About Turin Starfall
Character Name: Mailhain Starfall
Alignment: Neutral Good
Deity: Iomedae, Yuelral, The Green Faith
Homeland: Kenabres (Mendev)
Race: Assimar (Peri-Blooded (Emberkin))
Age: Unknown (28 years old)
Height: 6 ft.
Weight: 130 lb.
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.
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
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.)
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)
Languages: Taldan(Common), Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, Hallit, and Sylvan.
1st:Riftwarden Orphan: You gain a +2 trait bonus on concentration checks.
2nd:Reactionary: You gain a +2 trait bonus on initiative checks.
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.
Weapon and Armor Proficiency
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.
Arcane Bond (Sp)
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.
Conjuration Arcane School Opposition Schools: Necromancy and Enchantment
Summoner’s Charm (Su)
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)
A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.
Magic Items and other gear:
Rook (Owl, Figment)
N Tiny animal
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size +1 natural armor)
Speed 10 ft., fly 60 ft. (average)
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Recurring Dream (Su)
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.