Telsia | |
Aliases: | Elsi, Tel |
Age: | 20 |
Hair: | Past shoulder blades, White |
Eyes: | Lavender |
Skin: | A soft brown with white belly fur. |
Height: | 4ft |
Weight: | 90lbs |
Race: | Rabbit Beastfolk |
Class: | Wizard |
Alignment: | Lawful Good |
Level: | 8 |
Experience/Next Level: | 28,000/36,000 |
Hit Points: | 50/50 |
Gold: | 20,066 |
Current Status: | Active |
Played by Ravensfaire |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 10 | +0 | +0 | +0 |
Dexterity | 16 | +3 | +0 | +0 |
Constitution | 14 | +2 | +0 | +0 |
Intelligence | 18 | +4 | +0 | +0 |
Wisdom | 12 | +1 | +0 | +0 |
Charisma | 18 | +4 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 11 + 1 ring of protection + Dexterity = 15 |
Flat-Footed | 12 |
Touch | 15 |
Saving Throws | Base | Bonus | Total |
Fortitude | +2 | +2 | +3 |
Reflex | +2 | +3 | +5 |
Will | +6 | +1 | +7 |
BAB | Mod | Total Range/Melee |
+4 | +Dex/+Str | +6/+4 |
Initiative |
Dex = +3 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
Appraise (Int) | +0 | +4 | +0 | +0 | +0 | |
Balance (Dex) | +0 | +2 | +0 | +0 | +0 | |
Bluff (Cha) | +0 | +4 | +0 | +0 | +0 | |
Climb (Str) | +0 | +0 | +0 | +0 | +0 | |
X | Concentration (Con) | +10 | +3 | +0 | +0 | +13 |
X | Craft (Int) | +2 | +4 | +0 | +0 | +6 |
X | Decipher Script (Int) | +2 | +4 | +0 | +0 | +6 |
Diplomacy (Cha) | +0 | +4 | +0 | +0 | +0 | |
Disable Device (Int) | +0 | +4 | +0 | +0 | +0 | |
Disguise (Cha) | +0 | +4 | +0 | +0 | +0 | |
Escape Artist (Dex) | +0 | +2 | +0 | +0 | +0 | |
Forgery (Int) | +0 | +4 | +0 | +0 | +0 | |
Gather Information (Cha) | +0 | +4 | +0 | +0 | +0 | |
Handle Animal (Cha) | +0 | +4 | +0 | +0 | +0 | |
Heal (Wis) | +0 | +1 | +0 | +0 | +0 | |
Hide (Dex) | +0 | +2 | +4 | +0 | +6 | |
Intimidate (Cha) | +0 | +4 | +0 | +0 | +0 | |
Jump (Str) | +6 | +0 | +2 | +0 | +8 | |
X | Knowledge (Arcana)(Religion)(Planar) (Int) | +11 | +4 | +0 | +0 | +15 |
Listen (Wis) | +6 | +1 | +2 | +3 | +12 | |
Move Silently (Dex) | +0 | +2 | +2 | +0 | +4 | |
Open Lock (Dex) | +0 | +2 | +0 | +0 | +0 | |
Perform (Cha) | +0 | +4 | +0 | +0 | +0 | |
X | Profession (Cook)(Wis) | +3 | +1 | +0 | +0 | +4 |
Ride (Dex) | +0 | +2 | +0 | +0 | +0 | |
Search (Int) | +0 | +4 | +0 | +0 | +0 | |
Sense Motive (Wis) | +0 | +1 | +0 | +0 | +0 | |
Sleight of Hand (Dex) | +0 | +2 | +0 | +0 | +0 | |
Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 | |
X | Spellcraft (Int) | +9 | +4 | +0 | +0 | +13 |
Spot (Wis) | +4 | +1 | +0 | +0 | +5 | |
Survival (Wis) | +0 | +1 | +0 | +0 | +0 | |
Swim (Str) | +0 | +0 | +0 | +0 | +0 | |
Tumble (Dex) | +0 | +2 | +0 | +0 | +0 | |
Use Magic Device (Cha) | +0 | +3 | +0 | +0 | +0 | |
Use Rope (Dex) | +0 | +2 | +0 | +0 | +0 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Squeak Squeak, Draconian, Carnivon, Sylvan, Goblin
Skill Tricks:
none
Skill Point Total: Total Here
1st: 24 2nd:6 3rd:6 4th:6 5th:6 6th:6 7th:6 8th:6
Feats: Spell Casting Prodigy, Spell Focus (Evocation), Blistering Spell, Energy Substitution (Acid), Energy Substitution (Sonic),
Class Abilities: Summon Familiar (Fox bat: Zarda- +3 listen checks, Natural AC +1, Int 6, Alertness, Improved Evasion, Share Spells, Empathic Link) , Scribe Scroll
Racial Abilities: Light Build, Frantic Scurry, Keen Hearing, Variable Movement Types, Low-Light Vision
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Heavy Crossbow | +6 | +1d8 | 19/20 x2 | Piercing |
Quarterstaff | +3 | 1d4/1d4 | 19/20 x2 | Bludgeoning |
Dagger | +3 | 1d3 | 19/20 x2 | Piercing or Slashing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Ring of Protection +1 | +1 | +0 | - | - | 30ft | 0lb |
Slot | Item | Description |
Head | none | N/A |
Face | Glasses | A set of round glasses |
Neck | Necklace | A silver chain falls to her collar bone with a heart shaped locket of silver with a tiny amethyst stone set into the front of it. |
Shoulders | none | N/A |
Torso | Silk Corset | A pale purple corset of fine silk wraps across her torso and gives her slender form more curvature, lacing up the front with white ribbon ties. |
Arms | none | N/A |
Hands | Silken Gloves | White gloves leave her finger tips bear and reach up just bellow her elbows. |
Right Ring | Amethyst Ring | A simple silver band wraps around her finger with an oval amethyst set into the center. |
Left Ring | none | N/A |
Waist | Belt | A simple brown belt wraps about her hips. |
Legs | Silken skirt | A skirt of flowing pale purple silk covers her legs, slit high on her outer thigh on either side so as not to impair movement, falling to her ankles. |
Feet | Slippers | simple white slippers made for her paw-like feet. |
Pack | Cloth Satchel | A simple brown satchel that is usually strewn vertically across her torso and resting at her hip. |
List of Items Here: Crossbow Bolts (Heavy) x 20, Backpack (Satchel), Belt Pouch x3, Vials of ink x3, Parchment x5, Inkpen, Rations x4 days, Waterskin, Bedroll, Spellbook, Boots of Swift passage.
Statistics of Items Here:
Boots of Swift Passage - You can teleport up to 30ft 3 times a day.
Spells per Day:
4 Lvl 0
6 Lvl 1
4 Lvl 2
4 Lvl 3
3 Lvl 4
Spell DCs:
10+4+Spell Level=???
Spells Known:
Cantrips:
Abjur
*Resistance: Subject gains +1 on saving throws.
Conj
*Acid Splash: Orb deals 1d3 acid damage.
*Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Div
*Detect Poison: Detects poison in one creature or small object.
*Detect Magic: Detects spells and magic items within 60 ft.
*Read Magic: Read scrolls and spellbooks.
Ench
*Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
*Dancing Lights: Creates torches or other lights.
*Electric Jolt: Ranged touch attack deals 1d3 electricity damage.
*Flare: Dazzles one creature (-1 on attack rolls).
*Light: Object shines like a torch.
*Ray of Frost: Ray deals 1d3 cold damage.
*Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.
Illus
*Ghost Sound: Figment sounds.
*Silent Portal: Negates sound from door or window.
Necro
*Disrupt Undead: Deals 1d6 damage to one undead.
*Touch of Fatigue: Touch attack fatigues target.
Trans
*Amanuensis: Copy nonmagical text.
*Launch Bolt: Launches a crossbow bolt up to 80 ft.
*Launch Item: Hurls Fine item up to Medium range.
*Mage Hand: 5-pound telekinesis.
*Mending: Makes minor repairs on an object.
*Message: Whispered conversation at distance.
*Open/Close: Opens or closes small or light things.
*Repair Minor Damage: Repairs 1 point of damage to any construct.
*Stick: Glues an object weighing 5 pounds or less to another object.
Univ
*Arcane Mark: Inscribes a personal rune (visible or invisible).
*Prestidigitation: Performs minor tricks.
Level 1:
Abjur
*Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
*Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
*Corrosive Grasp: 1 touch/level deals 1d8 acid damage.
*Mage Armor: Gives subject +4 armor bonus.
*Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/2 levels beyond 1st (max 5d8).
Div
*Comprehend Languages: You understand all spoken and written languages.
Ench
*Charm Person: Makes one person your friend.
*Inhibit: Subject delays until next round.
Evoc
*Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
*Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
*Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
*Ice Dagger: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage.
Univ
*Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.
Necro
*Backbiter: Weapon strikes wielder.
Level 2
Evoc
*Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Necro
*False Life: Gain 1d10 temporary hp +1/level (max +10).
*Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Ills
*Invisibility: Subject is invisible for 1min/level or until it attacks.
Trans
*Darkvision: See 60 ft. in total darkness.
*Alter Self: Assume form of a similar creature.
*Heart of Air: You take on the minor characteristics of an air elemental.
Level 3
Div
*Tongues: Speak any language.
Conj
*Mage Armor, Greater: +6 AC
Abj
*Dispel Magic: Cancels magical spells and effects.
Evoc
*Fireball: 1d6 damage per level, 20-ft. radius.
*Lightning Bolt: Electricity deals 1d6/level damage.
*Sound Lance: Sonic energy deals 1d8/level damage.
Trans
*Blink: You randomly vanish and reappear for 1 round/level.
*Heart of Water: take on the minor characteristics of a water elemental.
*Fly: Subject flies at speed of 60ft.
Level 4
Conj
*Channeled Pyroburst: Deal fire damage, amount and radius based on casting time.
Evoc
*Dragon Breath: You choose a dragon type and mimic its breath weapon.
trans
*Heart of Earth: You take on the minor characteristics of an earth elemental.
*Polymorph: transforms one willing subject.
Level 5
trans
*Heart of Fire: You take on the minor characteristics of an fire elemental.
Character History:
Coming from a large family, Telsia was often used to being ignored as the youngest child until she began to show magical potential. Startled and fearful for their other children, her parents paid an old wizard by the name of Alzinar to take her into apprenticeship when she was but ten years of age. Torn from her family and thrown into a life in the city under the wizard's tutelage, she was taught the craft. Though Alzinar was kind and well known as he was quite wealthy indeed, doting upon his most favored apprentice often. He treated her like a daughter and perhaps that was what she was to him for the man had never married nor sired children of his own. Elven though he was, his days were running out however and he knew that Telsia would be alone in the world, long since forgotten by the family that bore her. Small and innocent as she was he feared for her safety but could do naught. When she reached her nineteenth birthday, Alzinar gifted her with two items: An Amethyst ring so that she would always remember him, and a silver locket that she may one day find someone dear enough to place inside. Two promises he made her vow to keep for he could not bear leaving the world with no trace of himself behind and nor could he bear the thought of her following the same life he had. He begged her to seek adventure and companionship and with his two gifts bade her remember his wish and the promises she had made. He lived for seven more days before finally passing and when word gathered in the small town that the wizard were dead many came to call claims on the manor and all it's belongings. Being that she was not of blood and no will had been left, she was allowed nothing and sent out onto the streets where a merchant took pity upon her, bearing her forth to Avalon that she might make for herself a new life.