N Self Centered Power-Hungry, with experience will become NG
Strength
8
Dexterity
18
Constitution
14
Intelligence
22
Wisdom
10
Charisma
12
About Ravarel Leafblown
Statistics:
Sorcerer Crossblooded (Arcane/Orc) 1, Arcanist School Savant (Evoker, Admixture) 7
N (Good Tendencies) Medium Male Elf
Init +10; Senses Perception +12, DarkVision 90ft, Light Sensitivity
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DEFENSE
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AC 19, touch 15, flat-footed 15( Mage Armor +4, +4 dex, +1Deflection)
hp 50 {34,+16Con}
Fort +6 {+2 Base,+2 Con,+2 Res}
Ref +8, {+2 Base,+4Dex, +2 Res}
Will +7{+5 Base,+0 Wis, +2 Res}
CMD 12
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OFFENSE
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Speed 30 ft.
CMB +0;
Base Atk +3
Melee-1 {+3Base, -1Str }
Ranged +7 {+3Base, +4Dex} Ray of Frost {dam=1d3+1Orc Bloodline+3Evoker}
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STATISTICS
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Str 8, Dex 16(18), Con 12(14), Int 20(22), Wis 10, Cha 12
Race Traits:
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Race Traits
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Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See theLinguistics skill page for more information about these languages.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Magical Racial Traits
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
Senses Racial Traits
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Arcanist Exploits
1rst X
3rd X
5th Dimensional Slide
Traits:
Magical Lineage: Ball Lightning
Wayang Spell Hunter: Fireball
Spells:
beating SR1d20+CL+2
Sorcerer Crossblooded
0th at will, known=3
1rst 3/day, known=1 Shield
Arcanist School Savant Admixture (Opposition Schools Necromancy, Enchantment)
Concentration= +13
DC= 16+spell level, Evocation Spells +1DC, +1CL, +3 HP dam, +1hp dam per die of spell dam, +1DC to metamagicked spells
0th at will, 7+1 prepared= Jolt, Ray of Frost, Penumbra, Detect Magic, Read Magic, Mage Hand, Ghost Sound, Message
Crossblooded
A crossblooded bloodline combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers. A draconic sorcerer who is also the culmination of a great destiny, an abyssal sorcerer from a family that dealt with devils, and an arcane sorcerer raised from birth by fey are all possible sources for crossblooded bloodlines.
A crossblooded sorcerer selects two differentbloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of bothbloodlines she is descended from, but at the cost of reduced mental clarity and choice (see Drawbacks).
Class Skill
A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.
Bonus Spells
A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.
Example: A 3rd-level aberrant/abyssal crossblooded sorcerer has the choice of learning cause fear or enlarge person as herbloodline bonus spell. If she selected cause fear as her 3rd-level bonus spell, at 5th level she could use her new bonus spell to learnenlarge person instead of bull’s strength orsee invisibility, and she would add it to her list of 1st-level spells known (just as if she had learned it as her 3rd-level bonus spell).
Bonus Feat
A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.
Bloodline Arcana
A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.
Bloodline Powers
At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-levelbloodline power she did not choose in place of one of these higher-level powers.
Drawbacks
A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Willsaves.
Cantrips
Eschew Materials
Class Skills: Survival
Bloodline Arcana (Arcane): Whenever you apply ametamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat
Bloodline Arcana (Orc):You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Bloodline Power Arcane Bond (Su): At 1st level, you gain anarcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
Arcanist School Savant (Evoker, Admixture) 1 Elf FCB +1pt/level in Arcane Reservoir
Spellbooks
An arcanist must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to herIntelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own.
Cantrips
Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Arcane Reservoir (Su) 10+ 7 FCB= 17
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploits
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.
For a complete list of Arcane Exploits, see here
Consume Spells (Su)
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
School Savant (Evoker, Admixture)
School Focus (Su)
At 1st level, a school savant chooses a school of magic. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting a subschool. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.
Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit.
This ability replaces the arcanist exploitsgained at 1st, 3rd, and 7th levels.
Associated School: Evocation.
Intense Spells (Su) +3 dam
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spellor similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Replacement Powers: The following school powers replace the force missile and elemental wall powers of the evocation school.
Versatile Evocation (Su): 9/day
When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty onPerception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Gear/Possessions:
Work in progress
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GEAR/POSSESSIONS
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Carrying Capacity Light 0-26 lb. Medium 53 lb. Heavy 80 lb.
Current Load Carried 5 lb.
Money GP 485 SP 0 CP
Mundane Items:(55gp)
Wizards Kit 21gp
Dagger x2 4gp
Silken Ceremonial Armor 30gp
Spring Loaded Wrist Sheaths x2 10gp(wands of Shield and Enlarge Person)
Magic Items:
Belt of Physical Might +2 dex and con 10k
Headband intelligence +2 4k
Cloak resistance +2 4k
Ring prot +1 1k
Metamagic rod lesser
Selective 3k (always in hand while in dungeons etc.. attached to belt by short cord so he can release it as free action and retain possession)
Extend 3k
Wand of Infernal Healing 750gp
Wand of Enlarge Person 750gp
Wand of Shield 750gp
Handy Haversack 2k
Cracked Dusty Rose Ioun Stone +1 Init 500gp
Spellbook additional spells 1,900
Scrolls (1,600gp)
1rst 25gp each (200gp): detect secret doorsx2, touch of the seax2, comprehend languagesx2, air bubbles, monkey fish x2
2nd 150gp each (600gp): rope trickx2, prot evil communalx2
3rd 375gp each (750gp):resist energy communalx2
Christmas Scroll (2,000gp)
1rst
airbubble 25
2nd
rope trick 150
3rd
gust of wind 375
Clairaudience-Clairvoyance 375
Seek thoughts 375
4th
remove curse 700
Total =32,455
Background:
“A week ago your regiment of an invincible army was soundly crushed by an upstart rebel and his half trained militia.”
Ravarels village located on the outskirts of the nation that the “invincible army” belonged to.
Ravarels village on the outskirts of (insert name of nation) was a part of it in name only. We were self sufficient, isolated and of no strategic import through geography or resources to the Great nation of (_________). Many years ago when he was but a child, his village and family were killed and burned in an unprovoked attack. The ravagers attacked for no known reason and gathered the adults in a slaughter line and made their children watch as their family was killed. As his Father and Mother were killed in front of him something snapped inside Ravarel and he gained access to powers he did not know he had. His skin suddenly became slippery (Grease) and the attacker holding him could not prevent him from sliding out of his grasp and running away into the forest. He was pursued into the Forest but Ravarel had grown up playing in the forest and knew it intimately. He found that he was able to see in the dark, something he had never been able to do before (Orc Bloodline Power Darkvision) and create sounds at a distance (Ghost Sound) that confused the pursuers so much that they became confused, lost and eventually gave up the search.
Ravarel remained in the Forest for many days til he could be sure that the Ravagers were gone. He buried his parents and kept the only momento he could find. His Father’s simple wedding ring.
He remained there living by himself for several years. Til one day when an old Wizard Timron the Evoker decided to take up residence in Ravarels Forest. The feral child Ravarel was not pleased with this and made the Wizards life as difficult as a solitary child (with minor magical powers) could.
Timron the Evoker was not threatened or dismayed at Ravarels attempts to make his life difficult. Merely curious as to the extent of this feral elf childs magical abilities. After some time when his patience had given out and he had full measure of Ravarels abilities Timron captured the child and thus began the “Taming of Ravarel”.
Whilst initially vehemently opposed to his capture Ravarel eventually became enthralled with the Evokers magical abilities and felt that he could learn much from him. Over the years Ravarel learned much form Timron and learned to combine the scholarly Wizards approach to magic with his own innate abilities (Sorcerer). Eventually this fusion resulted in Ravarel becoming an Arcanist School Savant (Evoker, Admixture). This fusion of abilities fascinated Timron but he was also concerned at the bitter darkness in Ravarels heart, a desire for power (he had been powerless to stop his parents murders) and desire for revenge.
Unbeknownst to Timron, Ravarel began using the Crystal Ball to find out more about the world and in particular what and who attacked his village. He found that the attackers originated across the sea and that his nation (_________) was about to go war with the Ravagers. Ravarel left the next day not even bothering to leave a note for Timron who had shown him much kindness over the years. All he could think about was joining the Army and getting revenge. After he was well on his way in his journey Ravarel would have second thoughts about his abrupt departure knowing he owed the old Wizard at least the simple decency of a goodbye...but these thoughts were fleeting as his desire for revenge drove him onwards.
Having made the long trip to the capital Ravarel joined the Army and was placed in a unit not as an officer of course but as “Magical Support”. The his talents are recognized but he is not truly a part of the unit and he is not truly a member of this nation. His village was a part of this nation in name only and it is not understood why he is here. Ravarel of course has no loyalty to this Nation and looks at the fellow members of his unit as tools for vengeance (this will change in time as he forms bonds with his unit and his Alignment transitions from N to NG).
Primary Motivators: Destruction and Power to accomplish that
Emotional Disposition: Angry, Logical
Core Traits:
Outlook:Pessimistic, lost his family as a child. This is a hard world
Integrity: Conscientious, pragmatic above all
Impulsiveness: Controlled
Boldness: Intrepid but aware that his talents are more ranged than melee
Agreeableness: Disagreeable, cold pragmatic, uses people, but aware he needs to use them so hides this as much as possible
Interactivity: Reserved. He has nothing in common with these people, but needs them to further his goals
Familiar:
Greensting Scorpion +4 Initiative and Alertness. Never leaves Ravarels pocket