Int modifier times per day.

Familiar:

Reeds
N Tiny magical beast
Init +3; Senses Perception +1, low-light vision, scent

AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
HP 4 (1 HD)
Fort +2, Ref +4, Will +3
Special improved evasion

Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1)
Space 2.5 ft; Reach 0 ft.

Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMD 6 (10 vs. trip)
SQ alertness, share spells, empathic link
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +14; may always take 10 on Climb or Swim

Equipment:

Wealth 9 gp, 9 sp, 2 cp
monk's outfit
signal whistle
spell components
waterskin
trident
-waterproof belt pouch-
2 traveling spellbooks
-belt pouch-
18 candles
sealing wax
flint and steel
ink (1 oz.)
inkpen
-waterproof belt pouch-
---4 scroll cases-
10 sheets of parchment
-belt pouch-
(Reeds' home)
Carried Weight 19 lbs
Light: 43 Medium: 87 Heavy: 130

Spellbooks:

Blue: grease, hydraulic push, obscuring mist; dancing lights, detect magic, prestidigitation, ray of frost
Green: endure elements, hold portal, mage armor, touch of the sea; arcane mark, detect poison, mage hand, touch of fatigue

Description:

Quariel's most striking feature is his eyes, the large pupils a deep blue which evokes a pool of water. He wears a simple, loose tunic in a matching blue and plain leather pants--clothes practical for ship life. These clothes do not conceal his slight form--even for an elf, Quariel is light, weighing merely 115 pounds despite being nearly six feet tall. A variety of pouches, bandoleers, and interior pockets hold all of his possessions, most notably his two spellbooks. Though he rarely has need of it, his clan spear is never far from his hand.

Quariel has been a great many places in his life, and there are few things he doesn't have at least a passing knowledge of. More than anything, though, he loves life on the water; normally somewhat reserved, he is lively and energetic when given the opportunity to swim or to sail.

As can be seen in his magic, Quariel has a powerful affinity for water, and his travels are a dual effort to experience as many waterways of the world as he can and to seek out and study all kinds of water magic.

Backstory:

Quariel grew up in the seclusion of Kyonin, born to a small riverside clan. His childhood was spent in the water as often as out, and when he was apprenticed to the clan's wizard, he showed remarkable affinity with water magic. The majority of his spells utilize ice or water to achieve their intended effect, whether that effect is sealing a doorway, knocking a target over, or forcing someone to drop their weapon. This affinity was even more apparent when he called his familiar; he bonded with a black river rat who he calls Reeds.

What began as a talent has become the focus of Quariel's studies. Upon completion of his training in the ways of the wizard, he departed Kyonin, the better to research the ways other races and cultures utilize the power of elemental water. His master's parting gift to him was a handmade spellbook with a water rune blazoned on the cover; Quariel records only his favorite spells in this book, keeping others on a variety of ancillary notebooks and scraps of paper. His other signature possession is a unique two-pronged spear used by his clan, a gift from his mother to see him safely through his travels.

Quariel has traveled the northern Inner Sea regions for nearly a decade, acquiring a wealth of experiences and insight into his research. He first traveled south, to the deserts of Qadira, where he harnessed the power of steam. More recently he visited northern lands and augmented his water magic with ice. Most recently he has joined the crew of the Jenivere, a merchant vessel which travels up and down the western coasts, in order to earn passage to distant Sargava, where he hopes to gain new insights into the harnessing of elemental water. While he could have paid for passage, he found the prospect of assisting in the sailing of the ship more appealing and has picked it up quite quickly.

Dice:

Concentration [dice]d20+5[/dice]
ray of frost to hit touch [dice]d20+3[/dice]
damage [dice]1d3[/dice]
Trident M to hit [dice]d20+1[/dice]
damage [dice]1d8+1[/dice]
Trident R to hit [dice] d20+3[/dice]
damage [dice]1d8+1[/dice]