Elf

Zorariel's page

98 posts. Alias of Harakani.


Race

F+2/R+5/W+5 35/35HP AC 15

Classes/Levels

Wizard (Foresight) 5/Archmage 2. MP 5/5 HP 35/35 Prescience 9/9

About Zorariel

Zorariel

Memorised
0:
O Prestidigitation
O Detect Magic
O Mending
O Light
1:
O Mage Armour (Cast)
O Mage Armour
O Mage Armour
O Burning Hands
O Shocking Grasp
T Comprehend Languages
2:
O Resist Energy (Cast)
O Scorching Ray
O Scorching Ray
O Scorching Ray
T See Invisibility
3:
O Fireball (Cast)
O Haste (Cast)
T Arcane Sight

Background:

Zorariel is one of the Forlorn. His parents died in Ustalav, in the city of Carrion Hill. Zorariel was only young at the time so the mayor herself adopted Zorariel. Finding out how his parents had been killed was Zorariel’s first mystery.
Growing up in a predominately human town was hard for an Elf. His classmates swiftly outstripped him in size and it was in the intellectual fields where he held his own.
Zorariel did well enough that he studied at Leipstadt university. There he was a dilettante, holding his own in many fields, and encountered Professor Lorrimor.
The Professor was teaching a basic introduction to spellcraft, and noticed that Zorariel was quickly becoming his star pupil, showing a significant talent for Magic. Given the Leipstadt disdain for magic the professor suggested Zorariel pursue the field in more conducive surroundings, writing him a glowing recommendation for the Arcanarium that somehow failed to mention the havok wrought by a dangerously curious Zorariel when he was experimenting with crafting techniques.
Zorariel did well at the Arcanarium, but his adopted father’s money was not endless, and Zorariel had limited earnings. Eventually he finished his apprenticeship and left.
Before he left, however, he came across references to an “oldest magic”. A magic old before the Aboleths came to Golarion. Bravely (or stupidly) using a ritual in a near-ruined Thassilonian spellbook, a ritual that was referred to even in those long-ago times as ancient, Zorariel made contact with something. The knowledge he acquired all but destroyed his sanity, but flooded his mind, body and soul with ancient power.
Groetus-haunted dreams led him back to Ustalav and the ancient, twisted, haunted ruins of Casnoriva. One of his companions never returned, but Zorariel did, somehow surviving long enough to find a second stage to the ritual, and a reference to ancient city.
Determining that the ancient city is in fact the one located in the Crown of the World, Zorariel learned a number of useful spells, traded in most of his equipment for the supplies to build boots and a cloak to survive, and headed to the Crown of the World.
There, in the dark endless winter of the Crown of the World he became lost when his compass became unreliable. Running out of food he desperately headed away from the desolation. Starving, faint and hungry he finally encountered an Irrisen raiding party.
Zorariel demonstrated his occult power - marking him a valuable slave - but was faint enough that he did not survive the raider’s witch’s command to sleep.

Personality:

Zorariel’s mind was strong enough - barely - to retain some grip on sanity when he ascended. His grasp of academics is advanced, but his sudden flashes of pretenatural intellectus leave him bordering on omnicognent. Combined with his knack for divination and foresight the result is a half-mad academic who seems to know everything.

Workings:

Elven Wizard (Foresight) 5 Archmage 2
Str 8 (8=-2pts)
Dex 14 (16) +3 (14=5 pts +2 racial)
Con 10 (12=2pts - 2 racial)
Int 23 +6 (16=10pts, +2 racial, +1 at 4th +2 enhancement +2 MT2)
Wis 10
Cha 10
HP = 35 (6 + 4*4=16 +5 favored + 3+3)
Bab +2
Init +4
Fort 2=+1b+0con+1res
Ref 5=+1b+3dex+1res
Will 5=+4b+0wis+1res
Feats
W1: Scribe Scroll
1: Arcane Strike
3: Spell Focus: Evocation
5: Weapon Finesse
W5: Craft Wondrous Item
MF1: Arcane Strike

Specials
Arcane Bond: Item (Mother’s Ring)
Arcane School: Divination
Banned Schools: Necromancy, Illusion
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Forewarned (su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).
Cantrips
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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 onSpellcraft skill checks made to identify the properties of magic items.
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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Hard to Kill
Mythic Flaw: Insanity
Mythic Power (5/day), d6
Archmage Arcana:Magic Strike
Amazing Initiative
1 Mythic Spell: Scorching Ray
Feat of Intelligence

Skills (7*5+5)
Perception (headband) (5r+2 racial)=7
Spellcraft (5r, 6int, 3class)=14
Survival (5r, 0 wis)=5
Stealth (5r, 3 dex)=8
Knowledge: History (5r, 6int, 3class)=14
Knowledge: Arcana (4r, 6int, 3class)=13
Craft: Leatherworking (1r, 6int, 3class)=10
Knowledge: Planes (1r, 6int, 3class)=10
Knowledge: Dungeoneering (1r, 6int, 3class)=10
Knowledge: Engineering (1r, 6int, 3class)=10
Knowledge: Geography (1r, 6int, 3class)=10
Knowledge: Local (1r, 6int, 3class)=10
Knowledge: Nobility (1r, 6int, 3class)=10
Knowledge: Religion (1r, 6int, 3class)=10
Linguistics (1r, 6int, 3class)=10
Ride (1r, 3 dex)=4
UMD +1 trait (1r, 0 cha, 3class, 1 trait)=5
Common, Elven, Goblin, Draconic, Orc, Sylvan, Celestial, Gnome, Thassilonian

Traitsx2
Dangerously Curious (UMD is class skill, +1)
Courageous (+2 vs Fear)

Spells per day
0: 4/day DC 16 (17 evocation)
1: 3+2/day DC 17 (18 evocation)
2: 2+2/day DC 18 (19 evocation)
3: 1+1/day DC 19 (20 evocation)
Spellbook
0x(all but illus, nec) Prestidigitation,
1x9 Comprehend Languages, True Strike, Expeditious Retreat, Mage Armour, Mount, Burning Hands, Magic Missile, Disguise Self, Shocking Grasp
2x4 Detect Thoughts, See Invisibility, Scorching Ray, Resist Energy
3x2 Arcane Sight, Haste, Fireball

Items 10500
spell comp pouch 5
spellbook 15
+1 Rapier M/w 2320
Composite Longbow, M/w 400
200 Arrows 10
Headband intellect +2 4000
Cloak Resistance +1 1000
Boots Winterland 2500
Compass 10
Buy Haste and write in spellbook 135
105gp