Arlindil

Zyrethian Voninquel's page

161 posts. Organized Play character for graywulfe.


Full Name

Zyrethian "Zyren" Myvindrim Voninquel

Race

HP:8/8 | AC:18 T:14 FF:14 | CMD: 13 | F:+2 R:+3 W:+3 | Init:+3 | Perc:+3 SM:+1; low-light vision | Speed:30 |

Classes/Levels

protective ward 5/6| Spells {1: 2/3} | Faction Pin {unused} | 1 star GM reroll {unused}| Arcane Bond {used} |

Skills:
Know(Arcana):+7, Know(History):+7, Know(Planes):+7, Linguistics:+8, Prof(Librarian):+6, Spellcraft:+7

Gender

Male NG Elf Abjurer 1

Size

Medium |

Age

138

About Zyrethian Voninquel

Background:
When Zyren was young his father was exiled from Kyonin, after killing a member of the nobility in an act of vengeance. Ashe, Zyren's father, eventually returned to Kyonin a hero, having worked with a group of adventurers in Varisia to defeat a great threat to the world. Since then Zyren has felt the need to live up to his father's legacy. Zyren sees the Pathfinder Society as a gateway to heroics. While the society itself is not necessarily heroic, its members are often thrust into heroic circumstances and Zyren hopes to be there when opportunity strikes.

Zyren's mother comes from a long line of wizards. Magic runs deep in their blood and when Zyren showed signs of magical talent he was sent to apprentice with his grandfather.

When Zyren joined the Pathfinder Society he was quickly drawn to the Dark Archive for the unprecedented access to arcane lore. Despite the more mercenary nature of many of his compatriots in the archive, Zyren believes in the work the Dark Archive is doing, and in his own ability to contribute to that work.


|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Zyrethian "Zyren" Myvindrim Voninquel

Zyren
Elf Abjurer 1
NG Medium humanoid (elf)
Init: +3; Senses: low-light vision; Perception: +3

--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 Deflection)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +3; +2 racial bonus vs. enchantments
Immune sleep
Resist acid 5

--------------------
Offense
--------------------
Speed 30ft
Melee MW rapier +1 (1d6/18-20)
or dagger +0 (1d4)
or quarterstaff +0 (1d6)
or melee touch spell +0
Ranged longbow +3 (1d8)
or dagger +3 (1d4)
or ranged touch spell +3
Space 5ft.; Reach 5ft.

Wizard Spells Prepared (CL 1st; concentration +6)

  • 1st—burning hands(DC 14),mage armor,shield
  • 0th (at will)—detect magic,mage hand,prestidigitation

--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 16, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Spell Focus (Abjuration), Spell Penetration
Traits Focused Mind, Librarian (1/day)
Skills Know(Arcana):+7, Know(History):+7, Know(Planes):+7, Linguistics:+8, Prof(Librarian):+6, Spellcraft:+7; Racial Modifiers +2 racial bonus on Perception, +2 racial bonus on Spellcraft to identify magic item properties
Languages Azlanti, Common, Sylvan, Draconic, Varisian, Elven
SQ arcane bond (ring), elven magic, weapon familiarity, protective ward (4 rounds, +1 deflection, 6/day) (Su)
Combat Gear scroll of alarm[used], scroll of comprehend languages, scroll of disguise self, 3 scrolls of endure elements, scroll of expeditious retreat, scroll of floating disk, scroll of grease, scroll of hold portal, scroll of jump, 2 scrolls of mage armor[1 used], scroll of mount, scroll of unseen servant, wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds (50 charges); Other Gear dagger, longbow (with 40 arrows), rapier, quarterstaff, backpack, bedroll, belt pouch, explorer's outfit, flint and steel, black ink (1 oz.), inkpen, iron pot, paper (10), ring (arcane bond), spellbook, torch (10), trail rations (5), waterskin, sack, beltpouch, 40gp, 2sp, 9cp

--------------------
Class Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp)
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
Arcane School Specialization
Specialty School - Abjuration
Opposition Schools - Illusion and Enchantment
Protective Ward (+1 deflection, 7/day) (Su)
As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

specialization rules:
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.

--------------------
Feats
--------------------
Spell Focus (Abjuration)
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the Abjuration school of magic

Spell Penetration
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

--------------------
Traits
--------------------
Focused Mind
You gain a +2 trait bonus on concentration checks.

Librarian (1/day)
You are trained to manage and maintain books, and you find it easy to procure information from tomes. You gain a +1 bonus on Linguistics or Profession (librarian) checks, and one of these skills(your choice) becomes a class skill for you. Once per day when you would gain a bonus on a skill check from reading a book, you can increase that bonus by 1.

--------------------
Racial Abilities
--------------------
Elven Immunities
You are immune to magic sleep effects, and 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.

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.

--------------------
Spellbooks
--------------------

Primary Travelling spellbook:

0th - Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

1st - Burning Hands, Endure Elements, Grease, Mage Armor, Magic Missile, Shield