About Seltyn SevenleafDefense:
Init: +4, Senses: Low-light vision, Perception: +11
AC: 18/17/14 (+4 dex, +3 deflection, +1 natural) hp: 65 6/4/4/4/4/4/4/4/4 +9 (toughness) +9 (favored) +9 (con) Fort +8, Ref +9, Will +8 (+2 v. enchantment) Offense:
Speed 30'
Melee +1 Longsword +5 (1d8+1 S, 19-20, x2) or MW Dagger +5, +9 ranged (1d4 S or P, 19-20 x2) Ranged Touch Spells +8 Base Atk +4; CMB +4; CMD +18 Skills:
Points/Ranks (81)
Appraise: 15/6
Background Skills
Headband Skills Stealth 13/9 Non-Class Skills Perception 11/9 Feats:
Scribe Scroll
Toughness Great Fortitude Spell Focus +1 to DC (Evocation) Spell Penetration +4 on CL checks vs. SR Spell Specialization Empower Spell Traits:
Magical Lineage (Fireball) Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Addicted Friend The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +2 bonus on Knowledge (local) checks or Diplomacy checks to Gather Information (choose one when selecting this trait). Racial Traits:
•+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is 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 (see low-light vision). •Elven Immunities: Elves are immune to magic sleep effects and get 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 skill checks. •Weapon Familiarity: Seltyn is proficient with the club, dagger, heavy crossbow, light crossbow, longbow, longsword, quarterstaff, rapier, and shortbow. •Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Equipage:
Weapons +1 Longsword, MW Dagger
Bonded Object Ring (Cast any spell known 1/day) Gear Spellbook 3 lbs. Free Spell Component Pouch 2 lbs. 5gp Explorer's outfit 8 lbs. Free Cold weather outfit Free Bedroll 5 lbs. 1sp Sack 1/2 lb. 1sp Waterskin 4 lbs. 1gp Ink - 8gp Inkpen - 1sp 2 Parchment - 4sp 10 Rations 10 lbs. 50sp Thrallkeeper's Mark: Summon Monster V as a free action 1/day
Encumbrance 18 lbs. Capacity: 33/66/100
Spells Known:
0 level (DC 18):
Acid Splash, Arcane Mark, Dancing Lights*, Detect Magic, Detect Poison, Flare*, Ghost Sound, Light*, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost*, Read Magic, Spark* 1st level (DC 19): Burning Hands*, Color Spray, Comprehend Languages, Enlarge Person, Feather Fall, Floating Disc*, Grease, Identify, Mage Armor, Magic Missile*, Mount, Protection from Evil, Secluded Grimoire, Shield, Shocking Grasp*, Snowball* 2nd level (DC 20): Acid Arrow, Alter Self, Blur, Darkvision, Gust of Wind*, Invisibility, Knock, Mirror Image, Scorching Ray*, See Invisibility, Summon Monster II 3rd level (DC 21): Arcane Sight, Dispel Magic, Displacement, Fireball*, Fly, Gaseous Form, Haste, Lightning Bolt*, Summon Monster III, Vampiric Touch†, Water Breathing 4th level (DC 22): Enlarge person, Mass, Invisibility, Greater, Dimension Door, Secure Shelter, Wall of Ice* 5th level (DC 23): Break Enchantment, Permanency, Teleport, Wall of Force* (* Evocation, add +1 to DC) Spells Prepared:
Concentration +15
5: 2+1/day: Teleport, Wall of Force x2 4: 3+1/day: Dimension Door, Emp. Fireball x3 3: 4+1/day: Displacement, Fly, Haste x2, Lightning Bolt 2: 6+1/day: Darkvision, Invisibility, Scorching Ray x3, See Invisibility 1: 6+1/day: Mage Armor x2, Magic Missile, Shield x2, Snowball x2 0: 4: Message, Dancing Lights, Read Magic, Prestidigitation +1 DC for Evocation SLA: Summon Monster V, 1/day School:
Evocation (Admixture)
Opposed Schools: Enchantment, Necromancy Associated School: Evocation. Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result. Replacement Powers: The following school powers replace the force missile and elemental wall powers of the evocation school. Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.
History:
Seltyn was apprenticed to Elaes after the evoker met his parents. Both parties agreed that he was unfocused, even for a young elf, and Elaes taught him how to do flashy and impressive evocations, among other spells. Seltyn learned quickly, but resented his lack of choice in his career. He had to admit, though, he was pretty good at it, and decided that even though evokers sometimes get a bad rap, he would prove the usefulness of creating fire and ice (and other things) from thin air. Elaes had taught him very well. Now it was time to practice what he'd learned, and grow his power outside of Elaes's depressing tower. It was time to make his mark in the world.
While Seltyn is very bright, and has a natural talent for things arcane, he's spent more time studying histories and mysteries than developing a deeper "common sense" understanding of the world around him. He's rather naive, and Elaes took advantage of that with a number of wizard's pranks, and the poor elf just kept falling for them. He's likewise awkward in social situations. Seltyn means well, but he's never at ease, and often comes off as insincere or sarcastic when he tries to interact with others. Before he entered this adventure, he was the appointed leader of a group of adventuring elves. When they listened to him, they won, but elves don't always follow leaders. His low charisma didn't help. He did manage to lead them when it mattered, though, and they didn't die. Appearance:
Seltyn looks like a typical elf. He has blond, almost white hair, large green eyes, and is 6'1" tall, but weighs only 147 lbs. He's pale, even for an elf, and looks like he could use some more sunshine.
He favors simple, utilitarian clothes with lots of pockets, in dark colors of green, blue, gray and black, usually with a dark gray, hooded cloak. However, there is always a bright, multicolored accent somewhere, such as a gaudy scarf or an embroidered sleeve, reflecting his penchant for bright, colorful evocation spells. Current Party:
Others:
Ciedrel: boss lady Lithiel Flambeaux: bannerman Derrick: Human friend in the city. His kid's stayed with the elves. Merk: #&@^@* piece of #*#& barbarian cultist who almost killed me. Radriel: dryad who died for us Spider: roguish human fellow Lienilda: Cleric who died right away. She was instrumental in bringing us Azlain. Alex, Julius and Miesko: Crazy wizards or something.
Lord Pentima's daughter, Lady Fontina, has significant influence in the elvish nation and sits on the Queen's council. |