Queen Telandia Edasseril

Jirah Aurellion's page

344 posts. Organized Play character for Steven_Evil.


Full Name

Jirah Aurellion

Race

Elf Fighter 2/ Wizard 4

Classes/Levels

HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2

Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Gender

Female

Size

Medium

Age

117

Alignment

True Neutral

Deity

Callistria

Languages

Common, Elven, Draconic, Orcish, Sylvan, Infernal

Occupation

Sculptor

Strength 14
Dexterity 17
Constitution 12
Intelligence 18
Wisdom 12
Charisma 10

About Jirah Aurellion

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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Traits:
Observant (Grand Lodge Trait): Sometimes 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 for the chosen skill, and the chosen skill
becomes a class skill for you. (Perception)

Magical Knack (Wizard): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice..

Class Abilities:
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 Intelligencescore 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. Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic). Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Composite Longbow): 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 Featsand 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.
Arcane School (Transmutation): 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.
Spell Focus-Transmutation: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Transmutation School:
Physical Enhancement
--You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist
--As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Change Shape
--At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.

Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Stats
HP:39 (+1 to Con Score from Transmutation School Power)
AC:20
Touch:13
Flat Footed:17
Speed:30ft
Initiative:+3
(Favored Class-Fighter Skill Point)
(Opposing Schools: Abjuration, Divination)

Saves
Fort:6(+1 to Con Score from Transmutation School Power)
Ref:5
Will:6

Attacks
+1 Darkwood Composite Longbow +8, 1d8+3, 20x3
Glaive +6, 1d10+2, 20x3
Rapier +6, 1d6+2, 18-20x2
Light Mace +6, 1d6+2, 20x2

Feats:
Spell Focus Transmutation:
Point Blank Shot:
Precise Shot:
Weapon Focus, Longbow:
Deadly Aim:
Arcane Strike:

Skills
Knowledge Arcana:13
Knowledge Dungeoneering:13
Knowledge Nature:13
Knowledge Planes:13
Perception:12
Profession-Sculptor:9
Spellcraft:13

Spells Per Day
0: 3
1: 3 (+1 Transmutation)
2: 3 (+1 Transmutation)

Spells Known
0:--

1:
Grease
Magic Weapon
Comprehend Languages
Enlarge Person
Burning Hands
Shocking Grasp
Sleep
Ray of Enfeeblement
Reduce Person
Feather Fall

2:
Flaming Sphere
Acid Arrow
Web
Alter Self
Spider Climb
Blur
Invisibility
Command Undead
False Life
Levitate
Hideous Laughter
Blindness/Deafness

Spells Prepared
0:
Light
Daze
Detect Magic

1:
Burning Hands
Sleep
Grease
Enlarge Person (Extra Transmutation Spell)

2:
Acid Arrow
Blur
Blindness/Deafness
Spider Climb (Extra Transmutation Spell)

Gear:
+1 Mithril Chain Shirt
Headband of Vast Intelligence +2 (Knowledge: Planes)
Cloak of Resistance +1
+1 Darkwood Composite Longbow (Str. +2)
+1 Ring of Protection
Amulet of Natural Armor +1
Glaive
Rapier
Light Mace

Efficient Quiver
Arrows-60
Cold Iron Arrows-20
Silver Arrows-20

Holy Water-2
Wand of Cure Light Wounds-20 Charges

Scroll Case-5
Scroll Sheet Containing:
Flaming Sphere
Scorching Ray
Blur
Invisibility
False Life

Scroll Sheet Containing:
Acid Arrow
Alter Self
Hideous Laughter
Spider Climb
Web

Scroll Sheet Comtaining:
Command Undead
False Life
False Life
Invisibility
Invisibility

Backpack
Bedroll
Belt Pouch-5
Flint and Steel
Ink and Inkpen
Iron Pot
Soap
Spell Component Pouch
Torches-10
Trail Rations-5 Days
Waterskin
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