Xia Galondel

Basic Information  
Race : Elf
Class : Wizard
Level
: 2
Total Level : 2
Alignment : Neutral Good
Languages
: Aklo, Celestial, Common, Elven, Draconic, Orc, Sylvan, Tien.
Deity
: Yuelral

Ability Scores    
 
Strength
10
+0
   
Dexterity
16
+3
+2 racial  
Constitution
12
+1
-2 racial  
Intelligence
19
+4
+2 racial  
Wisdom
12
+1
   
Charisma
10
+0
   



Combat  
Hit Points 14 = +6 1st level +4 other levels +2 con +2 favored (max-2) (2 HD)
   
Armor Class 13 = 10 +0 armor +3 dex
Armor Class (Touch) 13 = 10 +3 dex
Armor Class (Flatfooted) 10 = 10 +0 armor
   
Initative
+7 = +3 dex +4 feat
   
Base Attack Bonus +1 = +1 wizard
Combat Maneuver Bonus +1 = +1 bab +0 str
Combat Maneuver De fence 14 = 10 +1 bab +0 str +3 dex
   
Fortitude +1 = +0 base +1 con
Reflex +3 = +0 base +3 dex
Will +4 = +3 base +1 wis
   
Speed 30 ft
Damage Reduction n/a
Spell Resistance n/a

Weapons  
   
Short Sword (masterwork) +1 = +1 bab (1d6, 19-20/x2)
   
Darkwood Composite Longbow +5= +1 bab +3 dex +1 masterwork (1d8/x3)
   
Splintered Spear (7 times per day) +5 = +1 bab +4 int (1d6+4, +1 bleed damage)
  20 ft range (max 100ft)

Racial Traits:

• Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
• Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Elves are Humanoids with the elf subtype.
• Base Speed: Elves have a base speed of 30 feet.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
• Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Keen Senses: Elves receive a +2 racial bonus on Perception checks.
• Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
• 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.
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.


Class Features

• Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

• Spells: Known all/11 - Spells per Day: 4 / 4 (2+1+1)

• Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character.

• Arcane Bond (Familiar)

Wood Elementalist: Wood represents flexibility, warmth, wind, generosity, cooperation, and idealism. Practitioners of this elemental magic often resemble druids in character and in the use of their magic. (Overcome by Metal)

• Wood Magic At 1st level, add the following spells to your Wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.

• Flexible Enhancement (Su) A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.

• Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

• Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

• Bonus Feats: 5th, 10th, and 15th


Spells Concentration Check 1d20+8 (2 level +4 int +2 trait)
   
0-level (DC 14 - All spells known - 4 per day) plus mending
   
   
1st level (DC15 - 11 spells known - 2+1+1)
  Charm Person, Color Spray, Enlarge Person, Feather Fall, Gravity Bow, Grease, Identify, Mage Armor, Mount, Protection from (Alignment), Silent Image, Vanish.
   

Traits    
  Eyes and Ears of the City : Your training involved serving watch for your kin, the primary duty of which was standing as lookout. You gain a +1 trait bonus on Perception checks, and is always a class skill for you.
  Desperate Focus: You've often found yourself in situations where a lack of focus can lead to worse than a lost spell.You gain a +2 trait bonus on concentration checks.

Feats    
  Scribe Scroll (Wizard-Free) You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
   
  Improved Initiative (1st-Level): You get a +4 bonus on initiative checks.
   

  Skill Points: 12 (+2 wizard +4 Int) x2
Max Ranks: 2 ACP: 0
       
  Appraise
+4
= +0 ranks +4 int
  Bluff
+0
= +0 ranks +0 cha
  Climb
+0
= +0 ranks +0 str
  Diplomacy
+0
= +0 ranks +0 cha
  Disguise
+0
= +0 ranks +0 cha
  Escape Artist
+3
= +0 ranks +3 dex
  Fly
+3
= +0 ranks +3 dex
  Heal
+1
= +0 ranks +1 wis
  Intimidate
+0
= +0 ranks +0 cha
  Knowledge (Arcana)
+9
= +2 ranks +4 int +3 class
  Knowledge (History)
+8
= +1 ranks +4 int +3 class
  Knowledge (Local)
+8
= +1 ranks +4 int +3 class
  Knowledge (Nature)
+8
= +1 ranks +4 int +3 class
  Knowledge (Planes)
+8
= +1 ranks +4 int +3 class
  Linguistics
+9
= +2 ranks +4 int +3 class
  Perception
+9
= +2 ranks +1 wis +3 class +2 racial +1 trait (+2 w/familiar)
  Ride
+3
= +0 ranks +3 dex
  Sense Motive
+1
= +0 ranks +1 wis (+2 w/familiar)
  Spellcraft
+9
= +2 ranks +4 int + 3 class (+2 to ID items)
  Stealth
+3
= +0 ranks +3 dex
  Survival
+1
= +0 ranks +1 wis
  Swim
+0
= +0 ranks +0 str

Equipment      

  Weight (lbs) Cost (in gold)
explorer's outfit worn -- --
cloak of griffon mane   1.0 50

     
short sword   2 3
darkwood composite longbow   1.5 430
- arrows (20) quiver, back 3.0 1
dagger sheathed left thigh 1 2
dagger sheathed right side at belt 1 2
       
haversack worn 5 2000
spell components pouch worn 2 5
belt, pouch worn 0.5 1
scroll case worn 0.5 1
waterskin (x3) haversack (12) 6
flint and steel haversack -- 1
rations (4 days) haversack (4) 2
silk rope (50ft) haversack (5) 10
chalk (x10) haversack -- 0.1
       
spellbook (compact - 75 pages) haversack 1 50
- mending scroll (scribed to spellbook) 12.5
- gravity bow (scribed to spellbook) 25
       
Treasure: 48 gp, 5 sp, 0 cp    
Gems: n/a    
     
Total weight carried: 17.5    
Maximum weight possible: 0-33 light, 34-66 medium, 65-100 heavy    

Details  
  Size: medium
Gender: female
Age: 134
Height: ft 5'5
Weight: lbs 100
Hair Color: black
Eye Color: blue
Skin Color: light tanned
   
Background  
 

Xia's family had taken to the sea shortly after the elven return. As a young elf Xia grew up a large vessel the Moonwhisper. The other two ships that often traveled together are the Wavestar and Oakraven. While not a traditional elven home many elven traditions were followed and observed.

It was not until late in her first century that Xia's great grandfather, Kasalar noticed the young girl's spark. She was soon became the elder elf's apprentice aboard the Oakraven.

Xia learned much of the basics as an apprentice wizard in her thirty-three years. Ready with that knowledge Kasalar aided his young pupil to summon her first familiar. Performing the ritual on the open deck of the ship the young elven waited many days for a creature to present itself. On the thirteenth day, late into the evening, and more than a tenday from any land, a small reddish colored owl swooped down onto the railing. The small bird looked rather ragged from some unknown but lengthy journey. It let out a brief hoot. Xia sat and stared at the owl in awe as many of the crew gathered about. It was Kasalar who shooed them away and brought the woman out of her awe. Xia named her companion Laryll.

Shortly after Xia was asked to serve as a ship's wizard by one of the family's smaller ships, the Starlight a small thirteen person crew. Joining the small vessel was the woman's first chance to truly be out on her own. Life on the Starlight started off quite enjoyable. Several month into the voyage the first officer, Jalor, began to express his attraction to her. The attraction soon became an obsession. After bringing the matter to the Captain and following the old sailor's advice she confronted Jalor about his feelings and how she did not return the feelings. The man did not take the news well and in the following weeks Jalor became abusive.

At the next port Xia informed the Captain that she was leaving. She gave him two letters, one for her parents and the other to Kasakar. In the early morning before daybreak, Xia slipped off the ship and began her adventures on land.

   
Familiar Laryll
  N Tiny animal
Init +3; Senses low-light vision; Perception +10

Defense:
AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size +1 natural)
hp 7 (1d8)
Fort +2, Ref +5, Will +5

Offense:
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
 

Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +1; CMB +2; CMD 10
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth
(Knowledge (Arcana) +0, Knowledge (History) +0, Knowledge (Local) +0, Knolwdge (Nature) +0, Knolwedge (Planes) +0, Linguistics +0, Spelcraft +0)

• Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
• Int: The familiar's Intelligence score.
• Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
• Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.







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