Ezren

Turin Starfall's page

Organized Play Member. 19 posts (252 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 12 aliases.


Full Name

Turin Starfall

Race

Assimar (Peri Blooded (Emberkin))

Classes/Levels

Wizard 1st level

Gender

Male

Size

Medium

Age

28

Special Abilities

Celestial Resistance, Darkvision 60ft.

Alignment

Neutral Good

Deity

Iomedae, Yuelral, and the Green Faith

Location

Kenabres, Mendev

Languages

Taldan (Common) , Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Occupation

Adventurer, Sage

Strength 8
Dexterity 14
Constitution 14
Intelligence 22
Wisdom 10
Charisma 12

About Turin Starfall

Fluff:
Character Name: Mailhain Starfall
Alignment: Neutral Good
Deity: Iomedae, Yuelral, The Green Faith
Homeland: Kenabres (Mendev)
Race: Assimar (Peri-Blooded (Emberkin))
Gender: Male
Size: Medium
Age: Unknown (28 years old)
Height: 6 ft.
Weight: 130 lb.
Hair: White
Eyes: Bright Blue

Physical Description: He weighs a hundred and thirty pounds, stands 6 feet tall with a well muscled body. Smooth lightly tanned skin over lean muscle. In daylight he seems to be a normal elf but in moonlight his skin sparkles as if he were made of crystals. Like a elves his ears are pointed, but unadorned. Unlike most elves, his hair is white with bright blue highlights, which he keeps shoulder length except for one braid just before his right ear foot in length. While he is very clean he does have an aroma. Strangely it is a different scent for every person, often that persons favorite smell. This is when he is calm and not casting spells. When under duress however, he truly shows his heavenly heritage. His clothing and hair billows, even without wind, and his eyes glow a light blue. When he is pushing his limits the words he speaks aloud seem to be heard mentally, echoes dramatically and a halo of bright blue fire forms above his head.

Crunch:
Strength: 8 (Actual Score 8, 8 Base, +0 Racial, +0 Level, +0 Inherent, +0 Enhancement, +0 Mythic) Modifier: -1

Dexerity: 14 (Actual Score 14, 14 Base, +0 Racial, +0 Level, +0 Inherent, +0 Enhancement, +0 Mythic) Modifier: +2

Constitution: 14 (Actual Score 14, 14 Base, +0 Racial, +0 Level, +0 Inherent, +0 Enhancement, +0 Mythic) Modifier: +2

Intellegence: 22 (Actual Score 22, 18 Base, +4 Racial, +0 Level, +0 Inherent, +0 Enhancement, +0 Mythic, +0 Age, +0 Capstone) Modifier: +6 Bonus Spells1st:2 2nd:2 3rd:1 4th:1 5th:1 6th:1

Wisdom: 10 (Actual Score 10, 10 Base, +0 Racial, +0 Level, +0 Inherent, +0 Enhancement, +0 Mythic, +0 Divine, +0 Age) Modifier:+0

Charisma: 12 (Actual Score 12, 10 Base, +2 Racial, +0 Level, +0 Inherent, +0 Enhancement, +0 Mythic, +0 Age, +0 Capstone) Modifier:+1

Racial Traits

Ability Score Modifiers: Peri-Blooded (Emberkin) Assimar are intelligent and personable. They gain +6 Intelligence and +2 Charisma.

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Peri-Blooded Aasimar have a +2 racial bonus on Knowledge (planes) and Spellcraft checks.

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Class Skills

The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier + 2 Background Skills

Acrobatics: 2 (Yes, 0 Ranks, +2 Dex, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Appraise*: 6 (Yes, 0 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Bluff: 1 (Yes, 0 Ranks, +1 Cha, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Climb: -1 (Yes, 0 Ranks, -1 Str, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Craft*: 6 (Yes, +0 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Diplomacy: 1 (Yes, 0 Ranks, +1 Cha, 0 Racial, 0 Class, 0 Trait, 0 Equipment,
Disable Device: 0 (No, 0 Ranks, +2 Dex, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Disguise: 1 (Yes, 0 Ranks, +1 Cha, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Escape Artist: 2 (Yes, 0 Ranks, +2 Dex, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Fly: 2 (Yes, 0 Ranks, +2 Dex, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Handle Animal: 0 (No, 0 Ranks, 0 Cha, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Heal: 0 (Yes, 0 Ranks, 0 Wis, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Intimidate: 1 (Yes, 0 Ranks, +1 Cha, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Knowledge (arcana): 7 (No, 1 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment, +)
Knowledge (dungeoneering): 7 (No, 1 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Knowledge (engineering): 7 (No, 1 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Knowledge (geography): 7 (No, 1 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Knowledge (history) 0 (No, 1 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Knowledge (local) 0 (No, 1 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Knowledge (nature): 7 (No, 1 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Knowledge (nobility): 0 (No, 1 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Knowledge (planes): 9 (No, 1 Ranks, +6 Int, +2 Racial, 0 Class, 0 Trait, 0 Equipment)
Knowledge (religion): 7 (No, 1 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Linguistics: 7 (No, 1 Ranks, +6 Int, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Perception: 0 (Yes, 0 Ranks, 0 Wis, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Perform: 1 (Yes, 0 Ranks, +1 Cha, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Profession: 0 (No, 0 Ranks, 0 Wis, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Ride: 2 (Yes, 0 Ranks, +2 Dex, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Sense Motive: 0 (Yes, 0 Ranks, 0 Wis, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Sleight of Hand: 0 (No, 0 Ranks, +2 Dex, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Spellcraft: 9 (No, 1 Ranks, +6 Int, +2 Racial, 0 Class, 0 Trait, 0 Equipment)
Stealth: 2 (Yes, 0 Ranks, +2 Dex, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Survival: 0 (No, 0 Ranks, 0 Wis, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Swim: -1 (Yes, 0 Ranks, -1 Str, 0 Racial, 0 Class, 0 Trait, 0 Equipment)
Use Magic Device: 1 (Yes, 0 Ranks, +1 Cha, 0 Racial, 0 Class, 0 Trait, 0 Equipment)

Languages: Taldan(Common), Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, Hallit, and Sylvan.
Traits

1st:Riftwarden Orphan: You gain a +2 trait bonus on concentration checks.

2nd:Reactionary: You gain a +2 trait bonus on initiative checks.

Feats

1st: Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

1st Level Class Bonus Feat: Scribe Scroll: 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.
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. 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.

Starting Spells (See Spellbook 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 (Sp)
See Familiar below

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.
and
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 Arcane School Opposition Schools: Necromancy and Enchantment
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

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.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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 an opposition 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, 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.

A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

Spellbook

Cantrips
Resistance, Acid Splash, Drench, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Scrivener’s Chant, Arcane Mark, Prestidigitation

1st level
Summon monster 1, Grease, Magic Missile, Protection from Evil, Celestial Healing, Shield, Magic Weapon, Mage Armor, Charm Person

Magic Items and other gear:

Head:

Headband:

Eyes:

Shoulders:

Neck:

Chest:

Body:

Armor:

Belt:

Wrist:

Hands:

Ring 1:

Ring 2:

Feet:

Familiar:
Rook (Owl, Figment)

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 armor)
hp 1 (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

Recurring Dream (Su)
A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.

This replaces improved evasion.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.