Aireiel | |
Aliases: | None |
Age: | 110 |
Hair: | Blonde |
Eyes: | Blue |
Height: | 5'3" |
Weight: | 115 lbs |
Race: | Elf |
Class: | Wizard (Transmuter) 2 |
Alignment: | Neutral Good |
Level: | 2 |
Experience: | 1,140 |
Hit Points: | 14/14 |
Gold: | 1,568 gp |
Current Status: | Active |
Played by Ibis |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 10 | +0 | +0 | +0 |
Dexterity | 20 | +5 | +0 | +0 |
Constitution | 16 | +3 | +0 | +0 |
Intelligence | 20 | +5 | +0 | +0 |
Wisdom | 10 | +0 | +0 | +0 |
Charisma | 10 | +0 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity = 15 |
Flat-Footed | 10 |
Touch | 15 |
Saving Throws | Base | Bonus | Total |
Fortitude | +0 | +3 | +3 |
Reflex | +0 | +5 | +5 |
Will | +3 | +0 | +3 |
BAB | Mod | Total Range/Melee |
+1 | +Dex/+Str | +6/+1 |
Initiative |
Dex = +5 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Appraise (Int) | +0 | +5 | +0 | +0 | +5 |
C | Balance (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
X | Concentration (Con) | +5 | +3 | +0 | +0 | +8 |
X | Craft (Int) | +0 | +5 | +0 | +0 | +5 |
X | Decipher Script (Int) | +0 | +5 | +0 | +0 | +5 |
C | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Disable Device (Int) | +0 | +5 | +0 | +0 | +5 |
C | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Escape Artist (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Forgery (Int) | +0 | +5 | +0 | +0 | +5 |
C | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Heal (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Hide (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
X | Knowledge (Arcana) (Int) | +5 | +5 | +0 | +0 | +10 |
X | Knowledge (History) (Int) | +5 | +5 | +0 | +0 | +10 |
X | Knowledge (Local) (Int) | +5 | +5 | +0 | +0 | +10 |
X | Knowledge (Nobility and Royalty) (Int) | +5 | +5 | +0 | +0 | +10 |
X | Knowledge (The Planes) (Int) | +5 | +5 | +0 | +0 | +10 |
C | Listen (Wis) | +0 | +0 | +0 | +2 | +2 |
C | Move Silently (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Open Lock (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Ride (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Search (Int) | +0 | +5 | +0 | +2 | +7 |
C | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Sleight of Hand (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +5 | +5 | +0 | +0 | +10 |
C | Spot (Wis) | +0 | +0 | +0 | +2 | +2 |
C | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
C | Tumble (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Use Rope (Dex) | +0 | +5 | +0 | +0 | +5 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Sylvan, Carnivon, Celestial, Draconic, Goblin, and Wildlander.
Skill Tricks:
Skill Tricks go here
Skill Point Total: Total Here
1st 28, 2nd 7
Feats:
Wizard: Scribe Scroll
1st: Spell Focus (Transmutation)
Class Abilities:
Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells
ahead of time (see below).To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is
given on the above table. In addition, she receives bonus spells per day if she has a high Intelligence score, see: Bonus Spells. Like all
other spellcasters in Therafim, the Wizard casts spells spontaneously however a full nights sleep is still required to recover spent spell slots.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook,
except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard
spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your
choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.
To add a spell to your spellbook, it requires the use of special inks that cost 100 gold pieces per level of the spell. To copy a spell from
an existing spellbook, the cost is 50 gold pieces/level. This does not apply to the two spells normally gained per level, as these are considered part of normal living expenses.
School Specialization: Transmutation (Focused Specialist)
Prohibited Schools: Evocation, Necromancy, Illusion
Sudden Shift (Transmutation): You temporarily change your form to grant yourself a climb, fly, or swim speed equal to your current land speed.
If you activate this ability during your turn, it lasts until the end of that turn; otherwise it lasts until the end of your next turn.
Racial Abilities:
Elf:
* +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.
* Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
* Keen Senses: Elves receive a +2 racial bonus on Listen, Spot and Search skill checks.
* 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.
* Languages: Elves begin play speaking Common and Sylvan. Elves with high Intelligence scores can choose from the following: Carnivon, Celestial, Draconic, Goblin, and Wildlander.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Dagger | +0 | +1d4 | 19/20 x2 | Slashing or Piercing |
Light Crossbow | +6 | +1d8 | 19/20 x2 | Piercing |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Dagger
Light Crossbow
30 Bolts
Backpack
Bedroll
4 Days of Rations
Waterskin
Spellbook
Spell Component Pouch
Statistics of Items Here:
Spells per Day:
0: 4
1: 3+3
Spell DCs:
10+5+Spell Level =
1st: 16 (17)
Spells Known:
Cantrips:
Resistance
Acid splash
Caltrops
Detect Poison
Detect Magic
Read Magic
Daze
Amanuensis
Launch Bolt
Launch Item
Mage Hand
Mending
Message
Open/Close
Repair Minor Damage
Stick
Arcane Mark
Prestidigation
Level 1:
Transmutation:
Enlarge Person
Expeditious Retreat, Swift
Nerveskitter
Ray of Clumsiness
Abjuration:
Protection from Evil
Shield
Conjuration:
Grease
Hail of Stone
Mage Armor
Wall of Smoke
Character History:
Aireiel was born into a lower house, to a pair of hardworking merchants. Despite being born into a lower house, she was always provided for, and was neverwanting for anything. She took to her studies rather early in her age, acceling in all of her studies. She decided that she wished to learn magic when shewas still very young, and was able to find rather adequate instruction, thanks to her parents. Aireiel can more often than not be found with her nose in abook, magic or otherwise, always on a seeming neverending quest to learn everything about everything that she can…