Edit: replacing my old post with character sheets, for convenience.
Reve Thaw
Elven Magic-User/Thief (Elf Wizard 5)
Picture:
![Image](http://1.bp.blogspot.com/_EY-TLvKIDbU/S1ZUvNOUaxI/AAAAAAAABVo/jKvAQYPMuV0/s1600/talarasblessing-111901.jpg)
(minus the horns)
Description:
Reve and Felf hail from a distant land, although they won’t tell you which one (spoiler alert: it's Nidal). They left home more than a hundred years ago, when Reve was just reaching adulthood. Felf was still a child. It’s been so long that Felf now remembers Reve’s stories of their homeland more clearly than the place itself.
They did not flee their home voluntarily, and they have been hunted, on and off, since their departure. In the intervening century or so, they have wandered through many lands, always keeping their distance from their former home. However, Reve's interest in ancient Thassilon draws her back to nearby Varisia and its attendant dangers with some frequency.
Reve was always weak, but brilliant, and though she took care of Felf in the early days, the younger elf soon began to do a greater share of the mundane tasks, and to carry a greater portion of their mutual supplies. This left Reve free to pursue her studies of magic, particularly the ancient magic traditions of the Thassilonians. Reve soon came to depend on her magic, and on Felf, more and more.
She did, however, lead the two on numerous expeditions to caves and ruins, rumored to hold more secrets of that ancient empire. It seems her purpose in doing so goes beyond the mere study of their methods, though she has spoken only to Felf about what connection their search bears to their original escape.
Basic Stats:
Str 6
Dex 16
Con 10
Int 22
Wis 12
Cha 8
AC 13 (13 Touch, 10 Flat Footed)
Fort +1, Ref +4, Will +5
BAB +2
CMB/CMD: +0/+3
Initiative +3
Hit Points: 24/24
Speed: 30
Size: Medium
Type: Humanoid (Elf)
Racial Abilities, Feats and Traits:
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.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.
Feats:
Scribe Scroll (wizard bonus feat)
Leadership (level 3 selected feat)
Breadth of Experience (level 5 selected feat)
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Fast Study (level 5 wizard discovery)
Benefit: Normally, a Wizard spends 1 hour preparing all of her spells for the day, or proportionately less if she only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.
Additional Traits (level 1 selected feat)
Benefit: You gain two character traits of your choice (for a total of four).
Trait 1: Exiles
Reve and Felf did not leave their homeland on good terms, and as a result, they’ve learned to watch their backs at all times. They each gain a +1 trait bonus to Perception, and it is always a class skill for them.
Trait 2: Hunted/Hunters
Reve and Felf have more experience being hunted than they’d like, but they’ve learned how to get away safely, and how to ambush those who come after them. They each gain a +1 trait bonus to Stealth, and it is always a class skill for them.
Trait 3: Ruin Delver
Reve’s obsession with the Ancient Thassilonians has led her into all manner of decrepit and dangerous ruins. As a result, she is quite familiar with many sorts of traps, locks, and other mechanical obstacles that endure to this day. She gains a +1 trait bonus to Disable Device, and it is always a class skill for her.
Trait 4: Sacred Touch
Reve was exposed to a potent source of positive energy as a child. She doesn’t like to talk about it. As a standard action, she can automatically stabilize a dying creature merely by touching it.
Skills and Languages:
+16 Knowledge: Arcana (5 ranks)
+12 Knowledge: all others (1 rank each, 9 ranks total)
+10 Linguistics* (1 rank)
+14 Spellcraft (5 ranks)
+12 Perception (5 ranks)
+14 Disable Device (5 ranks) (Masterwork Thieves' Tools)
+12 Stealth (5 ranks)
+6 Sense Motive (5 ranks)
+6 Heal (3 ranks) (Healer's Kit)
+10 Craft (Alchemy) (1 rank)
+10 Appraise (1 rank)
+0 Perform: Flute (1 rank)
+4 Ride (1 ranks)
+3 Profession: All (0 ranks, can make untrained checks)
*Also grants one extra known language, for a total of 6 extra
Languages spoken:
Common, Elven, Sylvan, Varisian, Osiriani, and Kelish, plus Shadowtongue, and some proficiency with Ancient Thassilonian.
Spellbook
Thassilonian Specialist: Sloth (Conjuration)
Cantrips:
(Traveling Spellbook)
Acid Splash
Arcane Mark
Bleed
Daze
Detect Magic
Detect Poison
Disrupt Undead
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Read Magic
Resistance
Touch of Fatigue
Bonus: Penumbra
(Compact Spellbook)
Detect Magic
Mage Hand
Message
Open/Close
Prestidigitation
Read Magic
First level spells:
(Traveling Spellbook)
Ant Haul
Charm Person
Comprehend Languages
Endure Elements
Enlarge Person
Featherfall
Grease
Identify
Infernal Healing
Keep Watch
Mage Armor
Magic Weapon
Mount
Protection from Alignment (or is this 4 separate spells?)
Sleep
Unseen Servant
Bonus: Crafter's Fortune
(Compact Spellbook)
Enlarge Person
Grease
Infernal Healing
Second level spells:
(Traveling Spellbook)
Detect Thoughts
Levitate
Make Whole
Resist Energy
See Invisibility
Web
(Compact Spellbook)
Create Pit
Fog Cloud
Glitterdust
Resist Energy
Web
Third level spells:
(Traveling Spellbook)
none
(Compact Spellbook)
Haste
Stinking Cloud
Fly
Prepared Spells:
Cantrips:
Detect Magic
Detect Poison
Mage Hand
Prestidigitation
First level spells: (DC 17)
Enlarge Person (0/2 cast)
Feather Fall (0/1 cast)
Grease (0/2 cast, specialist slot)
two open slots (1 minute to fill) (0/2 cast)
Second level spells: (DC 18)
Web (0/1 cast)
Resist Energy (0/1 cast)
Glitterdust (0/2 cast, specialist slot)
two open slots (1 minute to fill) (0/2 cast)
Third level spells: (DC 19)
Haste (0/1 cast)
Stinking Cloud (0/2 cast)
one open slot (1 minute to fill) (0/1 cast)
Equipment:
one explorer’s outfit:
sturdy boots, breeches, leather overtunic, a belt, a shirt, gloves, a cloak, a scarf, and a hat
sanctified ring (one of a matched pair)
one dagger with wrist sheath
one dagger worn at the waist
Masterwork thieves' tools
Spell Component pouch
several belt pouches
one small steel mirror
compass, signal whistle
10' pole (used as a walking stick)
Handy Haversack, containing:
4 waterskins
trail rations (24 days' worth)
oil (5 flasks)
silk rope (four 50' coils; one knotted)
bedroll, blanket, canvas tarp
Assorted clothing (total of 2 cold weather outfits, 2 hot weather outfits, various individual shirts, trousers, dresses, etc)
map case, paper, parchment, chalk, charcoal, vial for holding ink, ink pen, spare pen nibs, small container of pigment for making ink, tiny knife for cutting quills into pens, blotter, small ruler, several journals
sack, waterproof bag, flask
bag of caltrops, bag of marbles, bag of flour (3)
merchant’s scale and weights, abacus
flint and steel, measuring cord (10'), magnet, sewing needles, thread
soap, washcloth, sponge, comb, hairbrush, scissors, nail file, toothbrushes
scented candles (insectbane)
night tea (~2 months’ supply)
mess kit
flute
healer’s kit (10 uses)
extra spell component pouch
alchemical glue (2), acid (2), tindertwigs (10), smokesticks (2), tanglefoot bags (4)
one traveling spellbook (39/50 pages filled)
one compact spellbook (28/70 pages filled)
Wand of Infernal Healing (12 Charges, 6 used)
Wand of Infernal Healing (50 Charges, 0 used)
Pearl of Power (Level 2)
2 Scrolls of Lesser Planar Binding
Scrolls of Acid Arrow
Scrolls of Protection from Evil (x2), Obscuring Mist (x2), Mount (x2)
The disassembled remnants of a Bronze Thassilonian Sentinel
Varisian map of Artume and environs (and a river chart)
Collapsible crossbow and bolts (possibly poisoned)
Feather Token, Boat
money:
~100 gp in coins/rubies
Character notes:
Substitutions made:
Arcane Bond for Trapfinding and 4 skills/level
Elven Low Light Vision for Darkvision
Elven Weapon Familiarity for Arcane Focus
Initial Stats:
Str 7
Dex 15
Con 13
Int 18
Wis 11
Cha 7
Modified with +2 Int, +2 Dex, -2 Con for Elf,
+1 Int/Wis/Cha, -1 Str/Dex/Con for middle age
Level 4 ability point to Int
hit points rolled for levels: 2, 3, 5, 3
Favored Class: Wizard (+1 hp chosen each level)
Felf (hench-elf)
Elf Fighter 3
Picture:
![Image](http://1.bp.blogspot.com/_EY-TLvKIDbU/S1ZUvNOUaxI/AAAAAAAABVo/jKvAQYPMuV0/s1600/talarasblessing-111901.jpg)
(minus the horns)
Description: see Description, Reve Thaw
Basic Stats:
Str 14
Dex 14
Con 10
Int 12
Wis 10
Cha 8
AC 25 (13 Touch, 23 Flat Footed) (10 base, 8 armor, 4 shield, 2 dex, 1 ring)
Fort +3, Ref +3, Will +1 (+1 vs fear)
BAB +3
CMB/CMD: +5/+7
Initiative +3
Hit Points: 30/30
Speed: 30
Size: Medium
Type: Humanoid (Elf)
Hit points rolled: 9, 8
Favored Class: fighter (+1 hp/level)
Combat Quick Reference
Normal Size:
AC 25 (13 Touch, 23 Flat Footed)
attacks:
Longsword: +5 to hit, d8+2 damage, 19-20x2
+1 Shortsword: +6 to hit, d6+3 damage, 19-20x2
Dagger (special materials): +5 to hit, 1d4+2 damage, 19-20x2
Spiked Gauntlet: +5 to hit, 1d4+2 damage, 20x2
Sling: +5 to hit, 1d4+2 damage (1d4+1 with rocks) 20x2
CMB/CMD: +5/+7
Attacks of Opportunity: 3/round
Uses: normal attack, Stand Still (CMB check to stop enemy movement, used any time monsters try to move past her), Bodyguard (Aid Another for +2 AC to adjacent ally, provoked by enemy attacking that ally)
Enlarged:
AC 23 (11 Touch, 22 Flat Footed)
10' reach
attacks:
Longsword: +5 to hit, 2d6+3 damage, 19-20x2
+1 Shortsword: +6 to hit, d8+4 damage, 19-20x2
Dagger (special materials): +5 to hit, 1d6+3 damage, 19-20x2
Spiked Gauntlet: +6 to hit, 1d6+3 damage, 20x2
Sling: +3 to hit, 1d4+3 damage (1d4+2 with rocks), 20x2
CMB/CMD: +7/+8
Attacks of Opportunity: as above, but now with 10' reach.
Racial Abilities, Feats and Traits:
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.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
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.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.
Feats:
Combat Reflexes (level 1 fighter bonus feat)
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus (2, for 3 total). With this feat, you may also make attacks of opportunity while flat-footed.
Stand Still (level 1 selected feat)
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.
Bodyguard (level 2 fighter bonus feat)
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
In Harm’s Way (level 3 selected feat)
Benefit: While using the aid another action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.
Bravery
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor.
Trait 1: Exiles
Reve and Felf did not leave their homeland on good terms, and as a result, they’ve learned to watch their backs at all times. They each gain a +1 trait bonus to Perception, and it is always a class skill for them.
Trait 2: Hunted/Hunters
Reve and Felf have more experience being hunted than they’d like, but they’ve learned how to get away safely, and how to ambush those who come after them. They each gain a +1 trait bonus to Stealth, and it is always a class skill for them.
Skills and Languages:
+5 Survival (2 ranks)
+9 Perception (3 ranks)
+5 Stealth (1 rank) (+4 with shield, +7 with no armor)
+4 Climb (1 rank) (+3 with shield, +6 with no armor)
+4 Swim (1 rank) (+3 with shield, +6 with no armor)
+4 Ride (1 rank) (+3 with shield, +6 with no armor)
Languages: Common, Elven, and Sylvan, plus Shadowtongue
Equipment:
+2 Breastplate (note: Masterwork, Armor Training: ACP -2, MDB +4, Speed 30)
+2 Heavy Steel Shield
+1 Short Sword
Ring of Protection +1
Longsword
Club
Spiked Gauntlet
Handaxe
Dagger, Alchemical Silver
Dagger, Cold Iron
Sling (w/10 bullets)
Heavy Crossbow, with bolts
Potion of Cure Light Wounds
Potion of Enlarge Person
one explorer’s outfit:
sturdy boots, breeches, a belt, a shirt, gloves, a cloak, a scarf, and a hat
sanctified ring (one of a matched pair)
Backpack (masterwork), belt pouch, 2 sacks, flask
1 bedroll, 1 blanket, 1 waterskin
cooking kit, mess kit, 2 clay mugs, teakettle
flint and steel, compass, measuring cord (10'), magnet, signal whistle
hammer, saw, drill, crowbar, shovel, chisel, file, knife, awl, block and tackle
silk rope (50'), twine (2x50'), string (2x50')
pitons (10), grappling hook
sewing needles, thread
a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures)
whetstone, oil (1 flask, for equipment), small cloth, extra bits of leather, other necessaries for equipment repairs in the field
candles
night tea (~1 month’s supply)
trail rations (4 day’s worth)
Loot!
none at the moment
Notes of future purchases to make:
Oils of: Bless Weapon, Shillelagh, Prot Evil, CLW, etc. More Enlarges. Silversheen weapon (elven blade?). More alchemicals. +int headband, at some point (also, 2nd haversack or muleback cords. Probably the Cords, armor is heavy too. Eventually, cloaks of resistance and a blessed book). Nets? Create Water/other divine stuff? 1st lvl Scrolls to craft: prot evil, mount, comp lang, endure elements, identify, keep watch, obscuring mist, etc. Level 2 scrolls: see invis, levitate, resist energy. Also, craft more alchemical stuff: antitoxin, antiplague, smelling salts, various damage effects, etc.