Eldrion Quicksilver

Human Wizard 13/ Archmage 4 (Battle Ready) d20 d100


NG Medium Humanoid (human)
Init +8 ; Senses Listen +1, Spot +1
Languages Common, Draconic, Sylvan (permanent tongues)
AC 36, touch 23, ff 32, 30% miss chance
hp 111, Temp 150 (17 HD)DR 10/adamantine
Fort +11 Ref +14 Will +15
Speed 60ft.
Melee +2 haste quarterstaff +15 / +15 / +10 ( 1d6+3 ) or
Ranged mwk crossbow, heavy 1d20+14 |+14] ( 1d10+0 ) or
Melee mwk dagger +14 / 1d20+9+9 ( 1d4 ) or
Melee Touch attack +16 (varies) or
Ranged Touch attack +16 (varies) or
Base Atk +8, Grp +9
Attack Options
Special Actions Arcane fire, Craft Wondrous Items, Craft Wand, Mastery of Counterspelling, Mastery of Elements, Mastery of Shaping
Combat Gear Potion of cure serious wounds 3d8+5 , eternal wand of magic missle (2/day, cl 1) 1d4 , potion of barksin (+5), potion of bear's endurance (cl 0), potion of bull's strength (cl 3), potion of cat's grace (cl 3), potion of haste, potion of magic fang , greater (+4), potion of shield of faith (+4), scroll of mage armor (+4) (cl1), scroll of sheild(+4) (cl1)
Wizard Spells 4/6/6/6/5/5/4/3/1/0 DC 17+ spell level, CL 17 (+2 vs SR), +2 vs Evocation
9th - none
8th - Dominate Monster
7th - Banishment, spell turning, planeshift
6th - Circle of death, maximize fireball, chain lightning, greater dispel magic
5th - Dismissal, cloudkill, hold monster, cone of cold, dominate person
4th - Black tentacles, polymorph, stoneskin, wall of fire, phantasmal killer
3rd - Stinking Cloud, dispel magic, blindness/deafness, fireball, displacement, hold person
2nd - Glitterdust, scorching ray (3 rays 4d6 ), blindness/deafness, blur, ghoul touch, touch of idiocy
1st - Magic Missile, color spray, grease, magic missle, sleep, shield
Cantrips - Minor illusion, prestidigitation, daze, light
Abilities Str 13 Dex 18 Con 19 Int 25 Wis 12 Cha 10
Feats Craft WandB, Craft Wondrous ItemsB, Greater Spell focus (evocation), Greater Spell Penetration, Improved Familiar, Improved Initiative, Insightful Reflexes, Scribe ScrollB, Spell Focus (evocation), Spell Penetration, Weapon Focus (touch attack)
SkillsConcentration +18, Craft (alchemy) +12, Decipher Script +9, Knowledge (arcana) +24, Knowledge (dungeon) +18, Knowledge (geography) +17, Knowledge (history) +18, Knowledge (local) +14, Knowledge (the planes) +25, Spellcraft +27
Equipment Staff of Power, mwk heavy crossbow heavy, mwk dagger, amulet of natural armor +2, ring of protection +2, headband of intellect +6, gloves of dexterity +2, bracers of armor +4, amulet of health +4, 4pp, 19157.04g (banked)
  Mastery of Counterspelling
When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.   Mastery of Elements
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.   Mastery of Shaping
The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.   Spell Power
This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.   Staff of Power (34 charges)
The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smooth. It has the following powers:   Magic missile (1 charge)
Ray of enfeeblement (heightened to 5th level) (1 charge)
Continual flame (1 charge)
Levitate (1 charge)
Lightning bolt (heightened to 5th level) (1 charge)
Fireball (heightened to 5th level) (1 charge)
Cone of cold (2 charges)
Hold monster (2 charges)
Wall of force (in a 10-ft.-diameter hemisphere around the caster only) (2 charges)
Globe of invulnerability (2 charges)
  The wielder of a staff of power gains a +2 luck bonus to AC and saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (×3 on a critical hit) for 1 round.   A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot radius. All within 2 squares of the broken staff take points of damage equal to 8 × the number of charges in the staff, those 3 or 4 squares away take 6 × the number of charges in damage, and those 5 or 6 squares distant take 4 × the number of charges in damage. All those affected can make DC 17 Reflex saves to reduce the damage by half.   The character breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy destroys him. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.   After all charges are used up from the staff, it remains a +2 quarterstaff. (Once empty of charges, it cannot be used for a retributive strike.)

Lumina 1d20 d20 d100

NG Tiny Dragon
Init 1d20+2 ; Senses Listen +6, Spot +6
Languages Common, Sylvan, Telepathy 60ft., Blindsense 60ft.
AC 25 (+2 size, +2 Dex, +11 natural), touch 14, flat-footed 16
hp 55 (13 HD)
Fort +6 Ref +5 Will +14
Speed 15 ft. (3 squares), fly 60 ft. (good)
Melee Sting +12 ( 1d3-2 plus poison) and bite +7 melee (1)
Base Atk +8, Grp -8
Space /Reach 2½ ft./0 ft. (5 ft. with tail)
Attack Options Deliever touch spells
Special Actions Empathic link, share spells, speak with master
Abilities Str 10 Dex 13 Con 14 Int 12 Wis 15 Cha 8
Feats Alertness, Improved EvasionB, Weapon FinesseB
Skills Consentration +15, Craft (alchemy) +6, Desipher Script +3, Diplomacy +2, Hide +20 (+24 in forests or overgrown areas), Knowledge (arcana) +18, Knowledge (dungeon) +12, Knowledge (geography) +11, Knowledge (history) +12, Knowledge (local) +8, Knowledge (the planes) +19, Listen +9, Search +6, Sense Motive +7, Spellcraft +21, Spot +9, Survival +1 (+3 following tracks)
  Poison (Ex)
Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.   Blindsense (Ex)
A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.   Telepathy (Su)
Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.   Skills
Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.   Alertness (Ex)
While a familiar is within arm’s reach, the master gains the Alertness feat.   Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.   Share Spells
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.   If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.   A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).   Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.   Because of this empathic link, the master has the same connection to an item or place that his familiar does.   Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.   Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
In the heart of the bustling metropolis of Epoch, the enigmatic wizard Eldrion Quicksilver weaves his arcane mastery. Cloaked in robes that shimmer like moonlit silk, Eldrion is a figure of both mystery and reverence among the magical elite. His piercing blue eyes hold the wisdom of ages and shine magically due to the permenant arcane sight spell, and a silver circlet rests upon his brow, marking his status as a master of the arcane arts.     Eldrion's arrival in Epoch remains a tale whispered in scholarly circles. Some say he emerged from the mythical city of Arcanum, hidden within the ethereal planes. Others claim he traveled through time itself, stepping into Epoch from an era unknown. Regardless of his origin, Eldrion quickly ascended to prominence within the city's magical hierarchy.   At his side is a diminutive companion, a pseudodragon named Lumina. Her scales glitter with an ethereal glow, reflecting the magical energies that surround her master. Eldrion found Lumina during his explorations of the Feywild, and since then, she has become an extension of his magical prowess.   Eldrion's tower, a spire of enchanted crystal, stands as a testament to his mastery. It is said that the tower exists both within Epoch and in an extradimensional space, accessible only through Eldrion's will. Those who have glimpsed its interior speak of floating libraries, rooms filled with the echoes of ancient spells, and a celestial observatory that peers into the very fabric of reality.   While Eldrion Quicksilver maintains an air of aloofness, his contributions to the magical community are undeniable. He has deciphered cryptic scrolls from epochs past, discovered lost spells thought to be mere legends, and even negotiated with extraplanar beings to unravel the secrets of the multiverse. As the shadows of mystery envelope him, Eldrion remains a luminary in the dazzling tapestry of Epoch's magical elite.

Mental characteristics

Morality & Philosophy

General Behavior and Beliefs

  As a Lawful Good character, Eldrion is driven by a strong sense of moral duty, personal responsibility, and the belief that justice and order are the best safeguards against evil. While immensely powerful and intelligent, he does not seek control or domination. Instead, he believes in using his abilities to uplift others and prevent greater evils. His faith in Otto, a cleric of Pelor, strengthens this resolve—Pelor's light is both literal and metaphorical guidance for Eldrion, who once strayed from his path by helping Malachi.   Eldrion believes the Bastion is more than a city—it is a convergence of potential that could be either salvation or ruin. He helped open the gate for ascension with noble intentions, but fears it may have enabled darker forces. His creation of Malachi’s clone, though meant as a scholarly challenge and act of curiosity, resulted in great harm. He now seeks atonement not only for his past error, but to prevent future tragedies.

Personality Characteristics

Motivation

Motivations (Based on Alignment and Beliefs) Atonement for Past Mistakes: Eldrion's central drive is to make amends for enabling Malachi’s rise. This isn't self-flagellation, but a calculated and disciplined mission to right the wrong. He sees Otto as a symbol of moral clarity and believes that following him is part of his penance and path to redemption.   Safeguarding the Bastion: Though he opened the gate, he now believes something sinister lies beneath the city's resurgence. He is not paranoid, but his insight and arcane foresight suggest a darker undercurrent. His goal is to uncover and neutralize this threat before it consumes the city.   Mentorship and Guidance: Eldrion sees the younger generation—Otto, Tama, and Quinn —as the new stewards of the world. He takes on a quiet mentorship role, offering knowledge and arcane assistance without overshadowing them. He respects their choices and autonomy.   Restoring Trust in Magic: After the fallout of his clone work, Eldrion wants to restore public and moral trust in arcane power. He supports lawful structures for magical education, enforcement, and regulation, believing unchecked magic leads to disaster.
Age
Unknown
Children
Height
6'
Weight
176 lbs
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