Kreighton Shaine

Zatial's page

63 posts. Organized Play character for DrGabe.


Elf NG Evoker 1 | HP 10 | AC 13 | Touch 13| F+2, R+3, W+2 | CMD 13 | Ini +3 | Perception +2

About Zatial

Elf evoker 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +2
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d6+4)
Fort +2, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +0 (1d6)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—force missile (1d4+1)
Evoker Spells Prepared (CL 1st; concentration +5)
. . 1st—burning hands (DC 16), mage armor, magic missile
. . 0 (at will)—dancing lights, light, open/close (DC 14)
. . Opposition Schools Divination, Necromancy
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Spell Focus (evocation), Toughness
Traits forlorn, havoc of the society
Skills Acrobatics +0 (-4 to jump), Appraise +8, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (planes) +8, Linguistics +8, Perception +2, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Osiriani
SQ arcane bond (quarterstaff), elven magic
Other Gear light crossbow, quarterstaff, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 94 gp
Special Abilities
Arcane Bond (Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+1, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

Being an elf has its advantages. For example, the humans expect you to be haughty. Often times there is no need to explain yourself, you just show your ears and return back to your thoughts. Another advantage is your naturally long life span. It allows easier excuses to give your jilted lovers as you move on. You also get to avoid any unnecessary emotional ties.
But being an elf comes with complicated baggage, mainly being an elf.
These days I am happy being away from my own blood. The humans mostly accept me as an unobtrusive scholar. They are happy to see my dancing light shows in exchange for sour wine, moldy cheese, and warm place to lay my head. And when the mood strikes, I can always use more powerful spells to make the evening go much more pleasant. Generally, the townsfolk don’t mind. Everyone remains entertained and the emotional wounds generally don’t go too deep. When I do take it a step too far, well lets just say I move to the next town to see what secrets their libraries hold.
For now, I haven’t created too many scars in Belhaim. Tivadar Admes has been as close a friend that I could want: dull, dry, and obsessive. Its also means that his meager library is well organized even if the material is as equally dull as his personality. For now, I respect his ability to teach the youth of Belhaim (for what that is worth).
Of course, I make plenty of time to visit with Xemne while I “pretend” to study apothecary. While its true, I am sometimes wish to make more potent potions my attention is easily swayed by her conversation. Being easy on these elven eyes, never hurts either.
Talia is of course true to her kind. An Innkeeper should welcome all and trust no one and Talia fits the bill perfectly. The Wise Piper is nothing special around these parts but again the wine is drinkable and nobody has died from her soup (to my knowledge at least).