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Carys Heylyn's page

152 posts. Alias of Juulz.


Full Name

Carys Heylyn

Race

Human

Classes/Levels

3rd Level Wizard

Gender

Female

Size

Medium

Age

25

Alignment

NG

Location

Snyderhelm

Languages

Celestial, Common, Draconic, Elven, Gnome, Hafling, Sylvan, Goblin

Occupation

Wizard

Strength 10
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 15
Charisma 12

About Carys Heylyn

HP: 13
Current HP: 13

Initiative: +1

AC: 12
(touch 12, Flat-footed 11)
XP: 3830/1300

Hero Points 2

saves:

Fort: 2 (CON) + 1= 2
Ref: 4 (DEX) + 1 + 2(familiar)= 4 (-2 if Familiar is more than a mile away)
Will: 5 2(WIS) + 3 = 5
Resist fire 5

Skills:

Acrobatics: +1
Appraise: +4
Bluff: +1
Climb: +0
Diplomacy: +1
Escape Artist: +1
Fly: +1
Handle Animal: +2
Heal: +2
Intimidate: +1
Knowledge: Arcana +8
Knowledge: Dungeoneering +8
Knowledge: Local +8
Knowledge: Nature +8
Knowledge: Religion +8
Linguistics +9
Perception +4 (+2 if familar w/i arms reach)
Ride: +1
Sense Motive: +2 (+2 if familiar w/i arms reach)
Spellcraft +8
Stealth: +1
Survival: +2
Use Magical Device +3

Spells:

Spell Schools: Abjuration

Forbidden School:Necromancy & Conjuration

Level 2: (2/day)

Level 1: (3/day)[/b]
[b]Endure Elements:
Standard Action 24HR duration A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Shield:x "en faajier til enfoldig en faajier for din suujorvn" celestial "May Pharasma grant protection to her followers" Standard range: me. Lasts 1min/level Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Sleep: en faajier til enfoldig en faajier for din suujorvn" chanted "A feather for the simple-minded, a feather for your bed" (DC 15) 1 round Range: 100ft + 10ft/level. Duration: 1min/level. Will negates. A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Level 0(5): at Will
Detect Magic:Standard action. Range 60 ft cone You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

Prestidigitation: Standard 10ft. Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.

Ray of Frost: celestial "en iss sværed til en iss saajæl" "An ice sword for an ice soul" Standard Action. Range: 25 + 5ft/2 levelsA ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Resistance: Standard Action. Creature Touched. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Daze: Standard Action. Close 25 + 5ft/wlevels. 1 humanoid creature of 4hd or less. Spell clouds the mind of the creature and is dazed for 1 round (no actions, but no penalty to AC).

Protective Ward (SU):
7x/day
Create 10' radius field granting allies +1 (+1 / 5 levels) AC bonus for 4 rounds.

Empathic Link with Familiar (Su): You have an empathic link with your Arcane Familiar
Share Spells with Familiar: Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Melee:

Spd 30 ft.
BAB: +1
CMB:+1
CMD":+12
Quarterstaff: +1 (1d6/20/x2) and
Unarmed Strike: +1 (1d3/20/x2)

[spoiler=feats]

Bouncing Spell:Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Combat Casting: Combat Casting +4 to Concentration checks to cast while on the defensive.
Scribe Scroll,

languages:

Celestial,
Common,
Draconic,
Elven,
Gnome,
Halfling
goblin

Gear:

Backpack,
Bedroll,
Blanket,
Flint and steel,
Holy symbol, wooden: Pharasma,
Ink (1 oz. vial, black),
Inkpen,
Spell component pouch,
wizard's Spellbook,
Goblin/Elven Spell Book
Everburning Torch
+1 Bracers of Armor

Book Knowledge:

The book was originally in Elven, and had very powerful wizard owners.
Snizzet, the goblin, was using the book as a diary over the original Elven and more recent gnomish writings
"CODEX ARCANUM REX XVII." Book title
"MYSTERIES of PYTAGOREA THE LESSER" chapter 1. and contains what appear to be illustrations of the sun and stars. Fire features prominently throughout all of the visible illustrations, and is always accompanied by a cloaked figure who is studying a stark black box. The gnomish scribbling which catches your eye is near one such illustration, the fire and the figure, near the box, are encircling a triangular geometrical figure. The figure seems familiar. Near the illustration, in gnomish, are instructions, clearly scribblings of a gnomish apprentice, on how to remember spells. If you use this book as your spellbook, you may unlock its mysteries. By reading it when possible, and by using it in battle, you may just uncover some interesting things. The first revelation, gained by reading the gnomish in the margins of chapter 1, is an additional 0-level spell per day, as long as this is your spellbook.

As the shimmer settles on her companions, Carys is surprised to feel the book leave her hands and watches it levitate in mid-air. Its pages flip quickly and then stop, hovering in front of her, a brief portion of text on the left page illuminated and shining like a torch. Text reads in Elven: perfer et obdura; dolor hic tibi proderit olim. Be patient and tough; some day this pain will be useful to you.

You seem to remember reading about ancient spellbooks which were...hmmm...something. They were crafted by...uh...someone...and possessed the ability to aid the spellcaster by suggesting spells for any occasion...or something like that. Maybe that was just a story.

The book flashes with a brilliant radiance, showering sparks throughout the room, and two pulses of light wash over the hastily-assembled band of newly-aquainted friends. After the light dissipates, the book slams shut and falls to the ground, where Carys now lies, unconscious. Mass cure light wounds CL 5

*This is on a crossroads where there is a mysterious noise down one passageway*
The book in your hands flips closed violently from where you were studying it. When you reopen it, all of the pages and chapters have rearranged themselves. They are all still there, but just in a different order. You notice nothing else strange about it.

Backstory:

Carys, born several towns away from Snyderhelm, first learned of her affinity for magic when she was a teenager. Wizard Channing was passing through town looking for gifted children who were interested in magic. Carys showed promise and the wizard invited Carys, along with several other towns children, to attend a month long wizard training camp. Throughout the camp, Channing took great interest in Carys and her talents. She showed much more talent than any other student in attendance. Channing believed that fate brought him to this town and led him to find Carys. He often spoke of the god Pharasma and that he was a guiding light to the inevitable events in life. At the end of the training, Wizard Channing invited Carys to attend the full wizard training school a few towns on the other side of Snyderholm. Yet Carys' was needed at home to care for her younger brotehr and sister since her mother was dead. Her family also did not have the extra money to send her to a private wizarding school.

Following Channing's example, Carys believed that it was fate that made her stay those long years at home instead of training to be a wizard. Although this did not make the time easier, it did give Carys some comfort knowing that fate could intervene at any time and grant her new opportunities. Carys, however, decided not to remain idle and practiced what little magic she was taught by Channing as well as search out and learn new forms of magic. She obtained a wizard's book as Channing suggested and took copious notes on the forms and instructions for what spells she heard and learned about.

As fate would have it, Carys' father uncovered a plot to frame and dishonor a local magistrate. Through his quick thinking and actions, the magistrate was saved the undue disgrace and those responsible were brought to justice. The magistrate insisted that Carys' father take a position as one of his personal advisors. This included a huge raise that made it possible for Carys to leave her family in order to pursue her own interests.

She began her quest by seeking out Channing and his school through way of Snyderholm. In Snyderholm, Carys joined a small caravan heading through the mountains to the next town.

turn:
Turn 1: Begin protection (1/min duration)