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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
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CON
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Action Points
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Hit Dice
Damage Reduction
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Misc
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Armor Type
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Head
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Ground
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Drag
Saving Throws
Total
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Ability
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Magic
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Misc
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Temp
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FORTITUDE
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REFLEX
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WILL
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RANGED
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Misc Mod
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Weight
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Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
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Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
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2nd
3rd
4th
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9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
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Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
3 GP, 1 SP, 1 CP 1,000 GP
Languages
Description
DESCRIPTION: Lindsey C. Aili'Cal, (4’7” 87 lbs.), is the picture of grace, refinement and classic grey elven beauty. Even though she is small in stature, Lindsey's natural symmetry and fluid athletisim are evident in virtually every move the lass makes. Fine white silks accented with hints of pastel adorn the elf's body and serve to conceal her unusual sharkskin armor, while her green cloak often hides the girl's long bow, quiver and backpack. Wearing an equipment belt and equipped with a variety of smaller weapons and items, this complicated caster is usually seen brandishing a long sword when times get tough. However, when in the city or attending court, Lindsey's attire often features the newest trend in elven fashions accentuated by tasteful jewelry and light honeysuckle perfume. Even though Lindsey may seem to enjoy a good fight at times, the girl’s long pale gold hair, soft violet eyes and everpresent friendly smile are constant reminders of the wizard’s truely good “inner” nature.
Personality
PC PERSONALITY: Lindsey Chill-byte Aili'Cal can often be found sitting near a warm fire with a hot drink in one hand and her elongated cigarette holder in the other. This youthful looking caster might be small for an elf, but she is stubborn, speaks her mind and isn’t at all afraid of the larger races. Sometimes aloof by breeding or appearing emotionally cold, Lindsey does her best to help those who just seem to need a break. The mischievous elven wizard is a talented, bright, humorous and resourceful companion who is extremely loyal to those few that she calls friend. Even though generally good hearted by nature, Lindsey does have her darker moments as she seems to enjoy combat a bit too much and is obviously no stranger to death magic. Thus, if you happen to get on Ms. Chill-byte’s bad side it might be a good idea to watch out for flying stones and the occasional elven curse from this fine lady or even worse. Player’s Personality: As a devoted player of DnD since 1980, I reliably check Mythweavers periodically during the day until late at night since I have the net both at work and home. Posting a minimum of once or twice a day, or more depending on game flow, I try to bring my posts to life by the incorporation of pictures as well as describing my PC's various senses, emotions, and thoughts along with her actions. I refined my writing skills while earning my doctorate in law and also while practicing as an in-house corporate attorney. Most importantly as a team player, I always try to be considerate of other players and the DM so we can all have fun together and enjoy the game.
Character Traits
None Even though very remote, the Aili'Cal tribe has a long history of sending apprentices out into the World; about 1 candidate every 10 years or so. Historically, these young mages are expected to learn all they can by traveling and exploring to increase their knowledge of the world before returning to the tribe. It is through this unusual and time-consuming process that the tribe continues to expand its magical knowledge as well as acquiring an understanding of the ever evolving world. It's a dangerous undertaking and, frankly, some mages never return to the tribe.
Character Flaws
None HOW SHE GOT TO THE ACADEMY: After her selection during the tribe's Solstice Festival, Lindsey first learned the basic ways of transmuter magic as an initiate of the tiny Magic Academy of Ice & Fire in her home valley. It was in this unusual icy climate and isolated atmosphere that she grew up and underwent her initial education and training in the ancient arts. However, pursuant to Aili'Cal tradition, once the young caster had mastered all her lessons at the tribal academy she was sent out to the lowlands to further her studies at the Academ Magicala, which is the center of all higher magic in entire land. Having recently arrived at the centuries' old Academy of Magic in the Kingdom of Kharolis, Lindsey was just glad that she had been able to complete and submit the final paperwork for possible admission into this most prestigious of arcane institutions. It seemed that most of the new apprentices already had their letters of acceptance in hand, but such was not the case for this unexpected late arrival from the distant snowy mountain peaks. Now there was naught to do but wait; thus the stoic transmuter eased herself down in a comfortable chair by the dining hall’s fireplace to warm her icy bones while awaiting the results of her submission for apprenticeship and, with any luck, instructions from her new benefactor.
Contacts / Friends
Friends at home, Mentor Wizard at home, Family at Home. FEATS SPELLCASTING PRODIGY [General] You have an exceptional gift for magic. Benefit: For the purpose of determining bonus spells, treat the ability score that controls your spellcasting (Charisma for bards and sorcerers, Wisdom for divine spellcasters, or Intelligence for wizards) as 2 points higher than its actual value. Special: You can take Spellcasting Prodigy multiple times. Each time you take the feat, it applies to a different spellcasting ability score. You can take this feat even if you don't have any levels in a spellcasting class yet. You may select this feat only as a 1st level character. FIERY BURST [RESERVE] You channel your magical talent into a blast of fire. Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
Enemies
None BACKGROUND: Having just recently entered the world, Lindsey Chill-byte Aili'Cal found it entirely strange when other people questioned the lass about her choices of occupation including the schools of specialty magic and spells. Down right odd indeed, Lindsey thought to herself. It seems as if many of these humanoids are somehow able to pick and choose their calling and also how they wish to develop their magical talents. Such was the complete opposite among the clans of the Aili’Cal tribe. In the tribe, the mages never choose to be casters nor did they choose their magic; in fact it’s the magic that always chooses the wizard. To think it could be otherwise was virtually unimaginable to the maturing grey elf. Such it had always been; and such will it always be for the Aili’Cals. Nestled in a hidden glacial valley high in the snowy mountains, the Chill-byte family had long been well respected members of the remote Aili’Cal tribe. Even though the bulk of this fairly large tribe are artists, musicians, hunters, professionals or craftsmen by trade, a select few serve the clan as religious leaders and arcane casters after the "age of asenscion." Lindsey had a normal childhood. Like all young elven children, she spent the bulk of her youth training with weapons, hunting for the family, refining various practical skills, and pursuing her own educational interests. However, upon every elf’s sixteenth birthday, he or she is required to face the Oracle of Ice and Fire during the clan’s annual Solstice Festival of Pelor. At The first century of a Aili’Cal elf’s life is not mentioned when one refers to his or her age. 116 years of age, each elf of the Aili'Cal tribe reaches their "age of asenscion" requiring them to submit to this magic ritual. What goes on during the Festival is never discussed outside the Aili’Cal’s valley, especially with outsiders. However, the entire process takes seven days to complete with the actual ritual being over with in a mere matter of seconds. After fasting and meditating both in thought and prayer for a week, finally the elven young adults are summoned to walk one-by-one down the “Path of Fire and Ice.” The journey between the roaring magical fire and the freezing shards of arcane ice usually only takes a few seconds to complete and most of the adolescents walk through completely unhindered and unharmed. However, there is always a small percentage of those who fail to complete the journey. Such was the case with Lindsey who was magically drawn into the pit of ice by invisible tentacles of cold arcane power before she could even take her second step forward. While most go free, some are pulled into the fire and some into the ice; but regardless of your personal desires, it’s not your choice, it’s the elements that choose you and your magical focus.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=194995][B][SIZE=+1]Lindsey Chill-byte Aili'Cal[/SIZE][/B][/URL] Female NG Elf Grey Wizard (Transmuter), [B]Level[/B] 3, [B]Init[/B] +3, [B]HP[/B] 18/18, [B]DR[/B] 0, [B]Speed[/B] 30' [B]AC[/B] 16, [B]Touch[/B] 13, [B]Flat-footed[/B] 13, [B]Fort[/B] +3, [B]Ref[/B] +4, [B]Will[/B] +4*, [B]Base Attack Bonus[/B] 1, [B]Power Points[/B] 0/0 [B]Action Points[/B] 0 [B] Long Sword [/B] +3 (1d8+2, 19-20/x2) [B] Long Bow (20 Arrows) [/B] +4 (1d8, x3) [B] Small Wooden Club (Baton) [/B] +3 (1d6+2, x2) [B](Shark teeth = 1d6 Iron Spikes) - (+6 Escape Artist vs. Ropes, etc.) MW Sharkskin Leather [/B], [B] None[/B] (+3 Armor, +3 Dex) [B]Abilities[/B] Str 15, Dex 17, Con 14, Int 19, Wis 13, Cha 14 [B]Condition[/B] Healthy.
Condition and Effects
Additional Information
Healthy. Max Hit Points: (4+2) + (4+2) + (4+2) EXPERIENCE: 3,000 + 10 + 1,000 +
WIZARD ABILITIES IMMEDIATE MAGIC Other than having a single additional spell of each spell level, a specialist wizard functions like any other wizard. Your evoker’s fireball spell deals as much damage as that of a conjurer, diviner, or necromancer, and doesn’t look any different. By taking the immediate magic alternative class feature, you gain a useful trick that sets you apart from other specialists. Though giving up your familiar is a hardship, it means you have one less thing to worry about in a fight. Level: 1st. Replaces: If you select this class feature, you do not gain a familiar. Benefit: You gain a spell-like ability that reflects your chosen school of magic. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half your wizard level (minimum 1st), and the caster level is your wizard level. The save DC (if any) is equal to 10 + 1/2 your wizard level + your Int modifier. This is an extraordinary ability. You can’t activate this ability in response to an attack that you aren’t aware of. For instance, if an invisible rogue strikes at you, you can’t activate urgent shield to gain a bonus to your AC against the attack. All effects last until the start of your next turn unless otherwise noted. The spell-like ability gained depends on your specialty. Sudden Shift (transmutation): You temporarily change your form to grant yourself a climb, fly, or swim speed equal to your current land speed. If you activate this ability during your turn, it lasts until the end of that turn; otherwise it lasts until the end of your next turn.
Other Notes
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MAGIC ITEMS: SPELLSINK SCARAB - (3/3 charges per day) - When take damage from spell, can activate to reduce dam. (1 charge = 2d6; 2 = 3d6; and 3 = 4d6 reduction). (MIC p. 138) SAFE WING EMBLEM - (If fall 10', leather wings glide down land if 180' or less to the ground). (MIC p. 174). BOLT CUTTERS: Can cut through chains, thin metal and iron bars. When used against objects no thicker than 1 inch in diameter, bolt cutters deal 15 points of damage to that item, including any modifier for Strength. (Arms & Equipment p. 21) FLASH PELLET: Tiny brittle object. Thrown as a ranged attack with range increment of 5 feet. When thrown against a hard surface, it bursts with a bright flash of light. All creatures within 5 foot radius of burst must save DC 15 Fortitude or be blinded for 1 round and dazzled for 1 round after that. (Complete Adventurer p. 118). ARROWS: Blunt Arrow: Deal subdual damage with special wooden tip. (Arms & Equipment Guide p. 6) Thunder Arrow: A hit causes no damage, but triggers a Thunderstone attack. A miss is treated the same as a grenade-like weapon. (Arms & Equipment Guide p. 6) Signal Arrow: Arrow emulates a bird call. A successful Wilderness Lore Check (DC 20) allows others to determine whether the sound comes from a bird or another source. They are clumsy in flight imposing -2 circumstance penalty on attack rolls. (Arms & Equipment Guide p. 6) Dragonsbreath Arrow: When fired, the head and shaft ignite with pitch and alchemist fire. As it flies through air, arrow makes low screech. Arrow deals 1 extra point of fire damage when it hits target, and that target must make DC 15 Reflex save or catch on fire. (Races of the Wild p. 166) Serpentstongue Arrow: Used to cut ropes, leather straps and other similiar items. It deals both piercing and slashing damage, and it deals full damage to objects with hardness of 5 or less. (Races of the Wild p. 166) NON PLAYER HANDBOOK 3.5 SPELL DESCRIPTIONS: ANIMALISTIC POWER Transmutation Level: Cleric 2, druid 2, duskblade 2, ranger 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A sparkling nimbus of green light appears around the creature. As the light fades, the creature seems a shade larger and assumes a more animalistic, even feral countenance. You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution. Material Component: A bit of animal fur, feathers, or skin. BLADE of BLOOD Necromancy Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 swift action Range: Touch Target: Weapon touched Duration: 1 round/level or until discharged Saving Throw: None Spell Resistance: No Red blood erupts along the weapon’s blade, bludgeon, or point. The blood drips to spatter in thick, viscous drops upon the ground. This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage (for a total of 3d6 points of extra damage). The weapon loses this property if its wielder drops it or otherwise loses contact with it. KELGORE’S GRAVE MIST Conjuration/Necromancy [Cold] Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft. radius spread, 20 ft. high Duration: 1 round/level Saving Throw: None Spell Resistance: See text With a gesture, you create a cloud of clammy, thin mist. The light in the area seems to dim as the mist appears, and a slight wind washes over the area, sending a chill down your spine. This spell creates a thin mist within the spell’s area. The mist is too thin to have any effect on vision, but the necromantic energy infused within it hampers the living. All living creatures within the mist become fatigued and take 1d6 points of cold damage per round. If the spell fails to overcome a creature’s spell resistance, the subject takes the cold damage but ignores the fatigue. Material Component: A handful of dirt taken from a graveyard or tomb.