unleashed
First Post
Okay, here's my character Eltyr Malacon, Human Wizard.
[SBLOCK=Eltyr Malacon]Eltyr Malacon
Male Human Wizard 3
Experience Points (required): 3,000 (6,000 for 4th level)
Alignment: Neutral Good
Homeland: Jormikfen
Height: 5’1”
Weight: 129lbs
Eyes: Brown
Hair: Black
Age: 22
Strength 8 (-1) [8 base] {0 pts}
Dexterity 14 (+2) [14 base] {6 pts}
Constitution 13 (+1) [13 base] {5 pts}
Intelligence 16 (+3) [16 base] {10 pts}
Wisdom 10 (+0) [10 base] {2 pts}
Charisma 10 (+0) [10 base] {2 pts}
Class and Racial Abilities
Human: 1 extra feat at 1st level; 4 extra skill points at 1st level, and 1 extra skill point at each additional level.
Wizard: Summon familiar.
Armour Class: 12 (10 base, +2 Dex) [touch 12, flat-footed 10]
Armour Check Penalty: 0
Arcane Spell Failure: 0%
Hit Dice: 3d4+3 (4,1,3)
Hit Points: 11
Initiative: +2 (+2 Dex)
Speed: 30 feet
Base Attack Bonus/Grapple: +1/+0
Weapons
+0 melee [1d4-1; 19-20/x2; piercing or slashing; dagger]
+0 melee [1d6-1; 20/x2; bludgeoning; quarterstaff]
+3 ranged [1d8; 19-20/x2; 80 feet; piercing; light crossbow]
+3 ranged spells
Saves
Fortitude +2 [1 base, +1 Con]
Reflex +3 [1 base, +2 Dex]
Will +3 [3 base, +0 Wis]
Skills (36 points; max ranks: 6/3)
Concentration +7 [6 ranks, +1 Con]
Decipher Script +9 [6 ranks, +3 Int]
Knowledge (arcana) +9 [6 ranks, +3 Int]
Knowledge (history) +9 [6 ranks, +3 Int]
Knowledge (the planes) +9 [6 ranks, +3 Int]
Spellcraft +11 [6 ranks, +3 Int, +2 synergy Knowledge (arcana)]
Use Magic Device +0 or +4 (scrolls) [0 ranks (cc), +0 Cha, +4 synergy Decipher Script, Spellcraft]
Feats
Eschew Materials [Human bonus]
Scribe Scroll [1st level Wizard bonus]
Spell Penetration [1st level]
Improved Familiar [3rd level] {intending to summon an air elemental as a familiar at 5th level}
Languages
Common, Auran, Draconic, Elven
Spellbook
0-level (all) -- acid splash, arcane mark, 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-level (9*) -- color spray, enlarge person, erase, hold portal, identify, mage armor, magic missile, ray of enfeeblement, sleep.
2nd-level (2) -- knock, Melf’s acid arrow.
* Includes bonus spell from belonging to Gormen's School for the Magicly Gifted.
Prepared Spells (4/4*/3*); Save DC (Int) = 13 + spell level
0-level -- detect magic, light, ray of frost, read magic.
1st-level -- hold portal, mage armor, magic missile, sleep.
2nd-level -- knock, Melf’s acid arrow (2).
* Includes bonus spells from belonging to Gormen's School for the Magicly Gifted.
Equipment
Dagger [1 lb] {2 gp}
Light Crossbow [4 lb] {35 gp}
20 Bolts [2 lb] {2 gp}
Quarterstaff [4 lb]
Scholar’s Outfit (black)
Signet Ring (from Gormen’s School for the Magicly Gifted) [0 lb] {5 gp}
Mage’s Satchel (as Heward’s Handy Haversack) [5 lb] {2,000 gp}
-- Bedroll [5 lb] {1 sp}
-- Blanket, Winter [3 lb] {5 sp}
-- Case, Scroll [0.5 lb] {1 gp}
-- Courtier’s Outfit (black, the shirt trimmed with silver arcane symbols at the collar and cuffs) [6 lb] {30 gp}
xx – Jewellery for Courtier’s Outfit (silver) {50 gp}
-- Everburning Torch [1 lb] {110 gp}
-- Flint & Steel [0 lb] {1 gp}
-- Hourglass [1 lb] {25 gp}
-- Mirror, Small Steel [0.5 lb] {10 gp}
-- Money (coins), in a belt pouch (28 gp, 21 sp, 7 cp) [1.62 lb (incl. pouch)]
-- Money (gems), in a small cloth bag (550 gp in various gems, two of which are 100 gp pearls)
-- Potion: Cure Light Wounds (2) [0 lb] {100 gp}
-- Rations, Trail (10 days) [10 lb] {5 gp}
-- Rope, Silk (50 feet) [5 lb] {10 gp}
-- Scholar’s Outfit (black, spare) [6 lb] {5 gp}
-- Spellbook [3 lb]
-- Spell Foci (two of each simple focus are carried, one of which will be on his person if the relevant spell is prepared)
-- Spell Materials (no expensive material components are carried at this time except pearls for the identify spell, doesn’t require simple components)
-- Waterskin [4 lb] {1 gp}
-- Whetstone [1 lb] {1 cp}
-- Writing Materials
xx – Candle, for melting sealing wax (2) [0 lb] {2 cp}
xx – Inkpen (2) [0 lb] {2 sp}
xx -- Ink (2 vials) [0 lb] {16 gp}
xx -- Paper (25 sheets) [0 lb] {10 gp}
xx – Sealing Wax [1 lb] {1 gp}
-- Weight Carried in Satchel [47.62 lb (of 120 lb)]
Weight Carried: 16 lb
Carrying Capacity [8 Strength]
Light: 26 lb. or less; Medium: 27-53 lb.; Heavy: 54-80 lb.;
Lift (over head): 80 lb.; Lift (off ground): 160 lb.; Drag: 400 lb.
Money
578 gp, 21 sp, 7 cp (in coins & gems)
Appearance
Eltyr is a handsome short slender man, with straight shoulder-length black hair. His warm brown eyes show little at first glance, but if you look long enough you can see the workings of a quick and intelligent mind behind their compassionate gaze. He tends to wear austere black robes most of the time, though he does have some finer clothes which only seem to make an appearance when required by the occasion (fine black clothes in the current fashion, the shirt trimmed with arcane symbols in silver at the collar and cuffs, over which he wears an elegant burgundy cloak, while supple calf-high golden brown boots complete the ensemble ... along with a few pieces of elegant silver jewellery). In his hand he usually carries a worn quarterstaff, while on his belt he carries a dagger and when ready for battle a light crossbow.
Personality
Eltyr is a good-natured and astute young man, who is always on the lookout for something to challenge his abilities. When not engaged in other pursuits he often spends his time simply pondering the essence of magic, though he never allows such thoughts to completely overtake his mind and distract him from the world around him, unlike some of the other mages he trained with. His most fervent wish is that he’ll discover some as yet undiscovered great repository of magic from ages past, though he’d settle for anything which expands his rapidly growing knowledge of the arcane a little further.
Background
To begin this tale you must first understand the Malacon family. Affluent merchants and wizards, the Malacon’s have controlled a sizable trading concern for generations, dealing in magic as well as items of a more mundane nature.
Eltyr is the eldest son of Owain and Lerral Malacon, and unsurprisingly he spent his childhood surrounded by the wealth acquired by his family over centuries. Enjoying the best life had to offer, he never wanted for anything in his formative years, which probably explains why he’s always sought out challenges far beyond his capabilities ... challenges where his family’s money couldn’t obtain success for him.
As is expected from those in the Malacon family who possess the slightest hint of a magical gift, Eltyr entered Gormen's School for the Magicly Gifted at the age of ten. His parent’s hoping that he would study magic with an eye towards crafting, as they had, to further expand the family’s trading concerns ... though they soon found out he had different ideas about his future, as he took his studies in an another direction entirely. Studying the application of magic with an eye towards the art itself, rather than what could be made using it, Eltyr quickly found an avenue of study which appealed to him greatly and after studying hard, he graduated from Gormen's School in his late teens. His parents, pleased by his success and that he had found a path that seemed to satisfy his adventurous nature, proudly sent him on his way with a mage’s satchel (the one he has now) to help make his journey easier.
Since graduating he has spent his time travelling and exploring, with the blessing of his family, delving into the occasional adventurous pursuit as he slowly expands his arcane knowledge ... however, the fall of the meteor has changed all that. Upon hearing the news, Eltyr returned to Gorman’s School and stated his wish to explore and help close off the bleeding vein of darkness that now threatens them all. With the blessing of his teachers and a letter of recommendation from the school, he set off for his greatest challenge to date, one which he hopes will grant him his most fervent wish...
XP Log (started with 3,000 XP)
Nothing to add yet.[/SBLOCK]
[SBLOCK=Eltyr Malacon]Eltyr Malacon
Male Human Wizard 3
Experience Points (required): 3,000 (6,000 for 4th level)
Alignment: Neutral Good
Homeland: Jormikfen
Height: 5’1”
Weight: 129lbs
Eyes: Brown
Hair: Black
Age: 22
Strength 8 (-1) [8 base] {0 pts}
Dexterity 14 (+2) [14 base] {6 pts}
Constitution 13 (+1) [13 base] {5 pts}
Intelligence 16 (+3) [16 base] {10 pts}
Wisdom 10 (+0) [10 base] {2 pts}
Charisma 10 (+0) [10 base] {2 pts}
Class and Racial Abilities
Human: 1 extra feat at 1st level; 4 extra skill points at 1st level, and 1 extra skill point at each additional level.
Wizard: Summon familiar.
Armour Class: 12 (10 base, +2 Dex) [touch 12, flat-footed 10]
Armour Check Penalty: 0
Arcane Spell Failure: 0%
Hit Dice: 3d4+3 (4,1,3)
Hit Points: 11
Initiative: +2 (+2 Dex)
Speed: 30 feet
Base Attack Bonus/Grapple: +1/+0
Weapons
+0 melee [1d4-1; 19-20/x2; piercing or slashing; dagger]
+0 melee [1d6-1; 20/x2; bludgeoning; quarterstaff]
+3 ranged [1d8; 19-20/x2; 80 feet; piercing; light crossbow]
+3 ranged spells
Saves
Fortitude +2 [1 base, +1 Con]
Reflex +3 [1 base, +2 Dex]
Will +3 [3 base, +0 Wis]
Skills (36 points; max ranks: 6/3)
Concentration +7 [6 ranks, +1 Con]
Decipher Script +9 [6 ranks, +3 Int]
Knowledge (arcana) +9 [6 ranks, +3 Int]
Knowledge (history) +9 [6 ranks, +3 Int]
Knowledge (the planes) +9 [6 ranks, +3 Int]
Spellcraft +11 [6 ranks, +3 Int, +2 synergy Knowledge (arcana)]
Use Magic Device +0 or +4 (scrolls) [0 ranks (cc), +0 Cha, +4 synergy Decipher Script, Spellcraft]
Feats
Eschew Materials [Human bonus]
Scribe Scroll [1st level Wizard bonus]
Spell Penetration [1st level]
Improved Familiar [3rd level] {intending to summon an air elemental as a familiar at 5th level}
Languages
Common, Auran, Draconic, Elven
Spellbook
0-level (all) -- acid splash, arcane mark, 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-level (9*) -- color spray, enlarge person, erase, hold portal, identify, mage armor, magic missile, ray of enfeeblement, sleep.
2nd-level (2) -- knock, Melf’s acid arrow.
* Includes bonus spell from belonging to Gormen's School for the Magicly Gifted.
Prepared Spells (4/4*/3*); Save DC (Int) = 13 + spell level
0-level -- detect magic, light, ray of frost, read magic.
1st-level -- hold portal, mage armor, magic missile, sleep.
2nd-level -- knock, Melf’s acid arrow (2).
* Includes bonus spells from belonging to Gormen's School for the Magicly Gifted.
Equipment
Dagger [1 lb] {2 gp}
Light Crossbow [4 lb] {35 gp}
20 Bolts [2 lb] {2 gp}
Quarterstaff [4 lb]
Scholar’s Outfit (black)
Signet Ring (from Gormen’s School for the Magicly Gifted) [0 lb] {5 gp}
Mage’s Satchel (as Heward’s Handy Haversack) [5 lb] {2,000 gp}
-- Bedroll [5 lb] {1 sp}
-- Blanket, Winter [3 lb] {5 sp}
-- Case, Scroll [0.5 lb] {1 gp}
-- Courtier’s Outfit (black, the shirt trimmed with silver arcane symbols at the collar and cuffs) [6 lb] {30 gp}
xx – Jewellery for Courtier’s Outfit (silver) {50 gp}
-- Everburning Torch [1 lb] {110 gp}
-- Flint & Steel [0 lb] {1 gp}
-- Hourglass [1 lb] {25 gp}
-- Mirror, Small Steel [0.5 lb] {10 gp}
-- Money (coins), in a belt pouch (28 gp, 21 sp, 7 cp) [1.62 lb (incl. pouch)]
-- Money (gems), in a small cloth bag (550 gp in various gems, two of which are 100 gp pearls)
-- Potion: Cure Light Wounds (2) [0 lb] {100 gp}
-- Rations, Trail (10 days) [10 lb] {5 gp}
-- Rope, Silk (50 feet) [5 lb] {10 gp}
-- Scholar’s Outfit (black, spare) [6 lb] {5 gp}
-- Spellbook [3 lb]
-- Spell Foci (two of each simple focus are carried, one of which will be on his person if the relevant spell is prepared)
-- Spell Materials (no expensive material components are carried at this time except pearls for the identify spell, doesn’t require simple components)
-- Waterskin [4 lb] {1 gp}
-- Whetstone [1 lb] {1 cp}
-- Writing Materials
xx – Candle, for melting sealing wax (2) [0 lb] {2 cp}
xx – Inkpen (2) [0 lb] {2 sp}
xx -- Ink (2 vials) [0 lb] {16 gp}
xx -- Paper (25 sheets) [0 lb] {10 gp}
xx – Sealing Wax [1 lb] {1 gp}
-- Weight Carried in Satchel [47.62 lb (of 120 lb)]
Weight Carried: 16 lb
Carrying Capacity [8 Strength]
Light: 26 lb. or less; Medium: 27-53 lb.; Heavy: 54-80 lb.;
Lift (over head): 80 lb.; Lift (off ground): 160 lb.; Drag: 400 lb.
Money
578 gp, 21 sp, 7 cp (in coins & gems)
Appearance
Eltyr is a handsome short slender man, with straight shoulder-length black hair. His warm brown eyes show little at first glance, but if you look long enough you can see the workings of a quick and intelligent mind behind their compassionate gaze. He tends to wear austere black robes most of the time, though he does have some finer clothes which only seem to make an appearance when required by the occasion (fine black clothes in the current fashion, the shirt trimmed with arcane symbols in silver at the collar and cuffs, over which he wears an elegant burgundy cloak, while supple calf-high golden brown boots complete the ensemble ... along with a few pieces of elegant silver jewellery). In his hand he usually carries a worn quarterstaff, while on his belt he carries a dagger and when ready for battle a light crossbow.
Personality
Eltyr is a good-natured and astute young man, who is always on the lookout for something to challenge his abilities. When not engaged in other pursuits he often spends his time simply pondering the essence of magic, though he never allows such thoughts to completely overtake his mind and distract him from the world around him, unlike some of the other mages he trained with. His most fervent wish is that he’ll discover some as yet undiscovered great repository of magic from ages past, though he’d settle for anything which expands his rapidly growing knowledge of the arcane a little further.
Background
To begin this tale you must first understand the Malacon family. Affluent merchants and wizards, the Malacon’s have controlled a sizable trading concern for generations, dealing in magic as well as items of a more mundane nature.
Eltyr is the eldest son of Owain and Lerral Malacon, and unsurprisingly he spent his childhood surrounded by the wealth acquired by his family over centuries. Enjoying the best life had to offer, he never wanted for anything in his formative years, which probably explains why he’s always sought out challenges far beyond his capabilities ... challenges where his family’s money couldn’t obtain success for him.
As is expected from those in the Malacon family who possess the slightest hint of a magical gift, Eltyr entered Gormen's School for the Magicly Gifted at the age of ten. His parent’s hoping that he would study magic with an eye towards crafting, as they had, to further expand the family’s trading concerns ... though they soon found out he had different ideas about his future, as he took his studies in an another direction entirely. Studying the application of magic with an eye towards the art itself, rather than what could be made using it, Eltyr quickly found an avenue of study which appealed to him greatly and after studying hard, he graduated from Gormen's School in his late teens. His parents, pleased by his success and that he had found a path that seemed to satisfy his adventurous nature, proudly sent him on his way with a mage’s satchel (the one he has now) to help make his journey easier.
Since graduating he has spent his time travelling and exploring, with the blessing of his family, delving into the occasional adventurous pursuit as he slowly expands his arcane knowledge ... however, the fall of the meteor has changed all that. Upon hearing the news, Eltyr returned to Gorman’s School and stated his wish to explore and help close off the bleeding vein of darkness that now threatens them all. With the blessing of his teachers and a letter of recommendation from the school, he set off for his greatest challenge to date, one which he hopes will grant him his most fervent wish...
XP Log (started with 3,000 XP)
Nothing to add yet.[/SBLOCK]
Last edited: