Elvish Fighter

Sethran Aeleanir's page

222 posts. Alias of Hassan Ahmed.

Full Name

Sethran Aelaenir







Strength 10
Dexterity 16
Constitution 12
Intelligence 23
Wisdom 12
Charisma 8

About Sethran Aeleanir

Male Elf Wizard 7
NG Medium (Humanoid) Elf
Init +5; Darkvision (60 feet); Perception +3
AC 13, touch 13, flat-footed 10. (+3 Dex)
HP 52 (38 + 7 con + 7 fav)
Fort +3, Ref +5, Will +6
Spd 30 ft.
Club +3 (1d6/18-20/x2), Dagger +3 (1d4/19-20/x2)
Dagger +7 (1d4/19-20/x2)

Class Abilities:
Arcane School - evocation opp/enchantment & necromancy (wiz 1)
Arcane Bond, amulet (wiz 1)
Cantrips (wiz 1)
Scribe Scroll (wiz 1)
Craft Wonderous (wiz 5)

Wizard Spells Known (CL 7, +3 melee touch, +6 ranged touch):
Spl Lvl 0 (4 - unlimited use) Mage Hand, Message, Ray of Frost, Prestidigitation
Spl Lvl 1 (6-1*/day) Mage Armor x1, Shield, Color Spray x1, Magic Missile (toppling)* x2, Shock Shield, Burning Hands x1, Silent Image x1, Summon Monster I x1
Spl Lvl 2 (5-1*/day) Cat's Grace x1, Darkness, Flame Sphere* x1, Fly x1, Bear's Endurance x1, Admonishing Ray x1, Summon Monster II x1
Spl Lvl 3 (3-1*/day) Blacklight x1, Fireball, Lightning Bolt, Tiny Hut x1, Sheet Lightning* x1, Summon Monster III x1
Spl Lvl 4 (2-1*/day) Ice Storm* x1, Greater Invisibility x1, Summon Monster IV x1

Str 10, Dex 16, Con 12, Int 19/23, Wis 12, Cha 8

Base Atk +3; CMB +3; CMD 13

Feats: Spell Focus (conjuration), Augmented Summoning, Toppling Spell, Craft Wondrous Item, Superior Summoning

Traits: Warrior of Old, Magical Lineage (Magic Missile)

2 Acrobatics +13 (headband)
1 Appraise +10
2 Fly +13 (headband)
5 Kn Arcana +14
3 Kn Geography +12
3 Kn History +12
1 Kn Local +10
3 Kn Nature +12
3 Kn Religion +12
3 Kn Planes +12
3 Linguistics +12
2 Perception +5
2 Ride +5
6 Spellcraft +15
3 Stealth +6

Languages: Auran, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Orc, Sylvan, Aklo, Undercommon


1 spellbook, traveling
1 mw backpack
1 bedroll
1 belt pouch
1 flint and steel
1 ink
1 inkpen
1 iron pot
1 mess kit
1 soap
1 spell component pouch
5 trail rations
1 waterskin
1 scrivener's kit
1 parchment (5)
1 scroll case (1)
5 weapon blanch (silver)
1 musk, harpy
2 tindertwig
1 explorer's outfit
1 dagger
1 club, mere
2x potion, clw

8000 headband of vast intellect +4 (acrobatics, fly)
3000 metamagic rod +1, minor (extend spell)
4500 wand of web (50 charges)
750 wand of detect secret doors
750 wand of protection from evil
2500 cloak of the hedge wizard, abjuration
4,000 remain

Elf 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 the Linguistics 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.

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.

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.


Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Weapons & Armor: 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.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Evocation School: Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells (Su): 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 Spell or 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.

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


The Chronicles of Markus - Markus the Librarian, Diamond Lake, circa The Age of Worms

The scrolls were old, the language like none I'd seen... But that was the challenge. So, I set to work and a few weeks later, I'd translated them as best I could.

The tale is mind-bending, several days I'd spent re-translating thinking I'd gotten something wrong. It didn't make sense, but that was its beauty. The wonder of it.

A world at peril, a young wizard stiff in his ways. A bookworm, researcher and lover of history and ancient civilizations... I liked him immediately. I think that's what make me want to translate the scrolls. Kaer Maga, Sandpoint, Thassilon... how could I resist.

Whether he's a researcher or agent is hard to decipher, but he's sent from a university annex in Kaer Maga to monitor for evidence of a prophecy... one his superiors pieced together based on the youth's own rough seemingly disconnected findings.

Decades or research, which didn't seem to bother him as he's akin to an Elf from what I've gathered. At Sandpoint there's a festival and he meets up with a rag-tag bunch and they are enmeshed in the prophecy itself... taking with journey frought with danger and intrigue, mystery and power.

But, they fail.

And the prophecy comes to fruition, darkness befalls the land... nay, the world. All dead, except this one wizard who feels an unfathomable guilt, with the fate of his friends and the weight of the world upon his shoulders.

He holes up and finds a way to go back. Not where, but when. He goes back risking both life and sanity to meet with none other than himself (his younger past self), as he arrived at Sandpoint. He quickly befriends his innocent-self, as you can imagine they had much common ground.

He gives the advice of being true to oneself, of trusting one's friends and not being ruled by rules. Thinking freely.

It is all he (the older) can do to keep from bursting at the seams and telling him (the younger) everything he remembered or passing his journal, spellbook and gear onto the youth. But, no... they were close to succeeding his companions and him.

He felt he must not taint this fresh mind. Knowledge he would surely gain in time... He'd done it before. It was his soul that needed a little coaxing, his spirit.

Sethran the Elder paid for the meal that night. Sethran the Younger got more than food for his stomache, he'd gotten food for thought.

When they parted, Sethran the Elder had tears in his eyes knowing the ordeal before the younger Elf. As for Sethran the Younger, well he walked the grounds that would host the Swallowtail Festival the very next day.

He hopped upon a bench and up upon a table, whirling, jumping and ducking at mock knife-play... imagining a powerful crossbow, taking aim and dropping goblin, orc and giant. He wasn't in Sandpoint in his mind, he'd traveled back in time to ancient Thassilon. Good thing he knew the language.

Interesting that such a big prophecy started in a little town names Sandpoint on the continent of Varisia in a world called Golarion.

Sethran is an academic, a historian, a book worm and researcher. Sandpoint is his first independent field work assignment.

Meeting his future self just prompts him to be more spontaneous and less introverted. RP hook. No game effect, add'l knowledge, etc...

I think it makes him or what will happen to him and how he responds intriguing/compelling. It's the game within the game as he transforms from nerd into a bad-azz. You might feel

If he makes the cut, he won't disappoint.