Elven Wizard

Rîleth Mithrandir's page

183 posts. Alias of Ariarh Kane.


Full Name

Rîleth Mithrandir

Race

Elf (High Elf)

Classes/Levels

Bard (Archaeologist) 3| AC 18/*19, T13/*14, FF15, Uncanny Dodge| HP 24/24, F+1, R+6/+7, W+3/+5, CMB +3, CMD 16| Init +3, Lowlight, Perc. +9, Speed 30ft | Hero Pts: 2 | 0/5 Rds Archaeologist's Luck

Gender

F

Size

M

Age

116

Alignment

CG

Deity

Desna

Location

Sandpoint

Languages

Common, Elven, Thassilonian (from campaign trait). Varisian (from INT bonus), Sylvan (from INT bonus)

Homepage URL

Image of Rîleth , Loot List

Strength 13
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 13

About Rîleth Mithrandir

Appearance & Personal info:

Image of Rîleth
Age: 116 years
Height: 5'10"
Weight: 120 lbs
Body type: Willowy, graceful, slender physique.
Eyes: Wide, expressive, almond-shaped, grey-green in colour.
Ears: Elegantly pointed.
Hair: Long, dark-haired (kept in a single braid when travelling/exploring).
Skin: Fair with a touch of a tan.
Tattoo: Rune, nature patterns across her forehead.
Clothes: Neat, fashionable, practical, tends to prefer cloth in shades of grey and green. (Dresses in more traditional elven garments made of soft fabric featuring cuts and patterns - both flattering and not restricting movement.)
Deity: Desna
Home town: Crying Leaf - a small isolated Elven village in Varisia's Mierani Forest (a day's travel from the ruins of the former elf city of Celwynvian).

Personality:

Rileth can be considered “bookish” by some (being an avid reader)– yet as much of her study has been in the field and not just from books, scrolls or stories. She is a curious and self-motived elf who is eager to learn as much as she can. She is not as aloof/guarded as some of her kind – generally being more friendly and pleasant to be around. A bit of a risk taker, she can be impulsive/reckless in the pursuit of discoveries and answers and single-minded when deeply involved in some task or discovery. She values the past and friendships and is uncommonly loyal. Rileth is honourable – keeps to her word, delivers on promises and wishes to help family and friends. She has a quick temper – yet manages to diffuse it with bemused laughter. She doesn’t take herself too seriously – although she does take the work seriously.

Backstory, including tie in to Sandpoint:

Rileth was the only child of two High Elves – her seer mother, Idilai, and scholar father, Naronel. She was born in the isolated elven village of Crying Leaf in the Mierani Forest in Varisia, which was a day’s travel from the ruins of the former ancient elven stronghold of Celwynvian. Her parents’ great passion was lore and ancient civilisations and they passed this love onto their daughter. When the other elven children ran off to loudly practice with their bows and blades, Rileth could be found quietly pouring over the old tomes and scrolls in her parents’ library (or travelling chest) or listening to them (and other elders) recount their travels, adventures and the sights they had seen. It was through these stories that she grew particularly fascinated with Thassilonian lore. When she was young, her parents would bring her with them on their sojourns to ancient ruins – fuelling the child’s natural curiosity and adventurous spirit. Rileth was not the brightest student – yet she was studious and determined to learn the secrets of the ancients and she learned to read and speak the ancient Thassilonian tongue.

When Rileth and her parents returned to Crying Leaf, Idilai and Naronel were tasked with helping to protect the cordoned, shadowy borders of the forest surrounding Celwynvian. It was here that her parents lost their lives; leaving her an orphan. Her late mother’s closest friend, Kameili (Kami as Rileth called her) took her in and taught her to use a bow and rapier (as well as to perform certain arcane magic) as it would not do to have an elven child of the forest not know how to wield either weapon or magic. Rileth, in her loneliness and sadness, poured over the old tomes and scrolls that once were her parents – doing so late at night when Kami was sleeping and she did not have other tasks and duties to undertake. When she came of age, Rileth decided to leave the Mierani Forest and strike out on her own – continue to travel and learn. Kami begrudgingly gave her consent (Rileth was resolved to leave and Kami’s approval was merely a formality).

During the course of her travels, Rileth heard of an ancient Thassilonian ruin still partly standing in the small coastal city of Sandpoint in Varisia’s Lost Coast. She had not visited this ruin and headed to the town. On arrival, she inquired and made the acquaintance of the local balding human historian/scholar, Brodert Quink, who had been studying ancient Thassilonian ruins and the history of the region for the past several years – in particularly the Old Light – believed to have been a lighthouse during the ancient Thassilonian empire – although much of its structure had crumbled over the ages. The Old Light was certainly a magnet for curious academics interested in such lore and Rileth remained in Sandpoint these past four months studying it alongside Brodert Quink.

Rîleth Mithrandir
Female Elf Bard (Archaelogist) 3
CG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +9
Hero Points: 2
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Defense
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AC 18/*19, touch 13/*14, flat-footed 15 (+3 Dex, +4 armour, +1 Shield, *+1 dodge bonus vs traps, Uncanny Dodge)
hp 24 (1d8+1Favored Class, 6+1, 7+1)
Fort +1, Ref +6/*+7 (to avoid traps), Will +3; (+2 vs. enchantment spells and effects.)
Immune: Magic Sleep Effects
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Offense
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Speed 30 ft.
Melee: MW Rapier +6 (1d6+1, 18-20x2, P, finesse, add +2 to hit & dmg with AL & FF)
Melee: MW Dagger +6 (1d4+1, 19-20/x2, P or S, finesse, 10 range when thrown, add +2 to hit & dmg with AL & FF)
Ranged: +1 Comp Shortbow +6 (1d6+1/x3, 70 ft range, P, add +2 to hit & dmg with AL & FF)
Special
Spell-like Ability : Comprehend Languages 1/day
Archaeologist’s Luck (Ex): 5 rounds/day (extended with Lingering Performace feat) (+2 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls)

Spells Known (CL 3, Concentration +6)
1st (4/day, DC 12)— Cure Light Wounds, Grease, Sleep, Vanish
0 (at will, DC 11)— Dancing Lights, Daze, Detect Magic, Prestidigation, Read Magic, Resistance

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Statistics
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Str 13, Dex 16, Con 10, Int 14 Wis 10, Cha 13 (Ability Modifiers +2 Dex, +2 Int, -2 Con)
Base Atk +2; CMB +3; CMD 16
Feats Weapon Finesse , Lingering Performance
Traits
Scholar of the Ancients (Campaign): Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Fate’s Favored (Faith): The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Focused Mind (Magic): Your childhood was dominated by lessons of some sort (whether musical, academic, or other) that encouraged your ability to block out distractions and focus on the immediate task at hand. Benefit: You gain a +2 trait bonus on concentration checks.

Skills (6+2INT=8x3))
• Acrobatics +7 (2 ranks, ACP -1)
• Appraise +6 (1 rank)
• Climb +5 (2 ranks, ACP -1)
• Diplomacy +5 (1 rank)
• Disable Device +12 (3 ranks, +1 from Clever Explorer, +2 from MW Thieves' Tools)
• Know. Arcana +8 (1 rank, +1 from campaign trait, +1 Bardic Know.)
• Know. Dungeoneering +8 (2 ranks, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Engineering +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Geography +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. History +8 (1 rank, +1 from campaign trait, +1 Bardic Know)
• Know. Local +7 (1 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know )
• Know. Nature +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Nobility +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Planes +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Religion +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know )
• Perception +9 (3 ranks, +2 for Keen Senses, +1 for Clever Explorer)
• Sense Motive +4 (1 rank)
• Spellcraft +7 (2 ranks)
• Stealth +8 (3 ranks, ACP -1)
• UMD +5 (1 rank)

Languages Common, Elven, Thassilonian (from campaign trait). Varisian (from INT bonus), Sylvan (from INT bonus)

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Special Abilities
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Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Envoy: (Alternate Racial Trait) Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.
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.
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.
Archaeologist’s Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving her a +1 (add +1 for fate’s favoured) luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier (4+1=5 rounds/day). Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

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Gear
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Starts play with Explorer's Outfit valued at 10gp.
Weapons:
Rapier (20 gp, 2 lbs, finesse, weapon focus) (sold, received 12 gp)
• Masterwork Rapier (320 gp, 2 lbs, finesse, weapon focus, +1 to attack)
Dagger (2 gp, 1 lbs, finesse) (sold, received 1 gp)
• Masterwork Dagger (302gp, 1 lbs, finesse, +1 to attack)
• +1 Comp Shortbow (claimed from Tsuto, 3 lbs)

Ammunition:
• 20 Common Arrows (claimed from Tsuto, 3 lbs)

Armour & Shield:
Studded Leather (25 gp, 20 lbs. Armor Bonus +3; Max Dex Bonus +5; Armor Check Penalty -1, Arcane Spell Failure Chance 15%) (sold, received 15 gp)
• Masterwork Chain Shirt (250 gp, 25 lbs, +4 AC, -1 ACP)
• Masterwork Buckler (155 gp, 5 lbs, +1 AC, 0ACP)

Equipment:
• Canteen (2 gp, 1 lbs)
• Bedroll (1 sp, 5 lbs)
• Book, Journal (10 gp, 1 lbs)
• 2 sticks x Charcoal (1 gp, - lbs)
• Masterwork Thieves' Tools (claimed, 2 lbs) (This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.)
Common Backpack (2 gp, 2 lbs) (sold, received 1 gp)
• Masterwork Backpack (50 gp, 4 lbs) (Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Grooming Kit (1 gp, 2 lbs. This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Mess Kit (2 sp, 1 lbs)
• Flint & Steel (1 gp, - lbs)
• Elven Trail Rations (4 days worth, 8 gp, 4 lbs) ( Elves favor soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.)

* Received 10 sp for her story at the Rusty Dragon (23rd day of Rova).
* Took the late Tsuto's +1 Composite Shortbow and quiver with 20 arrows.
* Scroll of Flaming Sphere (CL 5). (claimed)
* Scroll of Burning Hands (CL 3). (claimed)
* Iron Wand: Wand of Shocking Grasp (28 charges) (CL 1). (claimed)
* Claimed share of coin: 12 gp & 2 pp (total 32 gp)(from the Glassworks fight?)
* After selling unclaimed items from Glass works & Catacombs (share of coin) 1740 gp.

Total Cost of Gear/Equipment: 1100 gp & 3 sp out of 1907 gp (806 gp & 7 sp remaining)
Total Weight of Gear/Equipment: 59 lbs (medium load) (STR 14 with mw backpack: Light 58 lbs or less, Medium 59-116 lbs, Heavy 117-175 lbs)

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Future/Possible Feats:

Level 2 spell choices: