Elvish Fighter

Zelak's page

No posts. Alias of sarpadian.


Full Name

Zelak

Race

Elf

Classes/Levels

Conjurer (teleportation) 1-Fighter (lore warden) 1

Gender

Male

Size

Medium

Age

120

Alignment

Chaotic Good

Languages

Common, Draconic, Elven, Gnome, Goblin, Sylvan

Occupation

Mercenary

Strength 10
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 11
Charisma 9

About Zelak

Init +3; Senses low-light vision; Perception +3
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (d10+2);
Fort +4; Ref +3; Will +2; +2 racial vs. enchantment
Immune sleep.
OFFENSE
Speed 30 ft.
Melee dagger +4 (d4+3/19-20), mwk elven curve blade +5 (d10+3/18-20)
Ranged longbow +4 (d8/x3)

Spells:
Conjurer Spells Prepared (CL 1st; concentration +5; ASF 15%)
1st—feather fall, mount (2)
0—detect magic, mending, prestidigitation
Opposed Schools Enchantment, Necromancy

STATISTICS
Base Atk +1; CMB +1; CMD 14 (16 vs. sunder on curve blade)
Feats Combat StaminaB, Deadly AgilityB, Scribe ScrollB, Weapon Finesse
Traits Armor Expert, Pragmatic Activator
Skills Appraise +8, Craft (alchemy) +8, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (nature) +8, Perception +3, Profession (mercenary) +4, Ride +8, Spellcraft +8 (+10 to ID items), Stealth +5, Survival +4, Swim +4, UMD +5; Racial Modifiers +2 Perception, +2 Spellcraft (to ID items)
Languages Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ arcane bond (mwk elven curve blade), elven immunities, elven magic, keen senses, shift 7/day, scholastic, summoner’s charm, weapon familiarity
Combat Gear arrows (20), scroll of blend, scroll of gravity bow; Other Gear longbow, spellbook [all non-enchantment/necromancy cantrips and spells prepared, plus blend, comprehend languages, endure elements, gravity bow, identify], studded leather armor, wizard’s kit, 3 gp.
Current load: 57 lbs. (w/backpack)
SPECIAL ABILITIES:

Arcane Bond (Ex or Sp)
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Elven Immunities
Elves are immune to magic sleep effects and gain 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 checks.
Scholastic (Ex)
Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Shift (Su)
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
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.
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.


Zelak grew up on the road, dragged from place to place by his parents who were both adventurers. Well, perhaps "dragged" would be a poor choice of words. Sure, sometimes it got a little scary, and sometimes he wondered what it would be like to have friends his own age, but for the most part Zelak liked his life.