Vardalel Prennder

Valekar Duilgelion's page

178 posts. Alias of caps.


Race

CMB +6, CMD 21 | F: +5, R: +8, W: +6; immune to sleep; +2 vs. enchantments |

Classes/Levels

Init: +5 | Perc: +14, SM: +2, low-light vision | Speed 35ft | Arcane Pool: 9, Ranged Spellstrike

Gender

Male N Elf Magus (Eldritch Archer, Hexcrafter) 7 | HP 41 | AC 20 T 15 FF 15 |

About Valekar Duilgelion

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Valekar Duilgelion
Magus 7
N Medium humanoid (elf)
Init +5; Senses Perc +12, SM +0, low-light vision

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Defense
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AC 20, touch 15, flat-footed 15 (+5 Dex, +5 Chain Shirt)
HP 41/41 (8 base + 8 lvl2 + 8 lvl3 + 5 lvl4 + 7 lvl5 + 8 lvl6 + 4 lvl7) + (5 × -1 Con)
Fort +5, Ref +8, Will +6; immune to sleep; +2 vs. enchantments

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Offense
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Speed 35 ft.

Melee

[Dice=rapier, inspired, power attack]1d20+10+1-2[/dice]
[Dice=piercing] 1d8+1+1+4[/dice]
x3, brace, reach

[Dice=cestus, inspired, power attack]1d20+10+1-1[/dice]
[Dice=bludgeoning/piercing] 1d4+1+1+2[/dice]
19-20/x2

Ranged

[Dice=+1 longbow, arcane pool, inspired, spell strike, deadly aim, arcane strike]1d20+12+2-2-2[/dice]
[Dice=cold iron, piercing, magic]1d8+2+2+4+2[/dice][dice=flaming]1d6[/dice] plus [dice=cold, snowball]5d6[/dice]
35ft range (for Cantrips; use spell range)

[Dice=+1 longbow, arcane pool, inspired, spellcombat, deadly aim, arcane strike]1d20+12+2-2-2[/dice]
[Dice=cold iron, piercing, magic]1d8+2+2+4+2[/dice][dice=flaming]1d6[/dice]
110ft range, x3 critical

39/40 arrows
18/20 cold iron arrows
18/20 silver arrows

Space 5 ft.; Reach 5 ft.
Special Attacks

[Dice=cantrip, ranged touch attack, inspired]1d20+10+1[/dice]
[Dice=acid or cold]1d3[/dice]
35ft.

[Dice=snowball, ranged touch attack, inspired] 1d20+10+1[/dice]
[Dice=cold]4d6[/dice] plus fortitude (DC15) or be staggered 1 round
35ft.

[Dice=mudball, ranged touch attack, inspired] 1d20+10+1[/dice] to blind target
35ft.

Spell-Like Abilities

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Statistics
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Str 13
Dex (21)
Con 8
Int (22)
Wis 10
Cha 7

Base Atk +5; CMB +6; CMD 22

Feats
**Combat Expertise
**Deadly Aim
**Power Attack
**Weapon Finesse
1: Precise Shot
3: Extra Arcana
5: Weapon Focus, Longbow
Magus: Arcane Strike
7: Extra Arcana
Rebellion bonus: Alertness

Future Featlist:
Point Blank Shot (since most spells will be within 30 feet anyway)
Extra Arcana (so many hexes and arcana to pick...)
Iron Will
Improved Critical, longbow
Weapon Focus/Specialization, longbow

Traits
Historian of the Rebellion (campaign) - Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Languages
Common,
Elven,
Halfling,
Infernal,
Shadowtongue,
Strix,
Undercommon

SQ
Ranged Weapon Bond (father's longbow)
Arcane Pool (Su): 9/9
Ranged Spell Combat (Ex)
Ranged Spellstrike (Su)
Arcane Accuracy (Su, arcana)
Wand Wielder (Su, arcana)
Prehensile Hair (Su, hex): 7/7 minutes/day
Flight (Su, hex):
- feather fall at-will
- +4 to swim checks
- levitate 1/1
- fly 7/7 minutes/day
Slumber (Su, hex, DC19)
Accursed Strike (Su, arcana)
Knowledge Pool (Su)

Arcane Spells Prepared (o = prepared, x = cast)
Cantrips, DC16
detect fiendish presence, detect magic, mage hand, ray of frost, read magic
Level 1, DC17
pearl of power - o
color spray - o
grease - o
snowball - o
true strike - o
vanish - o
weaponwand - o
Level 2, DC18
pearl of power - o
blindness/deafness - o
glitterdust - o
molten orb - o
scorching ray - o
web - o
Level 3, DC19
bestow curse - o
haste - o

Spellbook:

Cantrips
acid splash, arcane mark, brand, dancing lights, daze, detect fiendish presence, detect magic, disrupt undead, flare, ghost sound, grasp, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
Level 1
blend, burning hands, color spray, expeditious retreat, grease, mudball, ray of enfeeblement, shield, snowball, true strike, vanish, weaponwand
Level 2
blindness/deafness, glitterdust, invisibility, molten orb, scorching ray, web
Level 3
bestow curse, haste

Spell Wishlist
bull's strength (w/Adaptive bow), cat's grace

Favored Class Bonus
+7/6 Extra Arcana

Skills 56 ranks = level 7 × (2 class + 6 int)
+5* climb (1 rank + 3 class + 1 Str)
+13 craft (7 headband + 3 class + 6 Int)
+15* fly (7 ranks + 3 class + 5 Dex)
+8 intimidate (7 ranks + 3 class - 2 Cha)
+13 knowledge, arcana (4 ranks + 3 class + 6 Int)
+13 knowledge, dungeoneering (4 ranks + 3 class + 6 Int)
+13 knowledge, planes (4 ranks + 3 class + 6 Int)
+14 perception (7 ranks + 3 class + 2 Keen Senses + 2 Alertness)
+2 sense motive (0 ranks + 2 Alertness)
+16 spellcraft (7 ranks + 3 class + 6 Int)
+18 spellcraft, identify magic item (spellcraft + 2 racial)
+16* stealth (7 ranks + 3 class + 5 Dex + 1 trait)
+9* swim (1 rank + 3 class + 1 Str + 4 Flight hex)
+9 use magic device (7 ranks + 3 class - 2 Cha + 1 trait)

Background Skills 10 ranks = level 4 × 2
+13 knowledge, history (7 ranks + 6 Int)
+15 lore, Kintargan Rebel Groups (6 ranks + 3 class + 6 Int)
+10 lore, House Thrune (1 rank + 3 class + 6 Int)

*0 ACP

Combat Gear
(Bonded Item) Masterwork +1 Str Composite Longbow
(FREE) rapier
(FREE) chain shirt (upgraded to MWK and then sold)
2100gp +1 Mithral shirt
5gp cestus
3gp 60 arrows
2gp 20 cold iron arrows
10gp 2x silver blanche (applied to 20 arrows)
10gp acid flask 1/1
20gp alchemist's fire 1/1
50gp holy water 2/2

Magic Gear
(GIFT) Belt of Incredible Dexterity
4000gp Headband of Intelligence, +2 (craft)
2000gp +1 enhancement to longbow
1000gp +1 cloak of resistance
150gp Masterwork transformation (chain shirt)
1000gp Pearl of power, 1st level
4000gp Pearl of Power, 2nd level
300gp wand of true strike, 20/20 charges
300gp wand of shield, 20/20 charges
600gp wand of snowball, CL4, 10/10 charges
100gp scroll of blend, blend, expeditious retreat, expeditious retreat
75gp scroll of disguise self, gravity bow, monkey fish
50gp scroll of obscuring mist, silent image

Other Gear
2gp backpack
1gp belt pouch
1gp flint and steel
1gp Grappling Arrow
0.4 2 x Parchment
10gp Rope, Silk (50ft.)
0.1gp Sack
3gp 3 x scroll case
0.8gp Signal Whistle
0.2gp String/Twine (50ft.)
0.1gp weapon cord
10gp 2 x spring-loaded wrist sheath (wand of shield, true strike)

spent 20gp scribing burning hands and shield into spellbook from Adonara's spellbook
gained 75gp from selling old chain shirt
Current total "net worth" = 14k gp (should be 20k, from kevel 7 WBL + free dex belt from Thrune)

250.4gp left

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Special Abilities
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Elf:

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

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws 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 checks made to identify the properties of magic items.

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

Long-Limbed
Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

Magus:

*Modified by Eldritch Archer
**Modified by Hexcrafter

Class Skills*: An eldritch archer gains Perception as a class skill, but does not gain Use Magic Device as a class skill. This ability modifies the magus’s class skills.

Ranged Weapon Bond (Ex): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A magus 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 magus decides which spells to prepare.

Spellbooks: A magus 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 magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool* (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: distance, flaming, flaming burst, frost, icy burst, nimble shot, returning, shock, shocking burst, speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Ranged Spell Combat* (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. To use this ability, the magus must be wielding a ranged weapon. He doesn't need a free hand for spell combat. As a full-round action, he can make all of his attacks with his ranged weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Ranged Spellstrike* (Su): At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.
If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted.
If successful, this ranged attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Arcane Accuracy (Su, arcana)
The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Wand Wielder (Su, arcana)
The magus can activate a wand or staff in place of casting a spell when using spell combat.

Hex Magus (Su): At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the magus's level + the magus's Intelligence modifier.

Prehensile Hair (Su, hex)
The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Bonus Feats
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Flight (Su, hex)
The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Slumber (Su, hex)
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Knowledge Pool (Su)
At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Accursed Strike (Sp, arcana)
A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.

Bot Me!:

Valekar is a fierce warrior, but also rather fragile. He will try to keep his distance and use his longbow in combat, but he often gets within range to cast spells at his targets, and will frequently fire two arrows a round using Ranged Spellstrike with Ranged Spellcombat to add a cantrip to one of the arrows--or one of his prepared higher-level ranged touch attack spells against a foe that needs to go down right away.

He will not hesitate to cast glitterdust against a foe that is invisible or otherwise hard to find, or that is striking his allies with too much accuracy.

How did Valekar become a Magus?
Out of a desire to emulate his father, and also to connect with the two parts of his elven heritage: archery and magic. From his mother he has learned a little of hexes.

What does Valekar look like?
Long, platinum blonde hair; straight and orderly. A strong, stern, but boring face.

How does Valekar behave?
Valekar is generally reserved, but he can break into a more animated persona when discussing a topic he is passionate about--music, or House Thrune, for example.

Why is Valekar on this adventure?
To find out what happened to his mother, possibly his father, and to strike back at House Thrune for disrupting his and his mother's life.

Which nation did Valekar grow up in? How did this nation influence them?
He grew up in Kintargo. He is fond of the town, but has always wanted to leave. His love of his mother, and desire to protect her, has kept him from leaving. He dislikes Cheliax and has grown to hate House Thrune. Although he has many valid reasons for his hatred, he also has been known to blame other misfortunes on Thrune that may have had little or nothing to do with them.

What does Valekar love?
Music. He is not a performer in any sense, but he often visited the Opera when it is open. Yet another reason that he hates the current regime.

What does Valekar hate?
House Thrune, whom he blames for taking his father from him.

Does Valekar have a bro? a mentor? a father figure? maybe a rival?
No siblings, but as a practical matter he did learn his archery and arcane skills from a mentor. A now-aging half-elf named Barmakil taught him almost everything he knows.

How does the race of Valekar influence their views? Is Valekar a stereotype of a certain race? How are they different from most characters of their race?
Valekar is a young elf. Although like many elves he tries to take the long view, he sees no guarantees that Thrune will someday release it's grip on Kintargo and allow things to return to normal. He is more engaged in current events than some elves might be in the same situation.
He worships Shelyn and loves art. However, he consumes the art of others more than he creates his own; his skills are no more than amateur. He enjoys singing.

What is Valekar afraid of? Does Valekar have any phobias or worries?
He is afraid of wasting away in a prison, and of losing those he loves before their time.

What is the most treasured possession of Valekar?
His father's longbow.

What are at least 5 background and concept elements for Valekar?
Failed Hellknight - whether out of boredom, deception, or something else, he spent time as an Armiger before "dropping out"
Elfy Elf - Valekar should feel like a "Paragon" of elvishness
Fatherless - Valekar's father, a Silver Raven, disappeared very early in his life. His mother raised him well, but he misses his father and seeks to emulate him.
Silver Raven Emulator - Valekar, largely due to his father, wants to be a Silver Raven and emulate what he knows of their styles and methods
Thrune Hatred - Valekar hates Barzillai, all of House Thrune, and Cheliax, in that order. He blames them (rightly, it seems) for the disappearance of first his father and now his mother. He also hates all of the trappings of the current regime; the unreasonable imprisonments, absurd punishments, and perhaps most of all the shutting of the Opera House.

What are at least two goals for Valekar?
Find out what really happened to his father
Find his mother
Spit in Thrune's eye by freeing Kintargo / overthrowing Barzillai

What is at least one secret about Valekar?
Few people know about his brief stint as an armiger

What are at least three people that are tied to Valekar?
His father, his mother, and his mentor/trainer