Spells Per Day
1st: 3+2 = 5
2nd: 2+2 = 4
Will +4+3 = 7
Fortitude +1 - 1 = 0
Reflex +1+1 = 2
Attack
Close 0
Range +3
Appraise
Craft: Alchemy 4+3+1 = 8
Fly
Knowledges:
Arcana 4+3+5 = 12
Geography 4+3+5 = 12
History 1+3+5+1 = 10
Local 4+3+5+1 = 13
Nature 4+3+5+2+1 =15
Nobility 1+3+5 = 9
Planes 4+3+5 = 12
Religion 4+3+5 = 12
Language 4+3+5 = 12
Perception 4+0+3+2 = 9
Spellcraft 4+3+5 = 12
Survival 4+0+3+1 = 8
7 Strength -2
12 Dexterity +1
10 Constitution -
20 Intelligence +5
16 Wisdom +3
10 Charisma -
Companions:
Lars: Dead
Holden: Dead
Wren:
Shea: Dead
Lawrence: Annoying
Grub:
Screetch: Dead
Jan: Dead
Merci:Dead
William:
Krum:
Kumar:Dead
Bruce: Left at the De Lon estate.
Festus:
Mari:
Lars, Shea, Screetch, Holden, Merci, Kumar have died in an accident caused by Allec when attempting to harness the power of a magic ROD.
Hrotha: The elves own word for the woodland kind.
Cal Ratha: The high elves where Eliador was born,
Eliador:
A High Elf (Cal Ratha), raised the by Hrotha, or Wood Elves. Eliador was trained to be a wizard before setting out into the decaying realms of man to further his knowledge of magic and the world.
Traits:
Ancient Explorer:
You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.
Gifted Adept: (Magic Missile)
Pick one spell when you choose this trait. Whenever you cast that spell, its effects manifest at +1 caster level.
Equipment
Walking Staff
Scroll of Clairvoyance
Bed Roll (5lbs)
Blanket (3lbs)
Rope 100’ Silk (10lbs)
Spell Book (4lbs)
20 pages of rice paper
Ink
Inkpen(quill)
Backpack, common
Waterskin
Scroll Case 2 (1 lbs)
Bottle (1lb)
Sack
Explorer’s Outfit:
Belt
Tunic
Cloak
Gloves
Boots
Wide Brimmed Rain Hat
Cleats
Salt (9lbs)
4 Jars of preserves
Thieves Ledger
Feats
Spell Focus: Void
Craft Wondrous Items
Memorized:
Cutting Flame, Cutting Flame, O,O,O
Subduing Ray, O, Web, Scorching Ray
1st Level Spells:
Shield, True Strike, Gravity Bow, Floating Disk, Mage Armor, Mount, Detect Secret Doors, Charm Person, Magic Missile, Blend, Enlarge Person, Ant Haul, Alarm, Cutting Flame, Escape Grapple
Escape Grapple:
http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/e/escape-grapple
Cutting Flame:
http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/c/cutting-flame
Floating Disk:
http://www.d20pfsrd.com/magic/all-spells/f/floating-disk
Mage Armor:
http://www.d20pfsrd.com/magic/all-spells/m/mage-armor
True Strike:
http://www.d20pfsrd.com/magic/all-spells/t/true-strike
Mount:
http://www.d20pfsrd.com/magic/all-spells/m/mount
Sheild:
http://www.d20pfsrd.com/magic/all-spells/s/shield
Gravity Bow:
http://www.d20pfsrd.com/magic/all-spells/g/gravity-bow
Charm Person:
http://www.d20pfsrd.com/magic/all-spells/c/charm-person
Detect Secret Doors:
http://www.d20pfsrd.com/magic/all-spells/d/detect-secret-doors
Ant Haul:
http://www.d20pfsrd.com/magic/all-spells/a/ant-haul
Alarm:
http://www.d20pfsrd.com/magic/all-spells/a/alarm
Blend:
http://www.d20pfsrd.com/magic/all-spells/b/blend
Enlarge Person:
http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person
Magic Missile:
http://www.d20pfsrd.com/magic/all-spells/m/magic-missile
2nd Level Spells:
Subduing Ray, Rope Trick, Twilight Knife, Scorching Ray,
Subduing Ray:
http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/s/subduing-ray
Rope Trick:
http://www.d20pfsrd.com/magic/all-spells/r/rope-trick
Twilight Knife:
http://www.d20pfsrd.com/magic/all-spells/t/twilight-knife
Web:
http://www.d20pfsrd.com/magic/all-spells/w/web
Scorching Ray:
http://www.d20pfsrd.com/magic/all-spells/s/scorching-ray
Dimension Hop:
http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/d/dimension-hop
Racial Abilities
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.
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. This racial trait replaces weapon familiarity.
Languages
Elvish, Common, Orcish, Goblin, Draconic, Celestial, Sylvan, Cyclops
Class Abilites
Void Awareness (Su)
Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.
At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.
Reveal Weakness (Su) (8 times a day)
When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Magic Items
Elven Shortsword:
+1 Short Sword, Cold Iron, Protection from evil 1/day as CL5
Wand
Rod/Staff
Great Sword(Lost)
Shield(Lost)
Amulet
Gem
Book (Magical - In Draconic)
The book belongs to a Verath named Cyril. Who is a plane traveler whom may have been hunted while on this plane.
Alchemy equipment
liquid ingredients
and small food stuffs
Found in a carriage that was abandoned on the side of the road.
Calendar.
Day 1: Holocaust
Day 9: Party Members Lost
Day 10: Wren wakes from her magic slumber seemingly to point out a maelstrom over the estate to which we head. We decide to head to the safe house that we found in the ledger of the thieves back at the Giant’s Tomb/Lair. Most of the farms we pass have been desolated. Upon the journey we find a corpse of one of the demons, whom had been killed by the hands of mortals. Investigations find nothing, but Bruce cleanses and the land. William and Allec fallow a trail of vultures to find a troupe of zombies, and they are quickly dispatched. We then had a battle with the zombies where most of the party was wounded heavily. Jan died in the battle.
Day 12: There was a demon hiding on the top a carriage that Grub had discovered after running away from the battle on the previous day. I traded my blood for his cooperation in not killing us or battling us. Allec came across a group of people whom may have been involved in slaying the large demon.