Alingnment: Chaotic Good
Age: 120
Ht:6'4"
Wt: 130 lbs
Elandril male elf Wizard (Evoker)
Opposition schools: enchantment and necromancy
Evocation School
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
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 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. (+1)
Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (6) 1d4+1 dmg
Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
Str 14 (5)
Dex 16 (5)
Con 12 (5)
Int 16 (5)
Wis 10
Cha 10
AC: 13 (17 w/mage armor)
HP: 8 (6+1con+1favored class)
Saves:
Fort:+1
Ref: +3
Will: +2
Combat:
BAB +0
CMB +2
CMD 15
Melee
Storm: Longsword +3( Arcane Bond MW) 1-8+2 crit 19-20 x2 4lb
Range
Shortbow +3 1-6 Crit 20 x3 RI 60 30 gp 2lbs
Feats:
Extend Spell, Scribe Scroll (b)
Traits:
Gifted Adept: Your interest in magic was inspired by
witnessing a spell being cast in a particularly dramatic
method, perhaps even one that affected you physically
or spiritually. This early exposure to magic has made it
easier for you to work similar magic on your own. Pick
one spell when you choose this trait—from this point
on, whenever you cast that spell, its effects manifest at
+1 caster level. Shocking Grasp
Magical Lineage: One of your parents was a gifted
spellcaster who not only used metamagic often, but
developed many magical items and perhaps even a new
spell or two—and you have inherited a fragment of this
greatness. Pick one spell when you choose this trait.
When you apply metamagic feats to this spell, treat its
actual level as 1 lower for determining the spell’s final
adjusted level. Mage Armor
Spells:
3/3
0: Detect Magic, Light, Read Magic
1: Mage Armor(extended), Shocking Grasp (2d6+1) Arcane Bond Sword, Magic Missle
Skills:
Spellcraft:7 (9) to identify magic items
Knowledge, History: 7
Knowledge, Local 7
Knowledge Arcana 7
Perception 3
Languages: Common, Elven, Draconic, Sylvan, Orc
Equipment:
as above plus
Arrows 40 2 gp 6lbs
Backpack 2 gp 2lbs
Bedroll 1 sp 5 lbs.
Rations, trail (10 days) 25 sp 10 lb.
Waterskin 1 gp 4 lbs x2
Whetstone 2 cp 1 lbs.
3 torches 3lbs
Explorer's Outfit: This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Spell component pouch 5 gp 2 lbs
Spellbook, wizard's 3 lbs :
O level:Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost,
Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st level: Mage Armor, Shocking Grasp, Magic Missle, Color Spray, Floating Disk, Identify
Chalk, 1 piece 1 cp
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
10 sheets parchment 2 gp
Case, map or scroll 1 gp .5lbs
tent 20 lbs
winterblanket 3lbs
flint and steel
map fragment
Coins:18 gp, 2 sp, 7 cp
Encumbrance:69.5 lb medium load or 49.5 lbs light load if Anundr carries the tent.
Born from two members of an retired adventuring party, Elandril grew up with many stories. With his lifespan he has lived more.
When it came time for him to learn magic he turned to another member of the group, Holghast. Unfortunately, he is human and sleeps more than teaches at his age. But still Elandril has access to his library and relics of the past, when not running errands for the old man, still he does respect his elders. His most valuable possession is Storm a sword he came across in Holghast's collection. When he found it they bonded with a huge spark. Since then he has been drawn to electricity and force, and found it easier to cast spells with the sword in hand. Since then he has learned minimal sword skills from his father Theryn Bladesong and archery from his mother, Elassil Fairspring.
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