Seltyiel

Rysil Silverleaf's page

5 posts. Alias of Rysil.


Full Name

Rysil Silverleaf

Race

Elf

Classes/Levels

Magus

Gender

Male

Size

6' 2" 165

Age

100

Special Abilities

See Class Features

Alignment

Neutral Good

Deity

Agnostic

Languages

Azlanti, Celestial, Common, Draconic, Dwarven, Elven.

Occupation

Bounty Hunter

Strength 12
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 10
Charisma 11

About Rysil Silverleaf

Backstory:
Rysil Silverleaf is an oddity even among elves. First of all he is the bastard child of a visiting Elven Prince and an elven scholar on the Isle of Hermea. Rysil’s mother, being one of the original elves recruited to assist with Mengkare’s experiment on the Isle of Hermea, was offered a deal for her violation of the laws set forth by His Lord Mengkare. She was told that her child would be taken from her and raised alongside the human and half elven children of the experiment until his 100th year. Then he would be offered citizenship under the same terms as any other child of the experiment.

When the child was born his eyes were the color of blood and glowed softly in the candle light at the night of his birth on the new moon. His skin was a sickly grey and his hair snow white. His mother and the elven handmaiden, sent as a gift by Rysil’s distant father, were stricken with fear. It was believed that the sinful nature of his conception had bred a child already succumbing to the darkness. They begged Mengkare to put the child to death, but he scoffed at the women and raised him true to his word.

From the beginning it was evident that Rysil was adept at both his studies and his skill at swordplay….as long as it was never brighter than the light of a candle. For almost a hundred years Rysil suffered through his daytime activities only to come alive at night and become the stuff legends are made of among his human and half elven brothers and sisters. He adapted his need for rest and relaxation during the hours of high sun and midnight. During the long breaks from classes he would find a cold dark room to seek his reverie. During the midnight hours he would break from practice to reverie again. Rysil was always training, only resting when the mind, body, and spirit, required rest.

Rysil’s upbringing twisted his elven mind. What should have been a mind concerned with a longer world view was warped into that of the shorter lived races he was being raised alongside. He could never truly grasp why his childhood friends were cursed to age and die while he still retained the body of an elven child. When he pursued this question amongst the elven scholars they just murmured softly in elven and told him he must wait till the day of his acceptance. This denial of information seemed counter to every other teaching he had remembered even from his days as the runt of the experiment.

A hundred years is a long time for any creature, but for an elf trapped in a human world with a human concept of time, Rysil became very depressed and confused. It was as this young elf, not even quite an adult by elven society that Rysil stepped before Mengkare.

“Why do I not age the way my peers do? Why am I different, oh mighty and wise Lord Mengkare?” were the first words out of his mouth after being asked if he had any questions before he was asked to become a citizen.

“Because you are an elf, my child.” was Mengkare’s laughing response.

The weight was not lifted that day as Rysil vowed before the great dragon and the council to reclaim his lost elven heritage. They soon laughed even louder when they told him that he would be forever cursed to be an outsider amongst his kin for the color of his skin and the power of his eyes. In shame he cursed the council and swore to never return. He swore to make them eat those words and become the greatest light in darkness the world had ever known.

It has been 38 years since that fated day. Rysil has learned the stinging truth of being an outsider amongst outsiders, yet one thing shines bright to his blood red eyes, the Light. Even if he must be only a candle in the dark, at least the light is alive within him. Many cold and lonely nights, drenched to the bone on nothing but cold hard ground, he would reverie. He focused his mind back to those pain filled bright days of the Isles and let that searing pain burn through him. Over the past three decades his view has become focused on refining himself inside to become balanced between his darker elven nature and his elven desire for the light. Rysil sustains a constant focus on the light of elven virtue versus the darkness of the elven soul. Balance must be sustained. For only in balance is light brought back into darkness.

For now Rysil is a Bounty Hunter pursuing criminals when he can find them. The fact that he likes tracking down elves fallen from the Light? Only furthers his desire to bring the light back to his fallen Bretheren.


Stats:
Elf, Magus 3rd
Medium Humanoid (Elf) with 5,000 XP
Alignment: Neutral [Agnostic]
Hit Dice: 3d8 (20 hp)
Initiative: +3
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 18 (+5 Armor, +3 Dex, ), Touch 13, Flat-Footed 15
Saves: Fort +3, Ref +4, Will +3
Base Att/CMB/CMD: +2 / +3(+2*) / 16

Attacks:
Single Attack: Short Sword (Mwk): +6 melee (1d6+1/19-20)
Composite Longbow (+1 Str): +6 ranged (1d8+1/20/x3)
Full Attack: Short Sword (Mwk): +4 melee (1d6+1/19-20) + Spell

Feats:

Hermean Blood(Perception & Survival), Weapon Finesse

Traits:
Darkvision, Armor Expert Trait, Scholar of the Great Beyond Trait(History)

Skills:

Acrobatics +3,
Appraise +4
Climb +5
Escape Art +3
Fly +7
Kn:Arcana +10
Kn:Dungeon +10
Kn:History +9
Kn:Planes +9
Perception +8
Ride +3
Spellcraft +10
Stealth +3
Survival +6
Swim +5
Use Mag Dev +4


Spells:

Spells per Day: (4/4; save DC 14+spell level):

0~ Acid Splash, Detect Magic, Mage Hand, Spark
1~ Burning Hands, Corrosive Touch, Magic Missile, Vanish


Equipment:

ARMOR WORN:
Chain Shirt Armor (+1)
Short Sword (Mwk) (Equipped)
Composite Longbow (+1 Str)
Quiver of Arrows (20) (Mwk Arrows)
Traveler's Outfit (Worn)
Pouch
Waterskin
Rations(2)(Pouch)
Spell Component Pouch
Travelling Spellbook (Spell Component Pouch)

Wand of Shield (1st) (50/50)
Wand of Mage Armor (1st) (50/50)


Wealth:
Platinum: 28
Gold: 19
Silver: 9
Copper: 10
Gems: Diamond (100gp)x2

Racial Traits:

Keen Senses: +2 racial bonus on Perception skill checks
Elven Immunities: Immune to Magic Sleep effects
Weapon Familiarity: Proficient with longbows (incl. composite), longswords,
rapiers, and shortbows (incl. composite). Treat any weapon with the word
“elven” in its name as a martial weapon


Class Features:

Concentration check: 1d20+7
Cantrips: You can cast your Cantrips at will
Weapon & Armor Proficiency: Proficient with all simple and martial weapons.
Also proficient with light armor. You can cast magus spells while wearing
light armor without incurring the normal arcane spell failure chance
Arcane Pool (Su): activate as swift action unless specified
• 5 points <OOOOO>
• Only 1 weapon may be enhanced at a time, and only you may use it
• Give your weapon up to +1 enhancement bonus for 1 min. Costs 1 point
Spell Combat (Ex): As full round action
• Make full attack with melee weapon & cast spell with off hand
• Melee attacks take a -2 penalty, as do any attacks the spell requires
• If casting defensively, you may take an additional penalty (up to 4) to
attack rolls and use that as a bonus to Concentration
Spellstrike (Su): Cast touch spells thru melee weapon.
• 1 free melee weapon attack at highest bonus instead of touch attack
• Melee attack deals normal damage on top of spell effects
• May be used with Spell Combat, taking any penalties incurred thereby.
• Weapon attack crits like normal, spell uses weapon crit range
but only does x2 regardless of weapon modifier
Magus Arcana: 1x arcana acquired
• Pool Strike (Su): spend 1 point from arcane pool as standard action to
charge a free hand with acid / cold / electricity / fire (choose 1)
• may make a melee touch attack as a free action as part of activation
• touch attack deals 1d6 damage and is expended on a hit
• lasts for 10 rounds; misses do not expend charge


Bonuses:

+2 to CMB when using finesse weapons (Weapon Finesse)
+2 racial bonus on caster level checks made to overcome SR (Elven Magic)
+2 racial bonus on Spellcraft to identify properties of magic items (Elven Magic)
+2 racial bonus on saves vs enchantment spells & effects (Elven Immunities)
Light Sensitivity: dazzled in areas of bright sunlight or within the radius of a daylight spell(Darkvision)