Angvar Thestlecrit

Serill Elamaer's page

201 posts. Alias of Diamondust.

Full Name





Wizard 5 | Neutral | Hitpoints 56/56 | Armour Class 24[28] Touch 19 Flat Footed 15[19] CMD 24 | Fortitude +6 Reflex +9 Will +8 | Perception +18 Initiative +16 |







Special Abilities




Strength 10
Dexterity 20
Constitution 16
Intelligence 21
Wisdom 15
Charisma 13

About Serill Elamaer

Character Sheet:

Serill Elamaer
male elf animal lord wizard(divination) 5
neutral medium outsider(native, shapechanger)
Init +17; Senses low-light vision; Perception +18
AC 24[28], touch 19, flat-footed 15[19] (+9 Dex, [+4 mage armour], +5 natural armour)
hp 56 (1d6+6/level) Favoured Class +1 HP/level
Fort +7(forlorn), Ref +10, Will +9(+2 vs. enchantments);
Defensive Abilities evasion; DR 10/silver Resist Fire 2
Immune sleep
Speed 30 ft., fly 80 ft. (average)
Melee 2 claws +8 (1d8+6), bite +8 (1d6+6)
Ranged Crossbow +11 (1d10)
Ranged Spell +11

Spells Prepared (CL 5th(+2 vs. spell resistance); concentration +16(+2 to cast defensively)
3rd(4+1*/day) clairaudience/clairvoyance*, haste, wind wall, stinking cloud, sleet storm
2nd(5+1*/day) detect thoughts*, pyrotechnics, invisibility, mirror image, resist energy, web
1st(6+1*/day) heightened awareness*, protection from evil, grease, mage armour, vanish, silent image, feather fall, enlarge person(from cloak), expeditious retreat(from cloak)
0(4/day) detect magic*, ghost sound, read magic, prestidigitation, mage hand(from cloak)

Arcane School Divination(Foresight)
Opposition Schools Enchantment, Necromancy
Statistics rolls: 10, 20, 16, 21, 15, 13
Str 22, Dex 28, Con 18, Int 32, Wis 19, Cha 17
Base Atk +2; CMB 8; CMD 25
Feats Scribe Scroll, Improved Initiative, Toughness, Combat Casting, Craft Magic Arms and Armour, Improved Familiar, Craft Wondrous Item, Alertness
Traits Forlorn, Reactionary, Clever Wordplay
Skills(13+2*/level) 5 Fly +15, 5 Diplomacy +19, 5 Knowledge(arcana) +30, 5 Knowledge(dungeoneering) +30, 5 Knowledge(engineering)* +30, 5 Knowledge(geography)* +30, 5 Knowledge(history)* +30, 5 Knowledge(local) +30, 5 Knowledge(nature) +30, 5 Knowledge(nobility)* +30, 5 Knowledge(planes) +30, 5 Knowledge(religion) +30, 5 Linguistics* +19, 5 Perception +18, 5 Spellcraft +19
Racial +6 perception, +2 spellcraft to identify the properties of magic items
Languages Common, Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Auran, Sphinx, Aquan, Ignan, Terran
SQ elven magic, elven immunities, arcane focus, keen senses
Other Gear +2 Headband of Vast Intelligence, +2 Belt of Incredible Dexterity, Cloak of Resistance, Ring of Sustenance, Ring of Mind Shielding, Cloak of hedge wizard(transmutation), Masterwork Silken Ceremonial Armour, Masterwork Mithral Buckler, Lesser Metamagic Rod of Silence, Lesser Metamagic Rod of Extend, Wand of Infernal Healing, Chime of Opening, Handy Haversack, Bag of Holding(type I), Sleeves of Many Garments, Golves of Reconnaissance, Pearl of Power(2nd), Ioun Torch, Automaton Fire-Bug, 790gp
Special Abilities
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.
Prescience(Su) 14/day At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Arcane Bond(Sp)[Ring] 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).
Elamaer Ring of Mind shielding This sigil ring has the symbol of the Elamaer family on it, a leaf from the fabled Yggdrasil. It is made from a mithral/gold alloy. The strands of mithral can be seen on the surface of the ring like a spiderweb.
Perfect Preparation(Ex) You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.
Change Shape(Su)[Giant Eagle] An animal lord has two forms—a humanoid and an animal form. When an animal lord in humanoid form uses the base animal’s defensive abilities, movement types, attacks, and other features, the animal lord’s body instantaneously changes as appropriate to allow the use of that ability, growing wings or claws or fangs as necessary. The animal lord can use this ability to take the shape of the base animal (as shapechange) as a move action.
Dominion(Su)[Eagles] In both forms, an animal lord is treated as if constantly under the effects of a speak with animals spell, but this only applies to creatures of the animal lord’s species affinity (see below). In addition, an animal lord can cast charm animal on any animal of its affinity as a spell-like ability at will (CL equals the animal lord’s HD).
Species Affinity(Eagle) Animal lords can be made from almost any creature of the animal type, but most are grouped into larger categories known as species affinities. The most common animal lord kingdom affinities are detailed below, but many others exist. Animals listed in parenthesis list typical base animals for that lord.
Raptor’s Dive(Ex) A raptor lord deals double damage with any charge that starts 10 or more feet above its target.
Familiar(Pseudosphinx) This small creature has the body of a housecat, the wings of a falcon, and the head of a monkey.
Alertness(Ex) While a familiar is within arm’s reach, the master gains the Alertness feat.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.


Giant Eagle CR 3

NG Large magical beast
Init +3; Senses low-light vision; Perception +15
AC 19, touch 12, flat-footed 16 (+3 Dex, +3 natural, +4 armour, –1 size)
hp 26 (4d10+4)
Fort +5, Ref +7, Will +3
Defensive Abilities evasion
Speed 10 ft., fly 80 ft. (average)
Melee 2 claws +7 (1d8+4), bite +7 (1d6+4)
Space 10 ft.; Reach 5 ft.
Str 18, Dex 17, Con 12, Int 10, Wis 15, Cha 11
BAB +4; CMB +9; CMD 22
Feats Alertness, Flyby Attack
Skills Fly +8, Perception +15, Sense Motive +4; Racial Modifiers +4 Perception
Languages Auran (cannot speak)
Equipment Leather Lamellar Armour


Pseudosphinx CR 2
N Tiny magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +11
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 23 (5HD)
Fort +4, Ref +6, Will +7; DR 5/magic; SR 13
Speed 20 ft., fly 30 ft. (average)
Melee bite +7 (1d3–3), 2 claws +7 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks aided insight
Spell-Like Abilities (CL 5th; concentration +6)

Constant—comprehend languages
At will—detect magic, detect secret doors
3/day—burning hands, cause fear, identify, vanish
Str 5, Dex 14, Con 11, Int 9, Wis 16, Cha 12
BAB +3; CMB +3; CMD 10
Feats Alertness, Iron Will
Skills Fly +6, Perception +11, Sense Motive +5
Languages Common, Sphinx
Aided Insight(Su) Once per day, a pseudosphinx can tap into the wisdom of its ancestors to answer a question for another creature. To do so, the pseudosphinx attempts a Wisdom check, gaining a bonus on the check equal to the querent’s level and treating the result of the check as the result of an appropriate Knowledge check. The pseudosphinx must be touching the querent to use this ability.
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.
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master(Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

The story of Serill:

Serill of the ancient and powerful house of Elamaer, New king of the eagles, High wizard of the third mastery specialising in divinations, former spy for the winter council and now current employee of the queen sat in the generous room he had been provided by the Absolom government for his hopefully short stay. Politics and delegations and meetings and policy bored him to no end. It was a new city that got his attention. Though it was much busier than he was used to it was easy for him to focus his mind and tune it out.

It was the knowledge that such a city held that was the real draw to him. Absolom was one of the largest cities in the world and it's libraries and vaults were almost unrivaled. His spare time often consisted of hours of research, pouring over anything interesting he could get his hands on that he hadn't read before and committing every page to memory.

The reason he was here in Absolom was to gain a new start. Queen Telandia didn’t trust him much yet so he had to prove himself. Serving his homeland through some boring diplomacy wasn’t what he would prefer but thankfully diplomacy was something he was good at, even though he took it from a different angle than most. extra trait gained - Clever Wordplay(diplomacy)

Many things had changed for him recently both good and bad. The name of Elamaer was an old one. Older than this world, originating with a powerful family of mages back on their homeworld of Sovyrian. All he knows is that they were protectors and guardians. Unfortunately things changed for them when they returned to Golarion thousands of years ago and the Elamaer history is now only a legend that the family remembers.

The first half of Serill’s life actually had no magic in it at all. His parents mostly ignored him so he did whatever he liked, which happened to be exploring. Sometimes he would take off for weeks and venture into the mountains or the river kingdom lands. He often got into trouble and fights.

The worst, and last, time would be when a group of bandits had captured him sneaking through their territory. He was no match for them and they beat him to within an inch of his life. Ironically it was this closeness with death that awakened a long dormant part of him. Flames shot forth from his hands, burning several of the bandits and destroying their camp. He crawled away in the confusion and escaped. extra feat gained - Toughness

When he told this fantastic story to his father and showed the blood, wounds and dirt and ash covering his clothes, a light switched on in his father’s head. He proclaimed this the best day of Serill’s life and sent off a letters to all the academies he know, hoping one would accept his son. Serill didn’t much care for study but the memory of his beating and fire summoning made him agree to stop getting himself into danger. At least until he could handle himself when he did.

He was sent to Iadara after scoring exceptionally high on the entrance exam and from there applied himself appropriately. Unfortunately the part of himself that liked to get into trouble could not be held down for long. Even before completing his first year he was banned from evocation for a while. No one would teach him because too many ‘accidents’ happened when he did.

In spite of their frustration at his antics he showed much promise. He was top of the class in many disciplines but none so high as his skill with divination. He never failed to identify the school from the aura left behind by a spell and was always the fastest to decipher and read unfamiliar spell scrolls. If his exploration and antics in the past had sharpened his body, the focus of the academy had sharpened his mind. ability score gained - +2 Intelligence

After years of study he was finally able to take the final exam and graduate. Now an apprentice wizard, to further his studies safely he needed a mentor but the years of being cooped up were getting to him and he desperately wanted a change of scenery. He met Taralor who was in the city on business who just happened to be needing an apprentice to help him.

Taralor travelled a lot across Kyonin and sometimes outside of it and so left Serill to tend to his estate. There were many arcane resources for him to learn from and he found that the autonomy of the situation was perfect. Soon the academy and his home had been forgotten.

Study and estate management did become a bore after too long but there was one friend that he had. Taralor had one of the most unusual animals in his possession that he had ever seen. A great eagle that he said he had rescued and had subsequently been indebted to him for life. Serill looked after Alagon when Taralor did not need him and the old tame giant eagle became his only friend. mount gained - Giant Eagle

Serill was recruited to the winter council by Taralor when he ‘stumbled’ on knowledge about the organisation. In truth Taralor wished to use Serill for more than administerial duties. He brought him with him more often, much to Serill’s delight and he became one of their spies. Being trusted with this meant even more freedom to go wherever he wanted as long as he completed his tasks.

He was loaned a trinket from Taralor’s possessions to aid him. A small hairpiece that could disguise him to look like any elf he wanted. He knew the spell required and had never thought there was any use in having an item for something he could already do. The constant possession and use of it however, opened his mind to the possibilities of using such a wondrous item and not having to prepare the magic beforehand.

He asked Taralor if he could make an item of his own and he found a wizard capable of teaching him how to do it without blowing himself up. What he wanted was a cloak of invisibility but such would take more skill than he currently had and he was forced to start with minor items. After many accidents and failures he successfully made a very basic Ioun torch. He had a long way to go but he was determined. crafting feat gained - Craft Wondrous Item

He returned to the academy to further his standing and easily passed the Mastery test showing his proper and safe casting of at least four first order spells. Finally he was an apprentice no longer and could demand respect as a high wizard of the first mastery. Taralor congratulated him and promised a gift as reward for everything he had done for him. This gift did not come without a price however.

Taralor had got his hands on a very powerful ring and would give it to Serill as his own. Serill accepted the ring, though knowing not all gifts are free, and asked what made it of such worth. It was a ring of three wishes and the first two had been used by Taralor but he could not decide what to use the final one no so he left it up to Serill. He would not tell Serill how he had managed to possess it.

Serill tossed and turned many nights, dreaming about the ring and its godlike power. He wondered what Taralor had wished for the other two times but could not bring himself to ask when he was so guarded about the origins of the ring itself. Perhaps it was cursed and when he made his wish it would twist it into the worst version of what he thought he wanted. Eventually Serill gave in and decided on something that couldn’t possibly be twisted against him and wished to have a perfect memory. wish gained - Perfect Preparation(Ex) archmage ability

Unfortunately there was an unforeseen side effect to his wish. With a perfect memory came the perfect recall of all the information stored in it and for months he was overwhelmed with constant information overload as his mind jumped from topic to topic nonstop. He thought he would go crazy but he finally learned to control his mind better and only recall something when he wanted.

One of the more interesting things to surface that had been lost to the depths of his mind is the legend his father told him long ago of the Elamaer line. It was clear there was more to it than he had been told as a boy and he sought out his father to learn more. His father was glad that he had remembered it and thought their history would die with him.

He told Serill of the ancient guardians of Sovyrian and to help him remember gave him the family ring as he no longer had a use for it. The ring was made of mithral and gold creating a web-like pattern on the surface of the ring. It had the power to protect the mind of any who wore it and had been crafted by master ringsmiths for the protection of Elamaer warriors. Serill could never hope to craft with such skill and surely the secrets to it had been lost thousands of years ago on Sovyrian. magical ring gained - Ring of Mind Shielding

Serill visited any relatives or family that he could find to glean more information about the Elamaer name. It was sparse but each new thing filled him with a new purpose. With his old mentor Taralor’s help he soon rose up the ranks of the winter council, intent on doing more to protect the elven race and golarion from the darker folk as he believed an Elamaer protector would.

His rise in power was to be short lived. World events were unfolding that the weakness of the winter council was unable to control. The world knew about their evil cousins and something had to be done. It wasn’t elves that stopped the coming of the second darkness. This was a great blow to his pride. The leader of the winter council betrayed them and it fell apart around him.

He looked for guidance from his old mentor but could not find him and assumed him dead. Not knowing what else to do he again took over management of Taralor’s property and learned that Alagon and the estate was given to him to look after in the event of Taralor’s death. Unsure how he felt about this he was forced to go through every part of his mentor’s business and property and found a darker side that he never expected. Evidence of prisoner interrogation and torture, likely in the service of the winter council was found. One small sad creature was in a cage in a dark corner, forgotten for who knows how long. He freed it but it was too weak to leave and so cared for it till it was strong at which point it was tamed and followed him everywhere. familiar gained - Pseudosphinx

With the now revealed dark past of Taralor, Serill decided to give everything to the care of the elven government in the hopes of clearing himself from his ties to the winter council and starting afresh. He kept only Alagon the giant eagle, and Raden the weakened pseudosphinx, both of whom refused to leave him. He also kept a few other items with permission and clearance from the academy after he passed his second mastery exam.

With a greater title but not a lot of respect among his fellows he decided to leave Kyonin for a while until things died down. Realising the importance of his name and where it came from he asked about Alagon’s origins. The great eagle had no idea where he came from and so Serill searched for as much information about the giant eagles that he could find. What he found led them to northern Varisia, deep into the Kodar mountains.

Alagon did not know the common calls and was attacked by other eagles thinking they were invading their territory. Serill used his magic to talk to them and end the fight. Finally they could get some answers. The eagles reluctantly told them where they could find the oldest of their kind who might have the knowledge they sought. When they found the old eagle he was very near death. Upon seeing Alagon he sensed something in him and cried out. He turned on Serill but was too old and weak to do much. Serill talked to him, assuring him that the one who took his son was now dead. The old eagle relaxed and was grateful to Serill for bringing Alagon back so he could see him before he died. It seemed whatever had kept the old eagle holding on was now gone and he started fading away. With his last breath he blessed Serill and called him King of the Eagles. super power gained - Animal Lord(Giant Eagle)

After spending some time mastering his new abilities and organising the eagles so there would be no fighting over territory when he left, Serill returned to his home and buried his face in books and scrolls again. He had a new purpose. He would found a new organisation to combat the evils of the day. An organisation that would include more than just elves or magic. They would not be crusaders or a secret society, or even something as all round as the pathfinders. They would protect and defend. Elamaer would no longer just be the name of one bloodline of elves but a name people could call upon.

There was much to do and acquiring a base of operations seemed like a necessary first task. Being in Kyonin would make it difficult for other races to join. He wanted to start somewhere central and his eyes could not help but fall on Absalom. The location was perfect but he did not yet have to funds and so turned to the elf Queen with his petition.

Queen Telandia was open to his ideas and was aware of what his name meant but there were others that distrusted and wished to hinder him and still saw his involvement with the winter council as the only thing that mattered. As a compromise, and a way for him to prove himself and gain standing, Telandia appointed him to the elven embassy in Absalom, where he could pursue his goals in his own time but also serve his country and be overseen or supervised by those who doubted him. It was not the ideal situation but one he had no choice but to accept. With a smile, ”Don’t worry Serill. Trust your mind.” were the queens parting words before he went to Absalom. class special gained - Perfect Recall

To be continued...