Giseil Voslil

Valnir's page

38 posts. Organized Play character for rudehero.


Full Name

Valnir Syndorian

Race

Elf

Classes/Levels

Wizard/1

Gender

M

Size

M

Age

132

Alignment

NG

Languages

Elven, Common, Goblin, Orc, Gnoll, Sylvan

Strength 10
Dexterity 12
Constitution 11
Intelligence 18
Wisdom 14
Charisma 12

About Valnir

PFS ID: 89870-2

Background:

Valnir was a member of small group of Elves, though he does not remember their name or whereabouts. At the age of 9 he was kidnapped by a group of bandits during a raid, and forced to work for bandits. Valnir did not revel in the life of a bandit but did what he must to survive.

Years later the bandits were scattered by a powerful Human Wizard, Garkin. Garkin saw potential in Valnir, spared his life, and took him as an apprentice. Together they wandered the land helping those in need as Valnir attempted to make up for past sins.

Valnir and Garkin recently parted ways as it was time for Valnir to walk his own path. Valnir joined the Pathfinder Society to test his skills and seek adventure.

Basic Info/Attributes:

HP 7
Str 10 Mod 0
Dex 12 Mod 1
Con 11 Mod 0
Int 18 Mod 4
Wis 14 Mod 2
Cha 12 Mod 1

Initiative 7
Speed 30 ft
Skill Ranks 2(+int)

Traits:

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 saving throw bonus 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 skill checks made to identify the properties of magic items.

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

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Canter: You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don’t phase you in the slightest today as a result. Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Feats:

Improved Initiative
Spell Focus: Evocation

Skills:

Perception 5
Knowledge Arcana 8
Knowledge Dungeoneering 8
Knowledge Geography 8
Knowledge Nature 8
Spellcraft 8

Combat:

Defense
AC 11
CMD 11
Flatfoot 10
Touch 11
Fort Save 0
Reflex Save 1
Will Save 4

Offense
BAB 0
CMB 0

Melee
Masterwork Dagger - Arcane Bond
1 Attack Bonus
1d4 dmg (P/S)
19/20 2x crit

Spellbook:

Universalist School
Lv 0 - Detect Magic, Ray of Frost, Mage Hand, Read Magic
Lv 1 - Disguise Self, Detect Secret Doors, Mage Armor, Burning Hands, Feather Fall, Charm Person, Sleep

Hand of Apprentice 7/day (3+int)
2 Lv 1 Spells/day, + Arcane Bond (Dagger) 1/day

Equipment:

142 GP 50 SP
Master Work Dagger (Arcane Bond)
Backpack
Bedroll
Belt Pouch
Sack
Torches (10)
Trail Rations (5)
Waterskin
Spellbook