Post by samgronge on Feb 2, 2015 14:18:53 GMT
Keryth Myrddin
Played by: samgronge
Gender: Male
Alignment: Chaotic Good
Height/Weight:6' 01" / 140 Pounds
Party Role Proficiency:
Played by: samgronge
Character Sheet: www.myth-weavers.com/sheet.html#id=87276
Other Characters: none at this time
Race: Faerie Elf (same stats as grey elf)
Classes: Wizard - Focused Diviner (5)
Effective Character Level: 5
Gender: Male
Age:100
Alignment: Chaotic Good
Deity: Mystra
Height/Weight:6' 01" / 140 Pounds
Personality: A diligent "soldier" type while that is required, but barely an actual adult yet and still fun loving. Has a a good heart, but also wary of those who would try to take advantage of his youth. Humble compared to grey elves or even faerie elves from his home world, knowing some of his instructors from his wizard college back in the homeland were well over ten times his ripe young age.
Appearance: Tall, skinny, more athletic compared to others of his race. He spent much more time running and playing outside the walls of his city than any others (hence minor skill ranks in balance, climb, tumble, jump, and swim). Very pale skin with violet eyes. Long, straight hair of silver. Ears are very long and pointed.
History: Homeland was isolated tower-city perched on a snow-capped mountain peak. The wizard college had an unrivaled library which he was fond of going to. While excelling in the study of ancient arcana and deciphering obscure riddles, he enjoyed escaping the walls of the city for various physical pursuits of fun as well. The few non faerie elf members of that isolated city were silver dragons (in alternate form to walk among the elves) and many gnome war refugees who excelled in crafting wonderful mechanical and magical inventions. This, and time in the wizards college, helped him learn those language and made a fond place in his heart for gnomes in general. He learned several forms of goblinoid languages from these gnomes as well, along with stories of the violent wars begun by these creatures. As he neared becoming of age, he determined that his magic skills could be better put to use outside the walls of his city, and helping others battle the goblinoids and other foul races. So, even before becoming a full fledged member of society, he departed the comforts of home. Since leaving his homeland, he has found villages, settlements, and outposts skirmishing with raiders and war-bands. While no warrior in body, he flung himself into his chosen path, using his divination skills and other tricks to lend arcane assistance as best as he could to those in need. In a recent misadventure though, he found himself in a strange land, cut off from his homeland. The inhabitants of the land were quite similar in breed and outlook however, so he merely considered it an extension of the path he had chosen for himself anyways. While holding no ill will against his own, he went against the grain of his own people. Leaving the fine libraries and high walled cities, seeking a soldiers walk even if he has little to do with any mundane martial weapons. He seeks to maintain some proficiency with a few weapons, but holds no illusions of becoming an expert in these tools of war.
Party Role Proficiency:
Battlefield Control:1 : Large spell investment here, second only to divination spells and has wands invested in this as well
Buffer:1 : Some spell investment and invested in wands to help here as well.
Curiosity:1 : Focused diviner, nearly 50% of spells between level 1 and 3 are divination, several ranks in decipher script.
Debuffer:2 : Currently minor spell investment, but will be planning on researching a few more spells to help out here.
Dominator:4: No charisma bonus, no diplomacy, & enchantment is prohibited school.
Game Changer:4 : No spell investment at this time, but in long term plans
Healer:4 : No spell investment, possibly will invest minimal spells here in future.
Meat Shield:4 : Stays close to the front lines, but not a front line combatant. No plans to be.
Melee Damage:4 : Stays close to the front lines, but not a front line combatant. No plans to be, but proficient with rapier.
Mobility:4 : No spell investment at this time, but is a short term focus to research and find spells to help.
Party Face:4 : No charisma bonus, no diplomacy, & enchantment is prohibited school
Ranged Damage:2 : Minimal spells currently invested, planning on a few more. Proficient in pull bows, no feats or spells invested.
Sage:1 : Focused diviner, nearly 50% of spells between level 1 and 3 are divination, skilled in decipher script & knowledge - arcana.
Scout:2 : No stealth skills, illusion is prohibited school, but is focused diviner with several combat related divination spells.
Thief:4 : No stealth skills, illusion is prohibited school
Summoner:4 : No summons spells at this time.
Trapfinder:3 : No skills here, but is focused diviner and spells may be able to assist in trap finding.
Racial Abilities:
Ability modfiers: -2 Str, +2 Dex, -2 Con, +2 Int
Low light vision: See twice as far as a human in starlight, moonlight, torchlight, & similar conditions of shadowy illumination. Retains ability to distinguish color & detail under these conditions. Can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Immunities: Immune to sleep spells and effect
Resistances: +2 racial bonus vs. enchantment spells or effects
Weapon proficiencies: longsword, rapier, & normal pull bows
Skill modifiers: +2 racial bonus on Listen, Search, & Spot check
Special skill use: Automatic search check if passing within 5 feet of secret or concealed door
Feats:
1: Trait (Aggressive) +2 initiative / -1 to Armor Class
1: Trait (Suspicious) +1 Sense motive / -1 intimidate & diplomacy
1: Collegiate Wizard (Complete Arcane): Starting 1st-level spells = 6 + 1 per Int modifier / Add 4 spells to spellbook without additional research each time a wizard level is gained. / No scribing cost for these spells. / +2 bonus on all Knowledge (arcana) checks
3: Extend Spell (PHB) : double spell duration, add 1 to level of spell
Class Abilities:
Scribe Scroll: Able to scribe scrolls.
Spellcasting: Prepared arcane spellcaster.
Wizard Focused Specialist (CM, 34) - Diviner:
Cast 3 bonus divination spells per day per level that I'm able to cast.
Prepare 1 less spell per level per day with general spell slots.
+2 to spellcraft checks to learn divination spells.
Prohibited Schools : Enchantment & Illusion
Cast 3 bonus divination spells per day per level that I'm able to cast.
Prepare 1 less spell per level per day with general spell slots.
+2 to spellcraft checks to learn divination spells.
Prohibited Schools : Enchantment & Illusion
Specialist Wizard Variant (UA, p 59-64) - Enhanced Awareness (EX):
Never able to obtain familiar. Sense motive is class skill.
Only need to study item for ten minutes when using identify spell.
Divination Spell save DC +1, stacks w/ Spell Focus & GSF.
Arcane Eye 20 feet/round (this last spell is a level 4 spell so does not apply yet).
Never able to obtain familiar. Sense motive is class skill.
Only need to study item for ten minutes when using identify spell.
Divination Spell save DC +1, stacks w/ Spell Focus & GSF.
Arcane Eye 20 feet/round (this last spell is a level 4 spell so does not apply yet).
Spontaneous Divination (Comp Champion) - Wizard ACF at level 5 : Replaces wizard bonus feat.
Spontaneously cast any divination spell known by sacrificing a prepared spell of equal or greater level.
Spontaneously cast any divination spell known by sacrificing a prepared spell of equal or greater level.
Equipment:
Leather Breeches (Arms & Equipment Guide): Pants : -0.8
Linen Shirt (Arms & Equipment Guide): Dark brown shirt : -0.1
Steadying Robe (CM): Negates unsteadying effect of vigorous, violent, extreme violent motion on spellcasting. +2 balance : -1000
Healing Belt (MIC): Heal damage/Harm undead 3 charges/day (2d8/3d8/4d8) : -750
Travel Cloak (MagicOfFaerun): Endure elements (cold), keeps wearer dry, rations 3/day, 2 gal H2O or tea/day, make 1 person tent 1/day : -1200
Boots of Agile Leaping (MIC): Dex mod to Jump Check. If balance ranks 5 or more, stand up from prone as swift action, not provoking AoO : -600
Arcanist's Gloves (MIC): Caster Level +2 on Level 1 spells 2/day, swift activate : -500
Armband of Elusive Action (MIC): Avoid provoke attack of opportunity 1/day : -800
Wand Bracer (Dungeonscape): Holds five wands, masterwork mundane item, swift action access : -300
Wand, Mage Armor (PHB): conjuration level 1 spell (caster level 1), charges 50 : -750
Wand, Nerveskitter (PHB): transmutation level 1 spell (caster level 1), charges 50 : -750
Wand, Sticky Floor (RDr): conjuration level 1 spell (caster level 1), charges 50 : -750
Wand, Obscuring Mist (PHB): conjuration level 1 spell (caster level 1), charges 50 : -750
Spell Component Pouch (SRD online): basic spell components : -5
Belt Pouches x 3 (Hypertext d20 SRD on-line): carries small items : -1.5
Wizards Spellshards x 4 (Eberron Campaign Setting): Alternate spell book. Can use arcane mark to place spells, 20 "pages" per shard, scribing costs same as per normal spellbook but need silver powder component. Currently these four are blank : -6
Signal Whistle (SRD online): for making signals : --0.2
Backpack (PHB): Carry items : -2
Slipcase for spellbook (Complete Arcane): Helps protect spellbook from driving rain, burial in snow, etc : -20
Dragonhide Spellbook w/ 100 vellum pages (Complete Arcane): 65 pages currently used, holds all current spells at start of wizard level 5 : -250
Masterwork Tools (SRD online): Book, Decipher script, bonuses to skill checks : -50
Ink Vials x 5 vials at 1 oz each (SRD online): full of black ink for scrolls and spellbook : -45
Scroll Case (SRD online): Holds 50 "?" scrolls : -1
Spell Component Pouch (SRD online): basic spell components (2nd pouch in case other stolen or sundered) : -5
Bedroll (PHB): Sleeping aid : -0.1
Waterskin x 2 (SRD online): two full waterskins in case cloak gets damaged : -2
Elvencraft Composite Longbow (doubles as quarterstaff) (Str Rating 12) : -400
Arrow, Star (10 gp for 20x) : # of arrows = 10 : -5
normal attack, normal damage, provides bright illumination 5' away and shadowy illumination 15' away.
Arrow, Signal (10 gp for 20x) [AE Pg. 5, DR349 Pg. 29] : # of arrows = 10 : -5
normal weapon damage at x2 multiplier. They also have -2 circumstance penalty on attack rolls, used for audible signalling
Arrow, Dragonsbreath (50 gp for 20x) [RoTW Pg. 165] : # of arrows = 10 : -25
reduced core damage, but deal 1 point of Fire-damage on impact and require a DC 15 Reflex-save or light the opponent ablaze
Plus allotment of normal arrows
Elvencraft Composite Longbow (doubles as quarterstaff) (Str Rating 12) : -400
Arrow, Star (10 gp for 20x) : # of arrows = 10 : -5
normal attack, normal damage, provides bright illumination 5' away and shadowy illumination 15' away.
Arrow, Signal (10 gp for 20x) [AE Pg. 5, DR349 Pg. 29] : # of arrows = 10 : -5
normal weapon damage at x2 multiplier. They also have -2 circumstance penalty on attack rolls, used for audible signalling
Arrow, Dragonsbreath (50 gp for 20x) [RoTW Pg. 165] : # of arrows = 10 : -25
reduced core damage, but deal 1 point of Fire-damage on impact and require a DC 15 Reflex-save or light the opponent ablaze
Plus allotment of normal arrows
Total Inventory Cost:8973.7
Remainder 26.3
Remainder 26.3
Companions:none at this time
Other Misc Information:
Skill trick, collector of stories, +5 to knowledge checks to identify monster, special attacks, or special vulnerabiilities.
Very skilled in spellcraft, concentration, knowledge - arcana, and decipher script.
Skill trick, collector of stories, +5 to knowledge checks to identify monster, special attacks, or special vulnerabiilities.
Very skilled in spellcraft, concentration, knowledge - arcana, and decipher script.