Genie Wars: The Legacy of Fire

Melaku Selliulerae

Melaku’s dark green/silver elven eyes, pointed ears and bright white smile mark his dark chocolate features and punctuate lips that are rarely without a story. His shaved head bears a knit black and white hat and he is never without his darkwood staff.

Melaku Selliulerae

Description

Male Garundi Half-Elf Adult (32 yo) of Kelmarane
Wizard (Air Elementalist) 5
Chaotic Good worshipper of Gozreh and Nethys

STR: 10 not the physical type
DEX: 12 graceful in dance and spell casting, he moves with a willowy flexibility
CON: 12 endurance built from honest labor and distant travels
INT: 19 a knack for language and story
WIS: 14 has an almost spiritual insight into the world and his empathy is sincere
CHR: 15 friendly, entertaining, his smile is infectious and he radiates a subtle power

FORT: + 2 hardships may defeat his body but not his mind
REFL: + 2 his elven heritage of limberness and coordination is evident
WILL: + 5 a mind that thinks as flexibly or as focused as needed
+ 2 vs. Enchantment, Immune sleep

Init: + 1 Move: 30 ft.
HD[hp]: 5d6 + 5 / 29
AC: 12 Flat: 11 Touch: 12
Armor: none (Dex + 1, Prowess(defense) +1)
Base Attack: + 2 CMB: + 2 CMD: 13

Melee
+ 3 Darkwood MW Quarterstaff “Tempest” (Dam: 1d6 (+1 cold), Crit: x2, B)
+ 2 Dagger (Dam: 1d4, Crit: 19, S)
+ 2 Melee Touch

Ranged
+ 4 MW Enchanted Light Crossbow (Dam: 1d8, Crit: 19, Range: 80 ft., P)
+ 3 Dagger (Dam: 1d4, Crit: 19, Range: 10 ft., P)
+ 3 Ranged Touch

Feats(2 + 2):® Skill Focus (Linguistics), (B) Scribe Scroll, Lore of the First Language, Master of the First Language, (Bonus) Cosmopolitan, First Language Syntax, (B) Heighten Power Word,

Lore of the First Language
You know enough of the First Language to make yourself understood to any speaking creature.
Benefit: You can make a DC 15 Linguistics check as a free action once per round to communicate a simple concept to a creature that speaks a language without sharing a language with that creature. More complex concepts require a DC 20 or DC 25 Linguistics check (at the GM’s discretion), and generally require a move action to express.
You can also make a DC 15 to DC 25 Linguistics check as a free action to get the general gist of the meaning of any spoken statement, regardless of what language it is in.
Two creatures that both have this feat can communicate freely with each other even if they do not share a common language, though their meaning is impossible for anyone without this feat to understand without the aid of magic.
You can also cast read magic, as a spell-like ability using your total hit dice as your caster level, at will.]

Master of the First Language
You know enough of the First Language to call upon its power spontaneously when spellcasting.
Benefit: You can channel stored spell energy into power word spells you know that you haven’t prepared ahead of time. If you are a preparation spellcaster (such as clerics and wizards) you can “lose” a prepared spell in order to cast any power word spell of the same level or lower.

First Language Syntax
You have learned enough of the basic structure of the First Language to channel more spell energy into power word spells.
Benefit: Increase the hit point maximums in each category of effect of power word spells you cast by +10%. You also gain a +2 bonus to all Bluff, Diplomacy, and Intimidate checks made by speaking.

Heighten Power Word (Metamagic)
You can cast power word spells as if they were a higher level.
Benefit: A heightened power word spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as the ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.
Additionally, increasing the spell level of a power word spell increases the maximum hit points it can affect. For every level increase, the hit point maximum of each effect of the spell increases by +10.

Lang (5 + 3 + 2): Kelish, Elven, Draconic, Abyssal, Infernal, Celestial, Taldane, Osiriani, Polyglot, Ancient Osiriani, Auran, Ignan

Skills(30 + 5 + 1)(Ranks/Bonus): Bluff(5/12), Craft(calligraphy)-(2/10), Diplomacy-(5/13), Fly-(1/8), Intimidate(2/8), Knowledge (arcane)-(5/13), Knowledge (history)-(1/9), Knowledge (nature)-(1/9), Linguistics-(5/16), Perception-(0/4), Perform (oratory) (2/4), Sense Motive (2/4), Spellcraft-(5/13), Survival(0/2)

Abilities: Low-Light Vision, Immune to sleep, (Racial, instead of Multitalented) Arcane Training [use spell trigger/completion(scrolls, staves, wands) as + 1 level], Feather Fall [imm., at will], Lightning Flash [stan., 1d6 + ½ levels plus dazzle 1d4 rounds all within 5 ft. of caster, REF DC 16 7/day], Arcane Bond (quarterstaff), Lore-First Lang.[express concepts to any speaking creature, read magic at will], Master-First Lang.[spontaneous cast any power word spell], Levitate [stan., at will], Fly skill gains + 3,

Magic: CL: 5, Concentration: + 9 * Air Spell
3rd (2 + 1/day) – lightning bolt * x3
2nd (3 + 1 /day) – beneficent breeze *, gust of wind *, invisibility, scorching ray
1st (4 + 1/day) – shocking grasp *, mage armor, ear-piercing scream, magic missile, sleep
0 (4 + 1/day) – detect magic, message *, disrupt undead, ray of frost, ghost sound

Traits: Reclaiming Your Roots (Campaign) – MW darkwood quarterstaff
Ease of Faith (Faith) – + 1 trait to Diplomacy and it is a class skill

Gear: traveler’s outfit (palatinate blue Garundan robe with gold suns and silver moons on a field of small stars on the edges or a black caftan with dense silver ivy bearing gold trefoil leaves), hot weather outfit (white with thin entwined yellow and grey thread on the edges), scarf (bright yellow in the center that fades to wisps into white ends with silver tassels; worn around the waist), spellbook (white hardwood covers carved with the scene of a windblown savannah about to experience a thunderstorm, bound by six rings of bronze and written in Celestial and the First Tongue), travelling book of notes, tales, etc), spell component pouch, scrollcases x6, rice paper x 40 sheets in scroll case, candles x 20, chalk x 5, common lamp, flask of oil x2, pathfinder’s kit, chronicler’s kit, spell scribing materials, wand – summon monster I [CL 5, ch 29], spellbook of all 1st through 3rd necromantic spells from the core rulebook, MW enchanted light crossbow, bolt box,

Chronicler’s Supplies: This bundle contains a map case, 2 vials of ink, 2 inkpens, 10 sheets of paper, 2 blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration. (4 1/2lbs.)]

Pathfinder’s Kit: This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. (22 lbs., -12 if rations and bedroll left on mount)]

On July 06, 2012 at 03:52 PM EAK said: +1 hp or sp or other favored class bonus

Bio

Melaku is the son of a elven traveler and a Garundi woman who tended to the man when he had escaped the dangers of Nex and needed extended care. The half-elven Garundi saw his father off and on as he grew and moved with mother. The deserts and savannahs of eastern Garund were his home and it is here that Melaku found his calling in the emptiness of the environment. The winds of Garund whispered and screamed their secrets to the insightful half-elven boy and he began to sense an affinity the element. A lover of his mother’s taught him about wizardry and in time Melaku taught himself about the power of air elementalism. This man, Razim, also taught Melaku about the First Language and made sure that he knew its closest dialects; Celestial, Infernal and Abyssal. Melaku discovered a natural gift for language and soon picked up enough of the First Tongue to begin to speak basic ideas in it when still technically a child. It was when the mother and child had found themselves in a community called Kelmarane that Melaku first felt the security of community and the power of language in society through story. The boy would tell stories to any who would listen and many in the village drew comfort from the tales.
His elven father often left and returned but the duration of absences became longer as the visits grew shorter. Melaku and his mother were quite used to the arrangement and bore few ill feelings. Indeed, the elven adventurer gifted his son with a black hardwood staff that had been in his family for generations which Melaku treasures still but his last visit was different. The elf had ridden into town in haste and implored Melaku’s mother to flee the village. They had argued in their quiet whispers behind closed doors for hours but sleep took Melaku before discovery and the morning brought chaos.
Melaku never discovered what had forced his mother to change her mind and run frightened and desperate into the desert. He knew his father had stayed behind and presumably been killed but not by what or why. In the years that followed his mother never spoke of what had occurred and the immediacy of struggling to survive pushed other concerns out of mind. Melaku’s mother died soon thereafter and Melaku left with the wind travelling to learn new tales and see where the wind will take him.
Just recently, so many years later, Melaku wandered into Solku and slaves working the nearby hills there traded gossip of opportunity for a few tales to brighten their noontime rest. The winds were fortuitous and in no time Melaku was on a caravan headed towards the unknown.