Merisiel

Tainae Elensar's page

2 posts. Alias of Zelit.


Full Name

Tainae Elensar

Race

Elf

Classes/Levels

Wizard 1| Hp 10/10 | AC 12/12/10| BAB +0|CMB +0| CMD 12| F +0| R +2| W +2| Init +2 Per +2

Gender

Female

Size

6 feet 108 pounds

Age

120

Special Abilities

Low-Light Vision, Elven Immunities, Elven Magic, Keen Senses, Weapon Familiarity

Alignment

Neutral Good

Deity

Yuelral the Wise (NG Goddess of magic, crystals, jewelers)

Location

Town of Kassen

Languages

Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Auran

Strength 10
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 11
Charisma 8

About Tainae Elensar

Stats:
NG Medium Peri-Blooded Assimar
Init: +2; Senses: Lowlight Vision; Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (Dex +2)
hp 10 (1d6+1 favored class)
Fort +0, Ref +2, Will +2;
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Offense
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Speed 30 ft. (currently 20ft)
Dagger +0/+2 (1d4,10ft, 19-20x2, piercing)
Quarterstaff +0 (1d6, ×2, bludgeoning)
Acid Dart +2 (1d6+1)
Spells Prepared:0 lvl: Detect Magic, Light, Prestidigitation, 1st lvl: Grease, Magic missile, Summon Monster I x2
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Statistics
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Str 10, Dex 14 (+2), Con 10, Int 20 (+5), Wis 11, Cha 8 (-1)
Base Atk +0; CMB +0; CMD 12
Feats: Toughness, Scribe Scroll (Item Creation)
Skills: Knowledge (arcana) (Int)+9, Knowledge (dungeoneering)(Int)+9, Knowledge (nature)(Int)+9, Knowledge (planes)(Int)+9, Knowledge (religion)(Int)+9, Linguistics (Int) +9, Spellcraft (Int) +9.
Languages: Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Auran
SQ: Low-Light Vision, Elven Immunities, Elven Magic, Keen Senses, Weapon Familiarity, Summoner's Charm (Su), Acid Dart (Sp) 8/day, Dimensional Steps (Sp)
Carrying Capacity Light 33 lbs. or less, Medium 34–66 lbs., Heavy 67–100 lbs.

Skills:

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Per level: 2 + IN mod (5)
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Acrobatics (Dex*) 2 (+0 Ranks, +2 Ability, +0 Misc.)
Appraise (Int) 5 (+0 Ranks, +5 Ability, +0 Misc.)
Bluff (Char) -1 (-1 Ranks, +0 Ability, +0 Misc.)
Climb (Str*) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Craft (Int) (Genaric) 5 (+0 Ranks, +5 Ability, +0 Misc.)
Diplomacy (Char) -1 (-1 Ranks, +0 Ability, +0 Misc.)
Disable Device* (Dex*) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Disguise (Char) -1 (-1 Ranks, +0 Ability, +0 Misc.)
Escape Artist (Dex*) 2 (+0 Ranks, +2 Ability, +0 Misc.)
Fly (Dex*) 2 (+0 Ranks, +2 Ability, +0 Misc.)
Handle Animal* (Char) -1 (-1 Ranks, +0 Ability, +0 Misc.)
Heal (Wis) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Intimidate (Char) -1 (-1 Ranks, +0 Ability, +0 Misc.)
Knowledge (Arcana)* (Int) 9 (+1 Ranks, +5 Ability, +3 Class, +0 Misc.)
Knowledge (Dungeoneering)* (Int) 9 (+1 Ranks, +5 Ability, +3 Class, +0 Misc.)
Knowledge (Engineering)* (Int) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Knowledge (Geography)* (Int) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Knowledge (History)* (Int) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Knowledge (Local)* (Int) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Knowledge (Nature)* (Int) 9 (+1 Ranks, +5 Ability, +3 Class, +0 Misc.)
Knowledge (Nobility)* (Int) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Knowledge (Planes)* (Int) 9 (+1 Ranks, +5 Ability, +3 Class, +0 Misc.)
Knowledge (Religion)* (Int) 9 (+1 Ranks, +5 Ability, +3 Class, +0 Misc.)
Linguistics* (Int) 9 (+1 Ranks, +5 Ability, +3 Class, +0 Misc.)
Perception (Wis) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Ride (Dex*) 2 (+0 Ranks, +2 Ability, +0 Misc.)
Sense Motive (Wis) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Sleight Of Hand* (Dex*) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Spellcraft* (Int) 9 (+1 Ranks, +5 Ability, +3 Class, +0 Misc.)
Stealth (Dex*) 2 (+0 Ranks, +2 Ability, +0 Misc.)
Survival (Wis) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Swim (Str*) 0 (+0 Ranks, +0 Ability, +0 Misc.)
Use Magic Device* (Char) -1 (-1 Ranks, +0 Ability, +0 Misc.)

Feats:
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Scribe Scroll (Item Creation): You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

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

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

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.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

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.

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.

Wizard Class Features:
Weapon and Armor Proficiency: Wizards are proficient with the 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.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score 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.

Arcane School: 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.

Conjuration School

Opposition schools: Enchantment and Necromancy

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid 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. This attack ignores spell resistance. (8 Total)

Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

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 a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited 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).

Spell Book:

0-Level Wizard Spells (Cantrips)

Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
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Read Magic: Read scrolls and spellbooks.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
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Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.
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(1st-Level Wizard Spells)12 (37)

Charm Person: Makes one person your friend.
Grease: Makes 10-ft. square or one object slippery.
Identify: Gives +10 bonus to identify magic items.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Summon Monster I: Summons extraplanar creature to fight for you.

Equipment:

Wearing Total weight 66lbs.
Explorer's outfit
2 daggers 2 gp 2lbs
Quarterstaff 4 lbs.,
Short Bow 30gp 2 lbs.
Quiver 1 gp 3 lbs.
Waterskin 4 lbs.1
Signal whistle 8 sp
Holy symbol, wooden 1 gp
Spell component pouch 5 gp 2 lbs.
Backpack (see below, 50 lbs)
Pouch, belt (see below)

Pouch, belt (empty) 1 gp 1/2 lb.1
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
5 Parchment (sheet)2 sp
Rations, trail (per day) 1 days 1 lb.1
Chalk, 1 piece 1 cp
Flint and steel 1 gp
Oil (1-pint flask) 1 sp 1 lb.
Flask (empty) 3 cp 1-1/2 lbs.
1 gp 9cp

Backpack (empty) 2 gp 2 lbs.1
Bedroll 1 sp 5 lbs.1
Blanket, winter 3 lbs.1
Case, map or scroll 1 gp 1/2 lb.
Spell component pouch 5 gp 2 lbs.
Sack (empty) 1 sp 1/2
Tent 20 lbs.1
Soap (per lb.) 5 sp 1 lb.
Rations, trail (per day) 4 days 4 lb.1
Cold-weather outfit 8 gp 7 lbs.1
Traveler's outfit 1 gp 5 lbs.1

Familiar:

Rook
Owl N Tiny animal
Init +3; Senses low-light vision; Perception +10
Defense
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 Natural)
hp 5 (1d8)
Fort +2, Ref +5, Will +2
Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4
Perception, +4 Stealth

Background:
Tainae was born to Tharel and Uthael. Two very smart people. Just not exactly the most social. As such, Tainae did not spend much time with others. Most of her time was spent with books, and this is where she finds the most comfort. But this opportunity to be a hero has drawn her away from her parents library. This both scares her and thrills her for her mind filled with the stories of her fathers adventures and she longs to make her own stories. Quiet, shy, and a little pedantic. She enjoys learning and study. She also likes to ramble on endlessly about thing most people wouldn't understand or care about.

Appearance: Mostly unremarkable.