Lord Villastir

Valeeran Northfeldson's page

178 posts. Alias of Bali.


Full Name

Valeeran Northfeldson

Race

Elf

Classes/Levels

Elven Wizard 9 | AC 16, T13, FF 13 | HP 49/64 | F: 7, R:8, W:8 | Init : +9, Perc : +10

Gender

Male

Size

M

Age

124

Alignment

CG

Deity

Cayden Cailean

Occupation

Wizard

Strength 10
Dexterity 16
Constitution 12
Intelligence 22
Wisdom 10
Charisma 10

About Valeeran Northfeldson

Valeeran Northfeldson
Male Elf Wizard 9
CG Medium Humanoid (elf)
Init +9; Senses low-light vision; Perception +10
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Defense
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AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 natural)
hp 64 (9d6+26)
Fort +7, Ref +8, Will +8; +2 vs. enchantments
Immune magic sleep; Resist fire 5, elven immunities
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Offense
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Speed 30 ft.
Melee +1 Longsword +5 (1d8+1/19-20/x2)
Ranged +1 Longbow +8 (1d8+1/x3)
Wizard Spells Prepared (CL 8):
5 Break Enchantment, Telekinisis
4 (3/day) Invisibility, Greater, Ice Storm, Globe of Invulnerability, Lesser, Ice Wall
3 (4/day) Haste, Fireball (DC 19), Displacement, Dispel Magic, Fly
2 (5/day) Darkvision, Resist Energy, Bull's Strength, Scorching Ray, See Invisibility, Spider Climb
1 (6/day) Shield, Enlarge Person, Magic Missile, Magic Missile, Protection from Evil, Charm Person (DC 17), Feather Fall (DC 17)
0 (at will) Resistance, Light, Mage Hand, Detect Magic
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Statistics
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Str 10, Dex 16, Con 12, Int 22, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 17
Feats Eschew Materials, Improved Initiative, Scribe Scroll, Spell Mastery (Dis. Magic, Fly, Imp. Invis, Chm Person, S. Ray ), Spell Penetration, Toughness +9, Extend Spell
Traits Resilient, Warrior of Old
Skills Appraise +14, Diplomacy +8, Fly +9, Knowledge (arcana) +18, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +10, Ride +11, Sense Motive +3, Spellcraft +18 (+20 to determine the properties of a magic item), Stealth +11; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Sylvan, Varisian
SQ +2 to reflex saves, arcane bonds (skitter, weasel), deliver touch spells through familiar, elven magic, empathic link with familiar, energy absorption (24 hp/day), opposition schools (conjuration, necromancy), protective ward (9/day), resistance 5 (fire), share spells with familiar, speak with animals, speak with familiar, specialized schools (abjuration)
Combat Gear Potion of cure moderate wounds (2), Potion of cure serious wounds, Potion of neutralize poison, Scroll of Dismissal, Scroll of Shadow Walk, Wand of magic missile, Acid (3), Alchemist's fire (3), Holy water (3), Oil (4), Smokestick (2), Sunrod (5), Thunderstone (2), Weapon blanch (adamantine) (2), Weapon blanch (cold iron) (2), Weapon blanch (silver) (2); Other Gear +1 Longbow, +1 Longsword, Arrows (20), Amulet of natural armor +1, Bracers of armor +2, Cloak of resistance +2, Handy haversack (59 @ 82 lbs), Headband of vast intelligence +2 (Ride), Ring of sustenance, Bedroll, Bell (2), Belt pouch (18 @ 2.5 lbs), Blanket, Candle (5), Chalk (5), Cold weather outfit, Fishhook (3), Flint and steel, Grappling hook, Hammer, Mug/tankard, Parchment (6), Rope, Scroll case (2 @ 0 lbs), Spellbook, Spellbook, String or twine, Trail rations (10), Travelling spellbook, Waterskin, 587 GP, 8 SP, 5 CP
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Special Abilities
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+2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Cold weather outfit +5 Fort save vs. cold weather.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Absorption (24 Hp/day) (Su) Absorb 3x wizard level energy damage per day.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Protective Ward (9/day) (Su) Create 10' radius field granting allies +1 (+1 / 5 levels) AC bonus.
Resistance 5 (Fire) (Ex) You gain Fire Resistance 5.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scroll of Dismissal Add this item to create a scroll with spells on it.
Scroll of Shadow Walk Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Mastery (Dis. Magic, Fly, Imp. Invis, Chm Person, S. Ray ) You can prepare the chosen spells without a spellbook.
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Valeeran was presumably born somewhere in or near Mithurdane as that is where he was found as a young child. One of the Dukes "Lost Ones" he spent time living under the governments care until such time as his magical aptitude was discovered. Given his high intelligence and ancestry he was quickly moved under the care of Anton Nortfeldson where he was initiated into the arcane arts.

Years passed and Valeerans powers grew. The mages guild provided a stable home and place for study however, though adept at it, purly academic work could not hold Valeerans interest for long. The elf spent much of his free time out in the city taverns or roving the area about the city.. Over time he signed on with various adventuring parties and even spent time with the city guard when his arcane abilities could be of use. Making use of his skills in the field gives Valeeran a sense of accomplishment he finds difficult to reproduce in the more clinical guild.

Despite his constant wanderlust however in the end Valeeran always returns to the mages guild and his adoptive father. For though it's just a matter of time before he sets his feet to the road again the elf has a genuine affection for the place and the people he grew up with.

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Horizon
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 14, touch 11, flat-footed 12 (+3 armor, +2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +2 (+6 to jump with a running start, +10 jump), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear Mwk. Studded Leather Barding, Bit and bridle, Feed (per day), Feed (per day) (3), Riding saddle, Saddlebags (empty), You have no money!
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Skitter
Weasel
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision, scent; Perception +12
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Defense
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AC 20, touch 14, flat-footed 18 (+2 Dex, +2 size, +6 natural)
hp 32 (1d8)
Fort +2, Ref +4, Will +7
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Offense
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Speed 20 ft., climbing (20 feet)
Melee Bite (Weasel) +8 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 11, Wis 12, Cha 5
Base Atk +4; CMB +4; CMD 10 (14 vs. Trip)
Feats Weapon Finesse
Skills Acrobatics +10 (+6 jump), Appraise +5, Climb +10, Diplomacy +2, Escape Artist +3, Fly +12, Perception +12, Spellcraft +8, Stealth +25; Racial Modifiers +8 Acrobatics, +4 Stealth
Languages
SQ attach, improved evasion
Other Gear You have no money!
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Special Abilities
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Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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