Raistlin

Xynlthras's page

22 posts. Alias of Imaginary Crayons.


Classes/Levels

HP 10 /10 | AC 13 (17) T 10 FF 13 | F +1 R +3 W +3 (immune magic sleep, +2 vs enchant) | CMD 13 MSD 11 PSD 10 | Init +3 | Perc +4

Gender

Hit Dice 1/1 | Force Magic Points 7/7 |

About Xynlthras

Xnylthras

STR 10 (+0) DEX 16 (+3) CON 12 (+1) INT 18 (+4) WIS 12 (+1) CHA 10 (+0)

Initiative: +3 (+3 DEX)
Perception: +4 (+1 level +1 WIS + 2 Racial)
Low-Light Vision
Speed: 30ft

HP: 10 (6 class +1 CON + 3 Feat)

Fortitude: +1 (+1 CON)
Reflex: +3 (+3 DEX)
Will: +3 (+2 class +1 WIS)

AC: 12 (+16*) (10 +2 DEX + 4 Mage Armor*)
CMB: +0
CMD: 12 ( +2 DEX)
PSB: +0
PSD: 11 (10 +1 WIS)
MSB: +1
MSD: +12
Melee: +0
Ranged: +3 (+3 DEX)

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Skills:

Skill Ranks per Level: 6 ( 2 + Int modifier)
The wizard’s class skills are Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Acrobatics +3 (DEX)
Athletics +0 (STR)
Craft (Staff) +8 (1 Rank + 3 Class + 4 INT)
Deception +0 (CHR)
Disable Device +3 (DEX)
Escape Artist +3 (DEX)
Fly +3 (DEX)
Handle Animal +0 (CHR)
Heal +1 (WIS)
Influence +5 (1 Rank +4 INT)
Knowledge (arcane) +8 (1 Rank + 3 Class + 4 INT)
Knowledge (civilization) +4 (INT)
Knowledge (divine) +4 (INT)
Knowledge (dungeoneering) +4 (INT)
Knowledge (engineering) +4 (INT)
Knowledge (history) +4 (INT)
Knowledge (martial) +4 (INT)
Knowledge (nature) +4 (INT)
Linguistics +4 (INT)
Lore (Archeology) +8 (1 Rank + 3 Class + 4 INT)
Profession (Merchant) +5 (+1 Rank + 3 Class + 1 Wisdom)
Spellcraft +8 (1 Rank + 3 Class + 4 INT)
Use Magic Device +5 (+1 Rank + 4 INT)

Languages: (6) Common, Elven, Catfolk, Orc, Orisani, Ancient Orisani

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Feats

Alertness: (Background) You get a +2 bonus on Perception and Sense Motive checks. At character level 10, the bonus increases to +4

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution:
Elves are nimble, both in body and mind, but their forms are frail.

Medium:
Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed:
Elves have a base speed of 30 feet.

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.

Elven Weapon Familiarity:
Elves gain the Elven Heritage Equipment talent as a bonus talent at 1st level.

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

Languages:
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Gnoll, Gnome, Goblin, and Sylvan.

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Class Abilities:

Arcane Studies: Force Magic (See Below)
Bonus Feat: Scribe Scroll
Cantrips: (See Below)
Familiar: “Neferu” (Hawk)
Master gains a +3 bonus on sight-based and opposed Perception checks in bright light.

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Background:: Ruin Delver

Ability Boost: INT
Bonus Feat: Alertness
Class Skills: Lore (archeology)
Danger Sense:
You can spend one hit die to roll it and add the result to any saving throw made to avoid a trap or natural hazard. At 9th level, you can spend one hit die to gain evasion (as the rogue ability) against a single trap, magical attack, or hazard.

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Traits

Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

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Spells:
Spells per day:
Cantrips: 4
1st Level Spells: 2 (3)

DC 15 (10 + the spell’s level + the wizard’s INT modifier)

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Spellbook

0 Level:
All Cantrips
Elemental Ray: Ranged touch attack, 30', 1d3 (acid, cold, electic, or fire)

1st Level: (7) (3 + 4 INT)
Burning Hands: 15’ cone, 1d4 fire dmg, Reflex for ½ dmg
Enlarge/Reduce Person: 1 min/ level, Range: 25’
Grease: 25’ range, Object or 10’ square, 1 min/level, Reflex save
Mage Armor: +4 AC for 1 hour/level
Magic Missle: Dart of force, autohit, 110’, 1d4+1 dmg
Sleep: 4 HD of creatures, 100’+10’/level, duration: 1 min/level, Wil save
Summon Monster: Conjured within 25’, duration: 1 round/level

Memorized Spell List (Defalt)

0 Level: Detect/Read Magic, Disrupt Undead, Elemental Ray, Light
1st Level: Mage Armor, Burning Hands

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Force Specialization (Su): (7 / day)
A force mage gains a pool of force points equal to 3 + his Intelligence modifier. As a standard action, he can expend one point from his force pool to create a tool, weapon, projectile, or armor. This replaces arcane school.
Tool: You conjure a simple tool of your choice that could be reproduced by a traveler's any-tool. This lasts for 1 minute per wizard level. At 5th level, this functions as a masterwork tool that grants a +2 circumstance bonus to appropriate skill checks. This bonus increases by an additional +1 at 9th level and every four levels thereafter.

Weapon: You create a simple or martial weapon that functions as spiritual weapon using your Intelligence modifier to determine its attack bonus. This lasts for 1 round per wizard level. At 7th level, this instead functions as spiritual ally. At 13th level, the spiritual ally's critical threat range is doubled as the keen weapon property.

Projectile: You can unleash a single missile that automatically hits its target as per magic missile. You unleash an additional magic missile at 4th level and every three levels thereafter to a maximum of seven missiles at 19th level.

Armor: You conjure armor of force that acts as mage armor. This lasts for 10 minutes per level. This armor gains the light fortification property at 9th level and increases the granted AC bonus by +2 at 13th level.

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Appearance
Xynlthras is an overall plain-looking man, with silver, shoulder-length hair and hazel eyes. His nose is pointed and slightly too large for his face, and he also has a small scar on the left side of his chin he got when he fell out of a tree when he was eight. He has a lean build and frame and walks with a slight limp, also due to the childhood escapade.

Personality
While he means well, Xynlthras can be very intense at times. He shows signs of arrogance, but is also very loyal, and true to his word, if at all possible. Quick-witted, Xynl can be rather snarky by nature, but again, he can be very kind and compassionate when needed.

Backstory
Xynlthras Silverthorn is unique amongst many adventurers: Both of his parents are alive and well, and living quite happily as just outside of Andoran in Taldor. They run a general store, and so from a young age, Xynl was exposed to quite a diverse section of races as customers came and went. One of these customers was a half- elven wizard named Frul Thraakth. Frul saw something in the boy and suggested that perhaps he might have the talent and skills to seek an arcane education.
Knowing that the family was far from rich, he suggested they consider Eastern Front Academy, a school in Stavian’s Hold that attracted those whose parents could not afford the more prestigious school to the West of Taldor.

It was there that Frul taught Xynlthras not only the core elements of arcane studies, but about a unique, specialized magic far different from what the rest of the students were learning at the school. He taught Xynl and few others to tap into this “Force” magic, learning to take and manipulate raw mana to use as weapons, tools, and protection. A scholar himself, Frul also tasked his apprentices to seek out and learn about the origins of Force Magic, for there were many myths and legends for how this specialization had come to be.

As such, when the time was right, Xynl set out from the school, following up on some stories and rumors that told of an ancient Osirian link to the Force energies. He made his way to the Garundi nation of Osirion. There he met up with some fellow “adventurers”, explorers, and treasure hunters, and they now work together, calling themselves the Five of Shadows.

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Equipment & Gear

Quarterstaff (M) +0 melee / 1d6 dmg / x2 Crit

Dagger (M) +0 melee or +3 ranged / 1d4 dmg / 19-20 [x2] critical / 10' range

Traveler's Outfit (0 lb.)
Spell Component Pouch (2 lb.)

Belt Pouch (0.5 lb.) holds:
[]Ink [8 oz. vial, black] (0 lb.)
[]Inkpen (0 lb.)

Backpack (2 lb.) holds:
[]Wizards Spellbook (3 lb.)
[]Water skin (4 lb.)
[]5 Days of trail rations (5 lb.)
[]Flint and steel (0 lb.)
[]4 Torch (4 lb.)
[]Hooded lantern (2 lb.)
[]1 Oil [1-pint flask] (1 lb.)
[]1 Scroll case (0.5 lb.)
--[10] Sheets of paper (0 lb.)

Weight of Equipment: 23 lb.

Starting Funds: 150 gp