Male Half-Elven Wizard 5
NG Medium Humanoid
Init +9; Senses: Low-light vision; Perception +6
AC 13 (17 w/mage armor), touch 13, flat-footed 10 (+3 Dex)
hp 29 (5d6+1 CON +1 favored class)
Fort +3, Ref +5, Will +6
Speed 30 ft.
Base Atk +2; CMB +2; CMD 15
Melee: Mwk Dagger: Attack +6, Damage 1d4
Melee: Quarterstaff: Attack +5, Damage 1d6
Ranged: Light Crossbow: Attack +5, Damage 1d8; Hand of the Apprentice (7/day): Attack +6
Str 10, Dex 16, Con 12, Int 18, Wis 13, Cha 7 (10), Com 12
Skills: 6 ranks/level
Appraise* (+12 [5 ranks])
Craft (Alchemy)* (+8 [1 rank])
Escape Artist (+3)
Kn. Arcana* (+13 [5 ranks][trait])
Kn. Dungeoneering* (+8 [1 rank])
Kn. Engineering* (+8 [1 rank])
Kn. Geography* (+8 [1 rank])
Kn. History* (+8 [1 rank])
Kn. Local* (+8 [1 rank])
Kn. Nature* (+8 [1 rank])
Kn. Nobility* (+8 [1 rank])
Kn. Planes* (+8 [1 rank])
Kn. Religion* (+8 [1rank])
Linguistics* (+9 [2 ranks])
Perception (+6 [3 ranks +2 trait])
Profession* (+5 [1 free rank])
Sense Motive (+1)
Sleight of Hand (+3)
Spellcraft* (+15 [5 ranks][Focus])
Languages: Common, Elven, Draconic, Goblin, Orcish, Sylvan, Goblin, Thassilonian
Bonded Ring: 1/day cast any known spell
Potion of Cure Light Wounds (x2)
Scroll of See Invisibility
Scroll of Whispering Wind Sihedron Medallion: While worn, a Sihedron medallion grants its bearer a +1 resistance bonus on all saving throws. Once per day, it may be commanded as a free action to bestow the effects of false life (CL 5th) on the bearer. In addition, when placed on the neck of a dead creature, it provides the body with an indefinite gentle repose effect.
Wand of shocking grasp (26 charges)
Wand of magic missiles
10 Crossbow bolts
2 Belt pouch
2 Scroll case
Ink, vial, & pen
4 Parchment sheets
Arcane Talent: Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. Detect Magic Craft Magic Arms and Armor: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
Elven Immunities: Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Reflexes: +2 trait bonus on Initiative checks.
Hand of the Apprentice: (Universalist feat) You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Improved Initiative: You get a +4 bonus on initiative checks.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Lore Seeker: +1 trait bonus on Knowledge (arcana) checks. Pick three spells on your spell list - they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Skill Focus (Spellcraft): You get a +3 bonus on all checks involving the chosen skill.
Spell Focus (Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
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.
*Lore Seeker (+1 caster level, +1 DC)
+ Spell Focus - Enchantment (+1 DC)
Detect Magic - 3/day as spell-like ability
Level 0 - DC 14 - 4 spells/day
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze+: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic*: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead*: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Touch of Fatigue: Touch attack fatigues target.
Level 1 - DC 15 - 4 spells/day
Burning Hands: 1d4/level fire damage (max 5d4)
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures
Comprehend Languages: You understand all spoken and written languages
Charm Person+: Makes one person your friend (DC 15)
Detect Secret Doors: Reveals hidden doors within 60 ft
Floating Disc: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level
Grease: Makes 10-ft. square or one object slippery
Identify*: Gives +10 bonus to identify magic items
Mage Armor: Gives subject +4 armor bonus
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5)
Obscuring Mist: Fog surrounds you
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels
Reduce Person: Humanoid creature halves in size
Sleep+: Puts 4 HD of creatures into magical slumber (DC16)
Unseen Servant: Invisible force obeys your commands
Level 2 - DC 16 - 3 spells/day
Continual Flame(M): Makes a permanent, heatless light.
Invisibility: Subject is invisible for 1 min./level or until it attacks
Knock: Opens locked or magically sealed door.
Masterwork Transformation: Make a normal item into a masterwork one.
Minor Image: As silent image, plus some sound
Mirror Image: Creates decoy duplicates of you
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic energy damages objects or crystalline creatures
Spider Climb: Grants ability to walk on walls and ceilings
Summon Monster II: Summons extraplanar creature to fight for you.
Level 3 - DC 17 - 2 spells/day
Dispel Magic: Cancels one magical spell or effect.
Lightning Bolt: Electricity deals 1d6/level damage.
Rhanloi Ehlyss is a seeker of knowledge. His first sixteen years were spent with his human mother, a librarian in a large city. She instilled a love and respect for books and taught him to always search for the truth in texts and scrolls, even those concealed or meant to be hidden. Rhanloi’s time in the library among thousands of books gave him a deep understanding of their value and a broad base of knowledge, but did nothing to develop his strength or fighting skills.
He soon grew restless, and a bit rebellious, and was sent off to live with his elven father in the Mierani Forest. It was during the next 10 years that Rhanloi gained an extensive knowledge of the natural world and the arcane. His father opened Rhanloi’s eyes to magic and began his lessons as a wizard. True to his nature, Rhanloi studied all major schools of magic to be a “Jack of all trades” rather than specializing in any single area. Rhanloi still wears his father’s masterwork silver ring, a constant reminder of his heritage and inheritance.
Over the next 7 years Rhanloi discovered a way to combine the lessons from both parents and established a moderately successful business buying and selling rare books and magical items. Here he learned to appraise the value of more than books, and expanded his knowledge of the arcane. Rhanloi came across many interesting rumors of magical items, the most intriguing item being the fabled Book of Abraham the Mage. This magical codex is supposed to contain all of the world’s knowledge. Rhanloi realized that he could no longer wait for new knowledge to come to him – he needed to go out and find what he was seeking!
Rhanloi is in Sandpoint following leads on Thassilonian texts. He is also looking for a place to establish his own shop or partner with an existing one - Magnimar is just too large for a young half-elf starting his own business!