Rhun
First Post
Still have a bit of coin to spend, some background/personality to flesh out, and a couple of spells to finish, but otherwise my PC is ready:
Celythia Andrenia, of Clan Callarii
Neutral Good Elf Female Wizard 2
Description
Celythia is tall, nearly six feet in hieght, with a slender, svelte build; she weights perhaps eight stone (115lb). She is beautiful, with finely chiseled features, a pert nose and full lips, though perhaps her most striking features are her brilliant scarlet hair and almond shapes eyes of violet hue. She dresses fashionably, and always wears a few items of gold and silver jewelry to accentuate her outfits.
[sblock=Credit]
Credit to UrbanZabra at DeviantArt
[/sblock]
Personality & Background
Celythia is still very young by elven standards. At barely 120 years of age, she finished her apprenticeship in record time. Upon completion of her training, her master, the great elven mage Vindathar the Wise, sent her to Specularum in Karameikos. He did not tell her why, only that the next stage of her magical development could be found within the great city.
Celythia hales from the Radlebb Woods of Karameikos, from one of the small Callarii villages.
XPs: 1000
[sblock=Experience History]
1000 – Starting Experience
[/sblock]
Stats
Str 10 (+0) (0 points)
Dex 16 (+3) (5 points, +2 race)
Con 12 (+1) (5 points, -2 race)
Int 19 (+4) (13 points, +2 race)
Wis 10 (+0) (0 points)
Cha 12 (+1) (2 points)
General
HP: 12 (6 [1st level] + 4 + 2 [con])
AC: 13 [17] (10 base, +3 dex, [+4 mage armor])
--- Touch AC 13 [17]
--- Flatfooted 10 [14]
Initiative: +5 (+3 dex, +2 trait)
Move: 30’ (30’ base)
Combat
BAB: +1
Melee: +1
--- Dagger +1 (1d4/19-20)
Ranged: +4
--- Longbow, mw +5 (1d8/x3)
--- Acid Dart (Ranged TOUCH) +4 (1d6+1/x2)
Saves:
Fort: +2 (0 base, + 1 con, +1 trait)
Ref: +3 (0 base, + 3 dex)
Wil: +3 (3 base, + 0 wis)
Skills:
- (14 total: 4 class, +8 int, +2 favored class) –
Appraise +9 (2 ranks, +3 cs, +4 int)
Craft (Alchemy) +8 (1 rank, +3 cs, +4 int)
Knowledge (Arcana) +9 (2 ranks, +3 cs, +4 int)
Knowledge (Dungeoneering) +8 (1 rank, +3 cs, +4 int)
Knowledge (Geography) +8 (1 rank, +3 cs, +4 int)
Knowledge (History) +8 (1 rank, +3 cs, +4 int)
Knowledge (Local) +8 (1 rank, +3 cs, +4 int)
Knowledge (Planes) +8 (1 rank, +3 cs, +4 int)
Linguistics +8 (1 rank, +3 cs, +4 int)
Perception +1 (1 rank, +0 wis)
Spellcraft +9 (2 ranks, +3 cs, +4 int)
Languages:
- Common
- Elven
- Draconic
- Goblin
- Thyatian
- Alphatian
Feats:
- Eschew Materials
Traits
- Resilient
- Reactionary
Class Features:
- Cantrips
- Spellcasting
- Arcane Bond (ring)
- Arcane Schooling
--- Chosen School: conjuration
--- Opposition Schools: illusion, necromancy
--- School Power: 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). 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.
--- School Power: Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
- Scribe Scrolls
Racial Features:
- +2 to DEX & INT, -2 to CON
- Medium Size
- Normal Speed
- Low-Light Vision
- Keen Senses (+2 to sight/sound perception checks, may make automatic perception check when passing within 10’ of a secret/concealed door)
- Elven Immunities (Immune to magical sleep effects, and +2 racial saving throw bonus against enchantment spells/effects)
-Elven Magic (+2 racial bonus on caster level checks made to overcome spell resistance; +2 racial bonus on Appraise skill checks to identify properties of magical items.)
- Weapon Familiarity (proficient with longbows, longswords, rapiers and shortbows, and treats any weapon with “elven” in the name as a martial weapon)
- Favored Class: Wizard
Arms, Armor and Equipment:
- Longbow, composite, masterwork (400gp, 3lb)
--- Arrows, 40 (2gp, 6lb)
- Dagger (2gp, 1lb)
- Courtier’s Outfit (30gp, 5lb [worn])
--- Bonded Object (ring): Crafted of gold, set with a single round moonstone flanked by two small skydrops (bonded item free at 1st level)
--- Earrings, gold & silver (30gp value for pair)
--- Bracelet, gold & silver (40gp value)
- Backpack (2gp, 2lb)
--- Bedroll (1sp, 5lb)
--- Trail rations, 3 days (15sp, 3lb)
--- Waterskin (1gp, 4lb)
--- Bottle, fine elven wine (30sp, 1lb)
--- Ink, 1oz (8gp, -)
--- Inkpen (1sp, -)
--- Scrollcase (1gp, 0.5lb)
--- Paper, 5 sheets (2gp, -)
--- Mirror, small steel (10gp, 0.5lb)
--- Sack, empty (1cp, 0.5lb)
--- Spellbook (-gp, 3lb), in canvas wrap for waterproofing (1sp, 1lb)
- Beltpouch (1gp, 0.5lb)
--- Chalk, 3 pieces (3cp, ---)
--- Flint & Steel (1gp, ---)
--- 2 potions of cure light wounds (100gp, ---)
--- Potion of expeditious retreat (50gp, ---)
--- Potion of reduce person (50gp, ---)
- 50gp contributed to Wand of Cure Light Wounds fund.
Wealth: 2pp, 16gp, 20sp, 16cp
Encumberance: LIGHT (29lb )
Spellbook:
- Level 0: (ALL)
- Level 1: (9) Feather Fall, Charm Person, Burning Hands, Feather Fall, Endure Elements, Grease, Shield, Summon Monster I, Sleep, Hold Portal (10gp), Protection from Evil (10gp), Mount (10gp), Obscuring Mist (10gp), Identify (10gp), Magic Missile (10gp), Floating Disk (10gp), Expeditious Retreat (10gp) + (s) Mage Armor
Spells Prepared:
- Level 0, DC14 [4 + (s)]: Read Magic, Detect Magic, Light, Prestidigitation + (s) Acid Splash
- Level 1, DC15 [3 + (s)]: Summon Monster I, Grease, Charm Person + (s) Mage Armor
Celythia Andrenia, of Clan Callarii
Neutral Good Elf Female Wizard 2
Description
Celythia is tall, nearly six feet in hieght, with a slender, svelte build; she weights perhaps eight stone (115lb). She is beautiful, with finely chiseled features, a pert nose and full lips, though perhaps her most striking features are her brilliant scarlet hair and almond shapes eyes of violet hue. She dresses fashionably, and always wears a few items of gold and silver jewelry to accentuate her outfits.
[sblock=Credit]
Credit to UrbanZabra at DeviantArt
[/sblock]
Personality & Background
Celythia is still very young by elven standards. At barely 120 years of age, she finished her apprenticeship in record time. Upon completion of her training, her master, the great elven mage Vindathar the Wise, sent her to Specularum in Karameikos. He did not tell her why, only that the next stage of her magical development could be found within the great city.
Celythia hales from the Radlebb Woods of Karameikos, from one of the small Callarii villages.
XPs: 1000
[sblock=Experience History]
1000 – Starting Experience
[/sblock]
Stats
Str 10 (+0) (0 points)
Dex 16 (+3) (5 points, +2 race)
Con 12 (+1) (5 points, -2 race)
Int 19 (+4) (13 points, +2 race)
Wis 10 (+0) (0 points)
Cha 12 (+1) (2 points)
General
HP: 12 (6 [1st level] + 4 + 2 [con])
AC: 13 [17] (10 base, +3 dex, [+4 mage armor])
--- Touch AC 13 [17]
--- Flatfooted 10 [14]
Initiative: +5 (+3 dex, +2 trait)
Move: 30’ (30’ base)
Combat
BAB: +1
Melee: +1
--- Dagger +1 (1d4/19-20)
Ranged: +4
--- Longbow, mw +5 (1d8/x3)
--- Acid Dart (Ranged TOUCH) +4 (1d6+1/x2)
Saves:
Fort: +2 (0 base, + 1 con, +1 trait)
Ref: +3 (0 base, + 3 dex)
Wil: +3 (3 base, + 0 wis)
Skills:
- (14 total: 4 class, +8 int, +2 favored class) –
Appraise +9 (2 ranks, +3 cs, +4 int)
Craft (Alchemy) +8 (1 rank, +3 cs, +4 int)
Knowledge (Arcana) +9 (2 ranks, +3 cs, +4 int)
Knowledge (Dungeoneering) +8 (1 rank, +3 cs, +4 int)
Knowledge (Geography) +8 (1 rank, +3 cs, +4 int)
Knowledge (History) +8 (1 rank, +3 cs, +4 int)
Knowledge (Local) +8 (1 rank, +3 cs, +4 int)
Knowledge (Planes) +8 (1 rank, +3 cs, +4 int)
Linguistics +8 (1 rank, +3 cs, +4 int)
Perception +1 (1 rank, +0 wis)
Spellcraft +9 (2 ranks, +3 cs, +4 int)
Languages:
- Common
- Elven
- Draconic
- Goblin
- Thyatian
- Alphatian
Feats:
- Eschew Materials
Traits
- Resilient
- Reactionary
Class Features:
- Cantrips
- Spellcasting
- Arcane Bond (ring)
- Arcane Schooling
--- Chosen School: conjuration
--- Opposition Schools: illusion, necromancy
--- School Power: 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). 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.
--- School Power: Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
- Scribe Scrolls
Racial Features:
- +2 to DEX & INT, -2 to CON
- Medium Size
- Normal Speed
- Low-Light Vision
- Keen Senses (+2 to sight/sound perception checks, may make automatic perception check when passing within 10’ of a secret/concealed door)
- Elven Immunities (Immune to magical sleep effects, and +2 racial saving throw bonus against enchantment spells/effects)
-Elven Magic (+2 racial bonus on caster level checks made to overcome spell resistance; +2 racial bonus on Appraise skill checks to identify properties of magical items.)
- Weapon Familiarity (proficient with longbows, longswords, rapiers and shortbows, and treats any weapon with “elven” in the name as a martial weapon)
- Favored Class: Wizard
Arms, Armor and Equipment:
- Longbow, composite, masterwork (400gp, 3lb)
--- Arrows, 40 (2gp, 6lb)
- Dagger (2gp, 1lb)
- Courtier’s Outfit (30gp, 5lb [worn])
--- Bonded Object (ring): Crafted of gold, set with a single round moonstone flanked by two small skydrops (bonded item free at 1st level)
--- Earrings, gold & silver (30gp value for pair)
--- Bracelet, gold & silver (40gp value)
- Backpack (2gp, 2lb)
--- Bedroll (1sp, 5lb)
--- Trail rations, 3 days (15sp, 3lb)
--- Waterskin (1gp, 4lb)
--- Bottle, fine elven wine (30sp, 1lb)
--- Ink, 1oz (8gp, -)
--- Inkpen (1sp, -)
--- Scrollcase (1gp, 0.5lb)
--- Paper, 5 sheets (2gp, -)
--- Mirror, small steel (10gp, 0.5lb)
--- Sack, empty (1cp, 0.5lb)
--- Spellbook (-gp, 3lb), in canvas wrap for waterproofing (1sp, 1lb)
- Beltpouch (1gp, 0.5lb)
--- Chalk, 3 pieces (3cp, ---)
--- Flint & Steel (1gp, ---)
--- 2 potions of cure light wounds (100gp, ---)
--- Potion of expeditious retreat (50gp, ---)
--- Potion of reduce person (50gp, ---)
- 50gp contributed to Wand of Cure Light Wounds fund.
Wealth: 2pp, 16gp, 20sp, 16cp
Encumberance: LIGHT (29lb )
Spellbook:
- Level 0: (ALL)
- Level 1: (9) Feather Fall, Charm Person, Burning Hands, Feather Fall, Endure Elements, Grease, Shield, Summon Monster I, Sleep, Hold Portal (10gp), Protection from Evil (10gp), Mount (10gp), Obscuring Mist (10gp), Identify (10gp), Magic Missile (10gp), Floating Disk (10gp), Expeditious Retreat (10gp) + (s) Mage Armor
Spells Prepared:
- Level 0, DC14 [4 + (s)]: Read Magic, Detect Magic, Light, Prestidigitation + (s) Acid Splash
- Level 1, DC15 [3 + (s)]: Summon Monster I, Grease, Charm Person + (s) Mage Armor
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