Quioan Scorchsong (Qik)

===Basic Information===
 Race: Elf
 Class: Wizard (Enhancement) 1
 /Ranger (Guide) 3
 Level: 4
Experience: 7154
 Alignment: Chaotic Good
 Languages: Common, Elven, Draconic, Sylvan
 Deity: TBD (The Dream-Giver)
===Abilities===
STR: 14 +2 (05 pts)
DEX: 20 +5 (13 pts) (+2 racial) (+1 Physical Enhancement)
CON: 10 +0 (02 pts) (-2 racial)
INT: 14 +2 (02 pts) (+2 racial)
WIS: 12 +1 (02 pts)
CHA: 07 -2 (-4 pts)
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
* Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
 (Max-2) HP: 33 = [1d6(6) + CON(0)] (Wizard)
 + [1d10(24) + CON(0) + FC(3)] (Ranger)
 AC: 17 = [10 + DEX (05) + Armor (02) + Shield (00) + Misc (00)]
 AC Touch: 15 = [10 + DEX (05) + Size (00) + Misc (00)]
 AC Flatfooted: 12 = [10 + Armor (02) + Shield (00) + Misc (00)]
 INIT: +05 = [DEX(5) + Misc (0)]
 BAB: +03 = [Wizard(0) + Ranger(3)]
 CMB: +05 = [BAB(3) + STR(2) + Misc (00)]
 CMD: 20 = [10 + BAB(3) + STR(2) + DEX(5) + Misc (00)]
 Fortitude: +03 = [Wizard(0) + Ranger(3) + CON(0)]
 Reflex: +08 = [Wizard(0) + Ranger(3) + DEX(5)]
 Will: +04 = [Wizard(2) + Ranger(1) + WIS(1)]
 Speed: 30'
Damage Reduction: 00/-
Spell Resistance: 00
 Spell Failure: 00
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
Composite Longbow +1 (Str +2): Attack: +9 = [BAB(3) + DEX (5) + Enhancement (1)]
 Damage: 1d8+3, Crit: x3 Range: 110ft
 Special: STR +2, Enhancement +1, PBS +1 to hit 
 and dmg within 30'
 
 Rapier: Attack: +5 = [BAB(3) + STR(2) + Misc(0)]
 Damage: 1d6+2, Crit: 18-20/x2
 Special: Pierce
===Racial Features===
Ability Adjustments: +2 (Int), +2 (Dex), -2 (Con)
 Size: Medium
 Speed: 30'
 Favored Class: Ranger (+2 HP)
 Low-Light Vision: Elves can see twice as far as humans in conditions of 
 dim light.
 Elven Immunities: Elves are immune to magic sleep effects and get a +2 
 racial saving throw bonus against enchantment spells 
 and effects.
 Woodcraft: +1 bonus to Knowledge (Nature) and Survival checks (+2 if 
 in forest terrain).
 Keen Senses: Elves receive a +2 racial bonus on Perception skill 
 checks.
 Weapon Familiarity: Elves are proficient with longbows (including composite 
 longbows), longswords, rapiers, and shortbows (including 
 composite shortbows), and treat any weapon with the word 
 “elven” in its name as a martial weapon.
 Languages: Elves begin play speaking Common and Elven. Elves with 
 high Intelligence scores can choose from the following: 
 Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, 
 and Sylvan.
===Class Features===
Wizard (Transmutation (Enhancement))
Armor/Weapons: Wizards are proficient with the club, dagger, heavy crossbow, 
 light crossbow, and quarterstaff, but not with any type of armor or shield.
Arcane Bond (Bonded Object (amulet)): Wizards who select a bonded object begin 
 play with one at no cost. These objects are always masterwork quality. Must 
 be worn to have effect, while staves, wands, and weapons must be wielded. If 
 a wizard attempts to cast a spell without his bonded object worn or in hand, 
 he must make a concentration check or lose the spell. The DC for this check 
 is equal to 20 + the spell's level. If the object is a ring or amulet, it 
 occupies the ring or neck slot accordingly. A bonded object can be used 
 once per day to cast any one spell that the wizard has in his spellbook and 
 is capable of casting, even if the spell is not prepared. This spell is treated 
 like any other spell cast by the wizard, including casting time, duration, and 
 other effects dependent on the wizard's level. This spell cannot be modified by 
 metamagic feats or other abilities. The bonded object cannot be used to cast spells 
 from the wizard's opposition schools (see arcane school below). A wizard can add 
 additional magic abilities to his bonded object as if he has the required Item 
 Creation Feats and if he meets the level prerequisites of the feat. The magic 
 properties of a bonded object, including any magic abilities added to the object, 
 only function for the wizard who owns it. If a bonded object's owner dies, or the 
 item is replaced, the object reverts to being an ordinary masterwork item of the 
 appropriate type. If a bonded object is damaged, it is restored to full hit points 
 the next time the wizard prepares his spells. If the object of an arcane bond is lost 
 or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp 
 per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to 
 complete. Items replaced in this way do not possess any of the additional enchantments 
 of the previous bonded item. A wizard can designate an existing magic item as his 
 bonded item. This functions in the same way as replacing a lost or destroyed item 
 except that the new magic item retains its abilities while gaining the benefits and 
 drawbacks of becoming a bonded item.
Arcane School (Transmutation (Enhancement)) (Opposed: Necromancy & Enchantment): One extra 
 spell slot/level (excluding cantrips), used for a spell from chosen school. Spells from 
 opposed schools require two spell slots.
Physical Enhancement (Current: +1 Dex): +1 enhancement bonus to one physical ability score 
 (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard 
 levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new 
 ability score when you prepare spells. 
Augment (5/day; lasts 1 round): As a standard action, you can touch a creature and grant it 
 either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to 
 natural armor that stacks with any natural armor the creature might possess. At 10th level, 
 the enhancement bonus to one ability score increases to +4. The natural armor bonus increases 
 by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This 
 augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can 
 use this ability a number of times per day equal to 3 + your Intelligence modifier.
Ranger (Guide)
Armor/Weapons: A ranger is proficient with all simple and martial weapons and with light armor, 
 medium armor, and shields (except tower shields).
 Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or 
 identify tracks.
 Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just 
 like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 
 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. 
 The typical domestic animal has a starting attitude of indifferent, while wild animals are usually 
 unfriendly.
 To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal 
 visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with 
 influencing people, it might take more or less time.
 The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 
 or 2, but he takes a –4 penalty on the check.
Ranger's Focus (1/day): At 1st level, once per day, the guide can focus on a single enemy within line of 
 sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit 
 points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger 
 gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every 
 five levels thereafter, this bonus increases by +2.
 At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.
 This ability replaces favored enemy.
Combat Style: Archery
===Feats===
Point-Blank Shot (1st Level): You get a +1 bonus on attack and damage rolls with
 ranged weapons at ranges of up to 30 feet.
 Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving 
 (Wizard Bonus) throws against spells from the school of magic you 
 select.
 Precise Shot (3rd Level): You can shoot or throw ranged weapons at an opponent 
 engaged in melee without taking the standard –4 
 penalty on your attack roll.
 Rapid Shot (Ranger 2nd 
 Level Combat Feat): When making a full-attack action with a ranged 
 weapon, you can fire one additional time this round. 
 All of your attack rolls take a –2 penalty when using 
 Rapid Shot.
 Endurance (Ranger 3rd 
 Level Bonus): You gain a +4 bonus on the following checks 
 and saves: Swim checks made to resist nonlethal 
 damage from exhaustion; Constitution checks made 
 to continue running; Constitution checks made to 
 avoid nonlethal damage from a forced march; 
 Constitution checks made to hold your breath; 
 Constitution checks made to avoid nonlethal damage 
 from starvation or thirst; Fortitude saves made 
 to avoid nonlethal damage from hot or cold 
 environments; and Fortitude saves made to resist 
 damage from suffocation.
 You may sleep in light or medium armor without
 becoming fatigued.
===Traits===
Magical Knack (Magic): +2 caster level as long as it doesn't exceed class level.
Rich Parents (Social): Raises starting wealth to 900 gp.
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 28 = [Base(2) + INT(2)/Level +FC(0) + Misc(0)] (Wizard)
 + [Base(18) + INT(2)/Level +FC(0) + Misc(0)] (Ranger)
 
Skills Total Rank CS Ability ACP Misc
Acrobatics 05 0 0 5 -0 +0
Appraise 02 0 * 2 +0
Bluff -02 0 0 -2 +0
Climb 06 1 3 2 -0 +0
Craft ( ) 02 0 * 2 +0
Diplomacy -02 0 0 -2 +0
Disable Device 0 0 5 -0 +0
Disguise -02 0 0 -2 +0
Escape Artist 05 0 0 5 -0 +0
Fly 05 0 0 5 -0 +0
Handle Animal 0 * -2 +0
Heal 05 1 3 1 +0
Intimidate -02 0 * -2 +0
Knowledge (Arcana) 08 3 3 2 +0
Knowledge (Dngnrng) 0 * 2 +0
Knowledge (Engnrng) 0 * 2 +0
Knowledge (Geography) 06 1 3 2 +0
Knowledge (History) 0 * 2 +0
Knowledge (Local) 07 2 3 2 +0
Knowledge (Nature) 08 2 3 2 +1 (racial bonus; +2 if in forest)
Knowledge (Nobility) 0 * 2 +0
Knowledge (Planes) 0 * 2 +0
Knowledge (Religion) 06 1 3 2 +0
Linguistics 0 * 2 +0
Perception 10 4 3 1 +2 (racial bonus)
Perform ( ) -02 0 0 -2 +0
Profession ( ) 0 * 1 +0
Ride 09 1 3 5 -0 +0
Sense Motive 01 0 0 1 +0
Sleight of Hand 0 0 5 -0 +0
Spellcraft 09 4 3 2 +0
Stealth 12 4 3 5 -0 +0
Survival 08/09/10 3 3 1 +1/+2/+3(+1 racial bonus [+2 if in forest], +1 Track ability)
Swim 06 1 3 2 -0 +0
Use Magic Device 0 0 -2 +0
===Spell Lists (Known)===
0 Level Level 01 Level 02 Level 03
* Resistance * Mage Armor
* Acid Splash * Enlarge Person
* Detect Magic * Gravity Bow
* Detect Poison * Expeditious Retreat
* Read Magic * Color Spray
* Dancing Lights * Vanish
* Flare * Shield
* Light * Protection from Evil
* Ray of Frost
* Spark
* Ghost Sound
* Mage Hand
* Mending
* Message
* Open/Close
* Arcane Mark
* Prestidigitation 
===Spell Lists (Prepared)===
0 Level Level 01 Level 02 Level 03
* Prestidigitation * Mage Armor
* Detect Magic * Vanish
* Light * Shield
===Equipment===
Equipment Cost Weight
Traveler's Outfit ** **
MWK Amulet (Bonded Object) ** **
Armored Kilt +1 1170 gp 10 lb
Rapier 20 gp 02 lb
MWK Composite Longbow +1 (Str +2) 2600 gp 03 lb
 Arrows (32/40) 03 gp 06 lb
 Cold Iron Arrows (20/20) 02 gp 03 lb
 Blunt Arrows (20/20) 02 gp 03 lb
Spell Components Pouch 05 gp 02 lb
MWK Backpack (Encum. = Str+1) 50 gp 04 lb
 Potion of Cure Light Wounds 50 gp **
 (CL 1) 
 Waterproof Bag 05 sp 0.5 lb
 Wizard's Spellbook 00 gp 03 lb
 (22/100 pgs) 
 Scroll of Summon Monster I gift **
 Bedroll 01 sp 05 lb
 Silk Rope (50 ft) 10 gp 05 lb 
 Sunrod (2) 04 gp 02 lb
 Tindertwig 01 gp **
 Waterskin 01 gp 04 lb
 Fishhook 01 sp **
 Grappling Hook 01 gp 04 lb
 Wandermeal Rations (10) 01 sp 05 lb
 Trail Rations (2) 01 gp 02 lb
 Total Weight: 63.5 lb
 Light Medium Heavy 
Max Weight(normal): 0-58 59-116 117-175 
Max Weight(MWK BP): 0-66 67-133 134-200
===Finances===
PP: 00
GP: 735
SP: 03
CP: 07
Gems/Jewelry/Other:
0000
===Mystic Pearl Visits===
Visit 1: Total Spent: 1031.2
Visit 2: Total Spent: 3820 gp Total Earned: 1602 gp Net Spent: 2218 gp
===Details===
 Size: Medium
 Gender: Male
 Age: 120
 Height: 5'9''
 Weight: 130 lbs
 Hair Color: Brown
 Eye Color: Dark Brown
 Skin Color: tan/lightly golden
Appearance/Demeanor: Physically, Quioan is the quintessential elf: slender and 
 graceful, slight of stature as compared to a human. His intense stare 
 suggests a keen intelligence and a hunter's alertness, both in rare abundance. 
 In the ten years since he left his homeland, he has refined the methodology of 
 living on the road, and he travels with a wealth of both martial and mundane 
 equipment strapped to his body in such a way so as to preserve the precision 
 of movement which has often been key to his survival on the road. While 
 fiercely independent with a somewhat gruff and potentially irascible demeanor, 
 he nevertheless feels a personal obligation to help those in need, and is 
 motivated to continue his travels in search of the evils which he had dreamed 
 of so long ago.
===Background===
Quioan Scorchsong comes from a small but prosperous elven settlement in the Landadel Baronies. Raised in a well-to-do family concerned with the prestige associated with excelling in both academic and martial disciplines, and therefore given an unusually rigorous education from an early age, Quioan instinctively took to two of the disciplines most commonly associated with his kind: archery and wizardry. The former satisfied the aesthetic pleasure he took in displays of physical prowess (with which he himself was clearly blessed), whereas the latter engaged his curiosity and sense of dissatisfaction with the seeming limits of the world he lived in: he had always loathed boundaries of any sort, and the arcane disciplines offered him a way to transcend such borders. This attraction to redefining the nature of the material naturally led him into the field of transmutation, the study of which he took up from a relatively early age.
Quioan's youth was marked primarily by his education in these two disciplines, which he pursued with great fervor, and with little purpose beyond the personal satisfaction he received in their undertaking. All this changed dramatically, however, on the evening of his 110th birthday. Having reached the traditional elven age of adulthood, Quioan had celebrated with a small group of friends and family long into the night, and had finally dragged himself to bed as the morning sun began to flit through the trees. Upon falling asleep, he was greeted with a vision, the full meaning of which he wrestles with to this day. He was, however, immediately clear on the central message: the world outside of the sheltered life he had lived in his village was constantly under threat by a variety of evils, and was in need of his aid to combat them. Although the source of this dream remains a mystery to Quioan, he has had no doubts about its validity since he first awoke from it. Convinced that his years of training had in fact been in preparation for this task, Quioan resolved himself to put an end to the evils foretold in the dream; shortly thereafter, he left his forest home and set out on a long and meandering journey, eventually arriving at the great city of Venza.
===Adventure Log===
Ryall's Estate
 XP Received: 1252
Treasure Received: 1327 GP, 5 SP
 Scroll of Summon Monster I (gifted by jbear in post 327)
 Consumables Used: 6 Arrows
The Mightiest Weapon
 XP Received: 1975
Treasure Received: 2502 GP, 6 SP, 7 CP
 Consumables Used: 2 Arrows
Distant Relations
 XP Received: 3927
Treasure Received: 0
 Consumables Used: Scroll of Vanish (25 gp)
 Scroll of Protection from Evil (25 gp)
 Scroll of Shield (25 gp)
===Level Ups===
 Level 2:
 Class: Ranger (Guide) 1
 BAB: +0 to +1
 Fort: +0 to +2
 Ref: +5 to +7
 Will: +3 to +3
 Feat: Martial Weapon Proficiencies, Light & Medium Armor Proficiencies,
 Shield Proficiency(except Tower).
 Features: Ranger's Focus, Track, Wild Empathy
 HP: +9 = Max -2(8) + 1 FC Bonus 
 Skill Pts: 12 = +6(Ranger) + 0(Race) + 2Int + 4(Old Total) = 12(New Total)
Ranks Added: +1 Know. (Arcana), +1 Know. (Geography), +1 Know. (Local),
 +1 Know. (Nature), +1 Perception, +1 Spellcraft, +1 Stealth, +1 Survival
 Level 3:
 Class: Ranger (Guide) 2
 BAB: +1 to +2
 Fort: +2 to +3
 Ref: +7 to +8
 Will: +3 to +3
 Feat: Precise Shot (character level 3), Rapid Shot (Ranger level 2 combat-style feat)
 Features: Combat Style: Archery
 HP: +9 = Max -2(8) + 1 FC Bonus 
 Skill Pts: 20 = +6(Ranger) + 0(Race) + 2Int + 12(Old Total) = 20(New Total)
Ranks Added: +1 Heal, +1 Know. (Religion), +1 Perception, +1 Ride, +1 Spellcraft, +2 Stealth, +1 Survival
 Level 4:
 Class: Ranger (Guide) 3
 BAB: +2 to +3
 Fort: +3 to +3
 Ref: +8 to +8
 Will: +3 to +4
 Feat: Endurance (Ranger level 3 bonus)
 Features: Favored Terrain: Urban
 HP: +9 = Max -2(8) + 1 FC Bonus 
 Skill Pts: 28 = +6(Ranger) + 0(Race) + 2Int + 20(Old Total) = 28(New Total)
Ranks Added: +1 Climb, +1 Knowledge (Arcana), +1 Knowledge (Local), 
+1 Perception, +1 Spellcraft, +1 Stealth, +1 Survival, +1 Swim
===Approvals===
*Approval (May 4 2011) (HolyMan) level 1
*Approval (May 5 2011) (jkason - non-judge) level 1
*Approval (Aug 12 2011) (perrinmiller) level 2
*Approval (Oct 2 2011) (Toasterferret) level 3
Category:Approved Characters