Duelist

Variel the Talented's page

35 posts. Alias of Gaurwaith.


Size

Medium, 6' 4'' and 140 lbs

Age

140

Alignment

N

Languages

Common, Elven, Celestial, Draconic Goblin, Sylvan, Undercommon, Abyssal

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

About Variel the Talented

Vital Statistics:

Male Elf Wizard 1
N Medium Humanoid (Elf)
Init +4; Senses Low Light Vision; Perception +5 (+7 near familiar); Familiar Perception +9
Defense

AC 13; Touch 12; Flat-Footed 11; (+2 Dex; +1 Armor)
HP 16 (2d6+4)
Fort +1; Ref +2; Will +4 (+2 vs enchantment)
Immune: Sleep

Offense

Speed 30 ft
Space 5 ft; Reach 5 ft
Melee +1 Club (1d6)
Ranged +3 Light Crossbow (1d8 19-20)
Range increment 80ft, 20 bolts
Acid Dart +2 ranged (30ft) touch (1d6+1 acid), 7/day

Spells Prepared (CL 1st Concentration +6 {+8 to cast defensively and against spell resistance})
1st —Grease (DC 16); Enlarge Person; Silent Image (DC 15); Color Spray (DC 15)
0 —Detect Magic; Dancing Lights; Prestidigitation; Ghost Sound (DC 14)

Statistics

Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll (Wizard Bonus); Spell Focus (Conjuration)
Traits: Student of Philosophy; Reactionary
Skills: Knowledge (Arcana) +8; Knowledge (The Planes) +8; Perception +5; Linguistics +9; Diplomacy +9; Spellcraft +9 (+11 identifications); Knowledge (Dungeoneering) +8; Knowledge (Nature) +8 Racial Modifiers: +2 Perception +2 Spellcraft identifications
Languages Common, Elven, Celestial, Draconic Goblin, Sylvan, Undercommon, Abyssal

Combat Gear Light Crossbow, 20 bolts, Club, Armored Kilt,
Other Gear Spell Component Pouch; Spellbook; Scrolls, Protection from Evil, Comprehend Languages, Ant Haul; Scroll Case; Backpack; Bedroll; Trail Rations x2; Waterskin; Pencils, 3; Parchment, 10 sheets; Chalk, red, green, white x3, blue; Whistle; Flint and Steel; Empty Vials, 2 steel, 1 glass; Soap; String, 50 ft; Torch, 25 GP

Arcane School abilities:

Favored School Conjuration, opposed schools Necromancy and Enchantment

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.

Acid Dart (Sp)

As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Familiar:

N Diminutive animal
Init +2; Senses low-light vision; Perception +10

DEFENSE
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size; +1 natural)
hp 8 (1d8–2)
Fort +0, Ref +4, Will +5

OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +0 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +1; CMB –1; CMD 4
Feats Skill Focus (Perception)
Skills Fly +12, Perception +10; Knowledge (Arcana) -1; Knowledge (The Planes) -1; Diplomacy +0; Linguistics +0; Spellcraft +0; Knowledge (Nature) -1; Knowledge (Dungeoneering) -1

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

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.

Personality:

Variel is generally compassionate and altruistic, but somewhat disconnected from other people, and therefore capable of cruelty. He's also arrogant and looks down slightly on the rest of the world when they fail to fulfill his high expectations, although his opinions about individuals can change. He is not very charismatic, but he reasons logically and knows how to argue with people and effectively change their opinions.

Appearance:

Blonde hair and long ears frame a small face, which might be handsome if he ever smiled. He wears a large, black and red robe with metal plates sewn around the area from his abdomen to his thighs, and carries a backpack which has several pouches. A scroll case is slung about his back, and a crossbow and bolts hang from one side of his pack, a club on the other side. There is a pouch filled with all manner of odds at his hip, which he reaches into when casting spells. He is tall and thin after the manner the elves, but his robe is large and billows outward, making him look larger than he is. There is a small bird perched at his shoulder, which sometimes speaks in a quiet voice.

Background:

Variel grew up privileged and affluent in a large city. Eventually, however, his family fell out of favor with the other members of their society, and were shunned into a poorer neighborhood, where they fell victim to robberies. His parents began to worship regularly, but there was no miracle. His father could not get a job, his mother had an accident and lost one of her hands, and their fortunes were bad. Variel was now approaching manhood, and as he grew older and more competent their fortunes rose once again. Variel, arrogant as he is and emboldened by his successful home life, decided to become an adventurer and try his fortunes, heeding the call for heroes with the expectation that he would be home again in a few years, stronger than ever, with good fortunes and fame well earned.