Elf

Reuhne's page

146 posts. Organized Play character for Dunmuir.


Full Name

Threuhnadalinus

Race

Elf

Classes/Levels

Wizard (Diviner) 1 Health: 6/6

Gender

Male

Age

110

Alignment

Neutral Good

Languages

Celestial, Common, Elven, Draconic, Gnome, Sylvan

Strength 14
Dexterity 14
Constitution 11
Intelligence 18
Wisdom 10
Charisma 10

About Reuhne

Base Statistics:

Initiative: +3
AC: 12 (10 +2 Dex)
BAB: +0
Fort: +0
Ref: +2
Will: +3
CL: 1

Racial Traits:

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.

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.

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:

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 his spells with somatic components to fail.

Spells:

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his 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. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Class Features:

Bonus Languages

A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

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.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his 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 his 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 his 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 his 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 his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Forewarned (Su)

You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner’s Fortune (Sp)

When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier(7).

Arcane Bond - Familiar:

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. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

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 his bonded object worn or in hand, he 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 his 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 below).

A wizard can add additional magic abilities to his 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 Craft Magic Arms and Armor feat). 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 his 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.

Familiar:

Cat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size, +1 Natural Armor)
hp 7
Fort +1, Ref +4, Will +3
OFFENSE

Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse, Alertness
Skills Climb +6, Perception +9, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth

Special Abilities
Familiar
The Master of a cat familiar gains a +3 bonus to Stealth checks.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Trait:
Observant
It helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks with the chosen skill, and the chosen skill is a class skill for you.

Skills:

Knowledge
- Arcana: 1 (+8)
- Planes: 1 (+8)
- Religion: 1 (+8)
Perception: 1 (+9)
Sense Motive: 0 (+2)
Spellcraft: 1 (+8)
Stealth: 1 (+6)

Feats:

Spell Focus: Divination
Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Point-Blank Shot
You are especially accurate when making ranged attacks against close target.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Spells Per Day:

0 - Level: 3
- Detect Magic
- Message
- Spark
1st Level: 2 + 1
- Identify
- Mage Armor
- Magic Weapon

Armor and Weapons:

Longbow
Damage: 1d8
Crit: 20/x3
Type: Slashing
Weight: 4 lbs.

Longsword
Damage: 1d8+2
Crit: 19-20/x2
Type: Slashing
Weight: 4 lbs.

Equipment:

Backpack
- Bedroll
- Flint and Steel
- Ink (1 oz. Vial)
- Inkpen
- Mess Kit
- Iron Pot
- Soap
- Torch (10)
- Waterskin
Quiver
- Arrows (40)
- Longbow
Sheath
- Longsword

background:

Reuhne was born to two generals in the elven city he had left behind quite a long time ago. His temperament was one of patience and empathy. However, with parents who thrived upon discipline and the golden military life, they often misunderstood their son’s intellectual abilities as a tool for defending his beloved country, rather than using it for his own passion.

Magic defined his life. Magic existed in his every thoughts, and gave him a existance without limits. The elf’s first memory of magic was when an acolyte of the art plucked an aetherial strand from thin air, and wove it into a creature of individual force and will. That same mage ended up being his teacher, and after months of iron will pushing against parental standards, his mother and father finally gave in, and relinquished their son to the Arcane Academy.

His instructor was a man of lacking renown, and though the professor seemed full of wit, Reuhne often had a hard time learning from someone whose perspective on magic was finite at best. The young elf was told from day one that conjuration was the best. Lesson after lesson would berate him about the versatility and power of summoning. Reuhne’s mentor also had a wife who specialized in transmutation, and when the two worked together, their magic could rival most anything their apprentice had ever witnessed in his life.

However, Reuhne’s upbringing in the military life had left quite an impression upon him. One may summon any beast, or alter the very terrain to suit their needs, but if they lack the advantage, failure will be their fate. As such, the apprentice has maintained his focus upon the school of divination. Since declaring this, Reuhne has seeked out the Pathfinder Society as a means of both bettering himself, and humanity.

Appearance and Personality:

Slightly agile and toned, Reuhne is of average height and build, though his walk bespeaks of sense of grace that most elves already possess. Preferring clothing and gear of blue and green hues, the apprentice carries his spellbook in a pocket sown into his right pant leg. This style is added to all of his trousers as both a means of convenience and functionality.

He always wears an ordinary longsword on his left hip, of which the guard is embellished with his family crest; a teal cat's eye surrounded by white metal of the guard. This weapon is Reuhne's only physical connection to his family. Many times, the blade has broken and been reforged, but never has he lost it, and almost never does the blade leave his side.

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Reuhne is a disciplined soldier of the Order of the Lynx, and takes pride in his role in his parents' military force. Focused, and determined to do what is right for the pure sake of it, Reuhne does not let law force his hand, though he understands the need for it. A serious individual who opens up about himself only when it is appropriate to, the young mage is always willing to provide a helping hand, no matter what the task may be. Often times, he puts himself in sketchy situations without realizing it, and has to think his way out, or else be doomed to whatever hole he dug for himself.

Ultimately, this elf prefers his own thoughts over speaking too much, and is often misunderstood when his intentions aren't always voiced. Having been raised by a singular point of view, and then taught the exact opposite of that perspective, has taught Reuhne that the world is ever shifting, and that he should use his own moral compass to determine what is the right path to choose, rather than relying on someone else's word of judgement, for the word of another is not his own.

Pathfinder #137127