Arcanist Spells left:
Level 1= 6/6 = 4 class + 2 int
Level 2= 6/6 = 4 class + 2 int
Level 3= 6/6 = 4 class + 2 int
Level 4= 5/5 = 3 class + 2 int
Level 5= 3/3 = 2 class + 1 int
Level 6= +1 int
Level 7= +1 int
Level 8= +1 int
Level 9=
Defense
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AC 15 +4(Dex)+1(Deflection)
HP 52 6(Arcanist)+9*(4(Arcanist))+9*(0(Con)+1(FCB))
Fort 5 , Ref 9 , Will 10
+2 vs enchantment
Immune to sleep effects.
-2 vs disease, illusions, poison
-2 vs spells, spell-like abilities, and supernatural abilities of fey.
Statistics
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Str 7, Dex 18, Con 10, Int 26, Wis 12, Cha 14
Base Atk +5; CMB +3; CMD 18
Languages: Common, Elven +(Int) Sylvan, Draconic, Orc, Goblin +(Linguistics) Dwarven, Polyglot, Gnome, Treant
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Special Abilities
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Spells known
Level 0|all
Level 1|11= Magic Missile, Liberating Command, Charm Person, Shield, Grease, Heightened Awareness, Alarm, Mage Armor, Monkey Fish, Keep Watch, Feather Fall, color spray, comprehend languages, SM I, detect undead
Level 2|4= Hideous Laughter, Web, Scorching Ray, Invisibility, Mirror Image, Glitterdust, Alter Self, Burning arc, burst of radiance, SM II, flaming sphere, fox’s cunning, pyrotechnics, touch of idiocy
Level 3|4= Haste, Spiked Pit, Suggestion, Dispel Magic, Beast Shape I, Fireball, hold person, SM III, clairaudience/clairvoyance, deep slumber
Level 4|2= Black Tentacles, Improved Invisibility, Acid pit, dimension door, dimensional anchor, emergency force sphere, resilient sphere, solid fog, SM IV, wall of bone, Greater Magic Aura, Antithetical Constraint
Level 5|= Cloudkill, cone of cold, hungry pit, overland flight, permanency, phantasmal web, SM V, teleport, trace teleport
Level 6|= Banshee blast, SM VI
Level 7|=
Level 8|=
Level 9|= [/s]
Looted Spellbooks:Spellbook:
0: Acid splash, Arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1: Alarm, color spray, comprehend languages, mage armor, SM I,
2: Burning arc, burst of radiance, glitterdust, SM II
3: Fireball, hold person, spiked pit, SM III
4: Acid pit, black tentacles, dimension door, dimensional anchor, emergency force sphere, resilient sphere, solid fog, SM IV, wall of bone
5: Cloudkill, cone of cold, hungry pit, overland flight, permanency, phantasmal web, SM V, teleport, trace teleport
6: Banshee blasst, SM VI
Spellbook containing: Charm person, detect undead, mage armor, magic missile, shield, flaming sphere, fox’s cunning, pyrotechnics, invisibility, touch of idiocy, clairaudience/clairvoyance, deep slumber, haste, hold person
Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
=====Bloodline Powers(Fey)===== Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2. Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic. Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
=====Arcanist Exploits===== Level 1: Replaced by Blood Arcanist
Level 3: Replaced by Blood Arcanist
Level 5: Potent Spells
Level 7: Quick Study
Level 9: Replaced by Blood Arcanist
Level 11: Counterspell
Level 13: Counterdrain
Level 15: Replaced by Blood Arcanist
Level 17: Improved Counterspell
Level 19: Obfuscated Spellcasting
=====Racial Qualities=====
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
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.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks.
This racial trait replaces keen senses and weapon familiarity.
=====Skills=====
2(class)+4(base int)+2(Background)
+3(Headband: Perception - Escape Artist - Stealth)
Belt - Belt of Incredible Dexterity +2
Head - nothing
Body - Robe, Sorcerer’s Headband - Headband of Vast Intelligence +6
Chest - nothing
Neck - nothing
Eyes - nothing
Shoulder - Cloak of Resistance Feet - Boots of Elvenkind
Wrists - nothing
Hand - nothing
Ring - Ring of protection +1
Ring - nothing
Slotless - Lesser Metamagic Rod, Toppling *Slotless - Lesser Metamagic Rod, Focused **Slotless - Lesser Metamagic Rod, Quicken **Slotless - Metamagic Rod, Persistent
* To be handed off
** Yet Unidentified
Weapon:
Initial items cost:
4000 Headband of Vast Intelligence +2(Perception)
5000 Robe, Sorcerer’s
4000 Cloak of Resistance +2
3000 Lesser Metamagic Rod, Toppling
3000 Lesser Metamagic Rod, Focused
250 Masterwork Studded Leather Armor(AC)
19.250 subtotal
23.500 gp left
4.250 remaining
Hidden, sewn into clothing:
500 Wayfinder
3400 Pearly White Spindle (Ioun Stone)
3900 subtotal
4250 gp left
350 gp remaining
Mundane Items:
150 3 x Spellbook, Compact(50 GP each)
1 Kit, Grooming: This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
22 Kit, Magus’s: This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
160 2xSpells, Level 2, Copied â 80 GP
333
350 gp left
17 gold remaining.
Consumables:
Potion of CLW
Oil of Magic vestment +1
Scroll of Clairaudience-Clairvoyance
Scroll of Earth glide
Scroll of Stone shape
Scroll of comprehend languages
Scroll of mage armor
Scroll of mage armor
Scroll of mount
Wand of enlarge person (14 charges)
Wand of Acid Arrow (15 charges)
Wand of CLW (20 charges)
=====Traits=====
Warrior of Old (Racial(Elf))
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on initiative checks.
Beast Bond (Social)
You share a close bond with animals.
Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (Handle Animal) is always a class skill for you.
Know the Land (Religion(Green Faith))
Benefits: Your familiarity with the plants and animals of a variety of environments gives you a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills(Survival) is a class skill for you.
Drawback:
Fey-Taken As a child, you were whisked away by mischievous fey for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions.
Effect: You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.
=====Attributes=====:
STR 7=10-3(Buy)
DEX 16=10+4(Buy)+2(Race)
CON 10=10+2(Buy)-2(Race)
INT 20=10+6(Buy)+2(Race)+1(Level 4)+1(Level 8)
WIS 12=10+2(Buy)
CHA 14=10+4(Buy)
Role in Party/Mechanical Concept:
Túrion is a controller/disabler/enchanter with a focus on flexibility/utility.
* - Great Initiave should help go early in the initiative order, to disable key targets or shape the battleground.
* - A variety of options(from the no-save bloodline ability delivered via Sorcerer Robe, over Toppling magic missiles(CMB scaling and staying relevant-) or persistent Spiked Pits, etc.), and a special gift for compulsion magics, he is sure to make an impact in battle(not to forget the potent magic exploit he learned from arcanist further raising DC's).
* - No less his trusted Wolf Companion, looking to optimize his tripping game, stopping enemies from making their way to his master, or shutting down enemy casters or ranged attackers, hoping to eventually master the skill of tripping people with a bite in such a way that they are open for a follow-up attack.(Greater Trip@Lvl 10)
* - Quick Study allows Túrion to swap out a prepared spell for another of the same level in a full-round action. Need to jump down somewhere? One second, Feather Fall coming right up. Spells left in the evening? Lets set an Alarm and cast Keep Watch. Invisibility would be helpful? Let me swap it in. (He will start each day with a 'default' allotment including lots of combat-focused spells, because they can be needed very suddenly - most utility spells can wait a round or two before they are needed, but still, anything in his spellbooks is available to be cast when needed).
* - Elven Magic, Spell Penetration, and Fey Magic would, if the campaign lasts that long, help, then eventually make all but sure that Spell Resistance is not a problem for him.
* - Great Knowledge coverage and survival skills - anything Nature or Magic is covered with him nearby(including UMD).
Disclaimer: This - this is the main reason I did not write back earlier. I meant to find some time and read in the gameplay, to gain a better idea of the setting, to better adapt my own background and what I would add to whats already there, make it fit in better. But I have not found sufficient time, so I'll have to craft something regardless - but I'll keep it more vague than I would normally, so that details can fall into place in the setting. One such point being that I basically omit his parents role in his life. Surely they were important, helped shape him as well, but I would prefer defining them when feeling more knowledgeable about the world as a whole.
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In the beginning...
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Generations ago, a Great-Grandfather of Turion fell in love with a Fey, enlisting a Nymphs help during courtship - the price she demanded was a steep one - the first-born son of their union. Turions grandfather, wielder of powerful magic himself, accepted, then used magic to ensure only daughters would be born. The Nymph was furious, but accepted the bargain, biding her time. In the second and third generation, the grandfather still worked his magic, just to be save, but never told his secret to anybody...and eventually, he died. The nymph did not age, and she did not forget: Turion, first-borne son of his great-grandfathers bloodline, would do just well as a payment.
Every decade or so, she had checked back on the offspring, and when she found Turion was born, she took him with her. His parents searched, pleaded, hoped, argued - eventually, after almost a quarter-century, the Nymph had grown tired of her new aquisition and of it's birth parents. Time was less meaningful to the eternal, but Elves still aged slowly compared to other humanoids. Granting the parents their wish, she returned Turion. The first world had left it's mark in the boy, and she knew he would desire to return to this more vibrant, more real version of the material world, eventually.
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As a child
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During his youth, Turion was somewhat of a troublemaker. He was impatient, he was always on the lookout for excitement, and not particularily worried about risks.
Like most Elf youths, he was to train with the traditional weaponry of their kind, but his rashness and lack of restraint endangered the others kids, and the focus of his training was soon set on the mental disciplines, in hopes of helping him become more calm, more mentally balanced.
He soaked up those lessons, and proofed to be gifted when it came to the arcane arts.
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As a youth
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His restlessness and his ability to soak up knowledge indeed kept him occupied, as he read all the books he could get his hands on. Even ones widely considered boring or outdated, he gladly read, valuing them for reasons his own. When not reading or training magics, he would often spend time in nature, befriending a pack of wolves, gathering berries, or just watching - he was not exactly a social butterfly.
But he had lost nothing of his forwardness, and if even if he committed to something, he was not good at waiting patiently for results.
That held true when he met Saria in the woods - an Elven girl a few years younger than him, training to be a Druid. They talked, they liked each other, and they kissed - the first Kiss for both of them.
Wishing to fully explore this newly awakened desire, Turion moved forward at a rapid pace, faster than Saria felt comfortable with, but she went along all the same, out of curiosity as much as out of devotion. Less than 2 months after they had met, they made love in a small pool in a grove near the wolves lair. Another few months later, it became clear that she was pregnant.
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As a young adult
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Alas, things did not work out. He TRIED to be a father, but he was not a good one. He tried to support Saria, but he was not very empathic. He liked the girl he met outdoors, in the wilderness, the one that watched animals and climbed trees. The one staying at home caring for a little one...was different. Her parents supported her as they could, and he was welcome...until Turion got a different girl he knew from his magic lessons pregnant as well, when they practised their charm spells on one another...
Neither family wanted something to do with him afterwards, and he withdrew towards the forest, spending ever more time with his wolves, and practising his arcane arts.
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Until Now
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Turion was not a political person, but he knew that freedom was important. Independence. He KNEW Independence. As such, when the Elven Council repeatedly attempted to take it away, he was among those opposing them - violently, if needed. He learned, first hand, how effective his wolves proved in battle - he simply needed to incapacitate foes, or disable them, they would do the rest.
He had become somewhat of an outsider to his village, living in the woods, but also a pillar of the community, providing rare herbs from deep within the forest, helping with seeds, defending the place.
One man, Gael, who was well aware of Turion and his Wolves role, and had long been trying to undermine the Avinoax defenses against the Elven Council, tried to start a few rumors, about missing people and how those wolves were not afraid of humans.
One night, Gael arranged for a girl living on the border of the village to go missing, seemingly taken by a large canine, into the forests(he used a scroll of beast shape to abduct her, and made sure people saw, but were not close enough for details). He faked his own demise(sculpt corpse) at a fake battle scene, and fled towards a waiting rowboat that picked him up.
The clues were clear...but Gael forgot, or did not care to mask his scent - the Avinoax heared...rumors of the Elven Councils newest plans, and were ready to send a ship to investigate - that alone saved Turions wolves, buying him a chance to prove their innocence by going after Gael!
Description:
Turion is not wearing armor, wearing a green/grey robe and fitting cloak. He has long silver-blonde hair, and almost black-in-black eyes, with the iris a dark shade of grey. He is moderately tall, with the typical lithe build of his race.
Personality:
Likes to be prepared, but does not like waiting. Prefers even a repetitive task with a goal over simply doing 'nothing'(=relaxing).
Enjoys new experiences of all sorts, very open to a wide range of ideas, but not in restless pursuit of them. For example, the basis for his wide range of knowledge on different topics is having read every single book available in his home town and the neighboring villages. Fascinated by Nature, and the numerous details one can still find after countless years, as well as the never-ending change...from Season to Season, and from Year to Year.
Thirty-Minute-Background:
The Sixty-Minute Background
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) Has Fey blood powering his bloodline and manifesting in some personality traits on him.
2) Was whisked away to the Fey Realm by his grandmother on the 'other side' when he was small, the real world had seemed less alive and slightly dull ever since.
3) Cares about a whole pack of wolves back home, the strongest of which accompanies him on Journeys(with the average life span of a wolf vs that of an elf, it makes more sense to 'bond' with a pack, rather than a single animal)
4) Is not patient for an Elf. Tends to think in days and hours, rather than weeks or month.
5) See's arcane power both as a means to an end, and as a way to bring some of the raw energy he felt in the First World into being here - and eventually find a way to move freely between the worlds.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) (Character Goal): Ensure the independence and safety of his homelands, and make the best of his journey - picking up as many interesting new details and ideas about the world as possible.
2) (Player Goal): Get brutally murdered. No seriously, but do PM me first because there's more to that. Don't just go ahead blindly.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1) (Character-Known secret) His Fey Blood gives him increased Fertility. He fathered 2 children on 2 different Elven Girls when he was not even 100, them not even 90. Casual flings of Youth, by Elven standards. Has little to no contact with the girls or their mothers, one of which has found a new mate, the other having decided to raise her alone, with her parents to help.
2) (Unknown secret) When his soul originally passed through the first world on it's way to the material plane, as so often, the residual soul energy created a Fey creature. When he spent part of his childhood there, it searched him out, and spent that time with him. Being brought into existance by a part of him, the Fey feels attuned to Turion, and would gladly become his Guardian Spirit - but Turion only hazily remembers, and believes it to have been an imaginary friend given form by the wild energy.
3) (Character-Known secret) With several attempts of the Elven Council to overcome Avinoax resistance to their rule, and not much of an organized military force, Turion guided the evolution of the Pack of Wolves he took on. Smart, large beasts that altered their hunting tactics to work equally well against prey and intruders. The local druids would not approve of some meddling...but the one tending the woods the wolves live in had lost his only child to a military raid conducted by the Council's forces, and he supports Turion.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) (Friendly) Elaran, Warden of the Deepwood: Avinoax Druid tending to the woods Turion made his home in. A friend and companion, the two often spent a few days together. Much has been said, and much understanding does not require talking - they may journey a whole day, make camp, eat, sleep in shifts, and wake without exchanging more than a handful words - because they are not needed.
2) (Friendly) Balanos, the Dryad: She lives in the same woods, and actually relocated closer to Turions home by bonding with a new tree. Aware of his connection to the first world, she was somewhat fascinated by the elf. She very much approves of his guidance of the wolves, and has been a casual lover of Turion now and then.
3) (Hostile) Gael the Elder: a middle-aged Seer claiming resisting the Elven Council will end in Bloodshed and the destruction of the Avinoax. The only way to evade that fate being willing submission. Has been attempting to erode resistance from within - recently faked his own death, making it seem as if Turions Wolves tore him apart - but their fine nose tracked his scent to the docks, and Turion learned where he was headed.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) ("Mannerism") Rather than addressing people with name, he often touches them to let them know what he says is intended for them. Wolves tended to forget their names if they haven't heared them in a while. But they always react to touch - it's a communication pattern he now also utilizes with other humanoids.
2) ("Memory") The birth of his first Daughter - he was not welcome at the birth of the second one. Back then, he was scared, hopeful, surprised, happy, and stressed, all at once. Sometimes he regrets it didn't work out between him and the mother.
3) ("Quirks") Likes to see the stars at night. If that means making his bedsite on the roof of an inn, so be it.(he appreciates shelter - if temperature or weather make it uncomfortable, he'll happily stay in his room and enjoy a soft bed - but if circumstances allow, he prefers fresh air and a clear sight of the night sky.).