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About Talathel "Tal" DarkarielTalathel:
TALATHEL (Oppara) (Oppara) Wizard 2 CG Medium Elf / Humanoid (Elf) Init +9; Senses Perception +4, Darkvision 60 ft ==DEFENSE== AC 14, touch 13, flat-footed 11 (+1 armor, +3 dex) hp 12 (2d6+2) Fort +1, Ref +3, Will +3 Armor Haramaki, Light Defensive Abilities Elven Immunities (PFCR 22) ==OFFENSE== Spd 30 ft/x5 Melee Quarterstaff -1 (1d6-3) 20/x2 monk, double Ranged Ray +4 (By Spell) - Ranged Light Crossbow +4 (1d8) 19-20/x2 ==STATISTICS== Str 7, Dex 16, Con 12, Int 20, Wis 11, Cha 7 BAB +1, CMB -1, CMD +12 Feats Alertness (PFCR 117), Run (PFCR 132), Scribe Scroll (PFCR 132), Spell Focus (Conjuration) (PFCR 134) Skills Bluff +8, Diplomacy +11, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +9, Linguistics +10, Perception +4, Spellcraft +10 [Identify properties of magic items +12] SQ Elven Magic (PFCR 22), Arcane Bond (PFCR 78) MC Arcane School (PFCR 79-82), Scribe Scroll (PFCR 78), Spellbook (PFCR 79), Wizard Bonus Languages (PFCR 78), Wizard Cantrips (PFCR 79), Wizard Spells (PFCR 78) Traits Fashionable (Faction: Taldor) (PFSc: GtPSOP), Student of Philosophy (Social) (PFCo: QuCa) Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan, Thassilonian, Tien Gear Spell book, Wizards Kit Feats & Traits:
-- ELVEN RACIAL TRAITS -- • Dex: +2, Con: -2, Int: +2 • TYPE: Humanoid (Elf) • SIZE: Medium • ELVEN IMMUNITIES: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or 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. • 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. • DARKVISION 60 FT: 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 ft, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. • Automatic Languages: Common, Elven • Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan -- CLASS ABILITIES --
-- GENERAL FEATS --
-- ITEM CREATION FEATS --
-- TRAITS --
-- DRAWBACK --
-- WEAPONS --
Scorpion familiar:
N Tiny virmin Init +3; Senses Darkvision; Perception +8 Defense AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size) hp 6 (2d8) Fort +2, Ref +3, Will +3 Offense Speed 30 ft. Melee Sting +6 (1d2–4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Statistics Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2 Base Atk +0; CMB +1; CMD 7 Feats Weapon Finesse Skills Acrobatics +3, Climb +11, Escape Artist +3, Perception +9, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Special Abilities Poison: fort save dc 10, effect sickened for 1 round. 1/round for 6 rounds Familiar: Alertness, improved evasion, share spells, empathic link Master Bonus: The master of a Greensting Scorpion familiar gains a +4 bonus on initiative checks. Gear:
Haramaki (3gp) Spellbook Light Crossbow +20 bolts (35 gp) Quarterstaff Scrollcase (1gp) Wrist sheath (5gp) Custom kit (21 gp) This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, soap, a spell component pouch, torches (1), trail rations (5 days), and a waterskin. 50 gold scroll of minor image Scroll of mage armor Wand of shocking grasp (28 charges) identify wand Caizarlu's spellbook Spellbook:
All Cantrips except Ray of frost First Level
Second Level
Third Level
Daily Resources:
Cantrips (4): Acid Splash (1d3+1) Ghost sound (dc 15) Detect magic Daze Level 1 (4+2+1):
Level 2 (2+1+1)
Level 3 (1+1+1)
Void school:
Void The void is a complex idea considered by some to be a fifth element—one that comprises thought, space, spiritualism, and insight. Wizards who tap into its mysterious powers gain control over energies that bind the earth to the heavens and the planes to their mysterious and eternal alignments, as well as the powers that stitch living beings to their spirits. The void elemental school presented here is an additional arcane school for the wizard class. A wizard who specializes in the void element gains a number of school powers and one bonus spell slot of each level that the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the void elemental school’s spell list. Unlike a normal arcane school, the void elemental school requires the wizard to select a single element (air, earth, fire, or water) as his opposition school. A wizard must expend two spell slots to prepare a spell from his opposed elemental school as normal. He does not need to select a second opposition school.
Add the following spells to your wizard spell list at the listed spell level: 1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience. Void Awareness (Su) Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess. At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result. Reveal Weakness (Su) When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus. Aura of Prescience (Su) At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. Void Elementalist Wizard Spells 0th—guidance;
background:
Tal is an elf who grew up with eyes the color of ominous black pits. His mother died in childbirth and it kept the relationship with his father strained. Though his eyes helped him look into the darkness, it did not help him find a lot of friends. He has always been a child who got himself into trouble and got quick on his feet running away from chasing angry people. He grew up apprenticing his father as a wizard and there he found his eyes weren't only good for looking into the dark. Thanks to his strange eyes he could see and manipulate the flow of magic quite easily. Offensive spells are easily to resist if you know how they work when cast on you. Still a young elf by normal standards, Tal got in good graces with some noble's sons. Partying was fun and he was good at it. It is always fun to be able to lift girls skirts from a distance. However, at one party at the Duke's house he "accidentally" set the Dukes beard on fire for a drunken dare. Taldor nobles are quite fond on their beards and having yours burned away made the Duke take out a hit on Tal. He had to ran away from the Duke's ire and contacts, and went to live with his aunt in Sandpoint. As far away from the Duke as possible. Though he is grateful of his aunt and likes her, he hates it in Sandpoint. It is absolutely boring and there is nothing to do at all. There are almost no elves save him and a couple of others, the villagers are way too friendly. There is no one to get into trouble with. His aunt, Niska Mvashti, is the "wise woman" of the village. She gave Tal a place to hide and sends him on errands to keep him out of too much trouble. Tal is a jokester and does not like to take life too seriously. He prefers chasing women and starting trouble where he goes to provide entertainment for himself and others. He is a bit too smart than is good for him as his running mouth has often gotten him into trouble. He wairs sunglasses against the sun and makes sure his clothes look fashionable and clean. Nothing would ruin his day more than getting gore over his clothes.
rp example:
The noise from outside forces Tal to wake up and open his eyes. His head is still pounding a little when he tries to rise. He looks to the side and sees a pretty girl lying next to him. Oh damn what was her name again? Marissa, Clarissa, ugh it has to be something that ends with issa. He picked her up last night, another visitor to the town for the Swallowtail Festival. Not wanting to wake her up and have the morning after talk, Tal sneaks outside silently. As he walks down the stairs of the inn, he sees Ameiko cleaning up after the night before. "Walk of shame Talwin?" She says with a wink.
Once outside he glares against the bright sunlight and quickly dons his sunglasses. Ugh way too bright!
Once back at Niska's place, Tal takes a deep breath and prepares what what's coming to him. He tries to sneak inside and drop the fish in the kitchen, hoping Niska is still out for one of her walks. Tiptoeing through the residence he reaches the kitchen and just as he places the fish on the counter his fears become reality as he hears a raspy female voice behind him say "So Talathel... I thought I asked you to bring me the fish before ten o clock. And I believe I asked tuna as well?"
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