Name: Maran Alheise (often known as Maran the Pious)
Race: Wood Elf
Age: 1,056
Job/Class: lvl 15 Mage, lvl 5 Archmage(3.5 Edition Rules)
Gender: Male (NOT A GIRL >: O)
Religion: Corellon Larethian, Adept Arcanus (rank in the Arcane aspect of the Clergy, rather low graduate from schooling.)
Appearance: Short, skinny and fair, and light blonde hair tied in a low ponytail. Maran is middle aged for a normal High Elf and possess an impressive intellect and curiosity unbecoming of most Elves. But recently he has found a way to look like his younger self, and now appears little past 250 years old.
Bio: Maran was born a scant few years after the collapse of Netheril, and grew up learning now long forgotten magics that still where in memory by his teachers. He has spent decades deep inside his masters tower in study, seeking to master all manner of Arcane theory. His home is called the Arcanis Torum, a great black smooth tower shaped like a Chess rook. With a tunnel dug into Undergaia, he often ventures into the depths to trade with the Drow and other denizens of the the Dark. He knows he is not trusted, but he doesn't hate or fear the Drow like other of his surface kin. He doesn't believe in their gods either, being a strict believer in Corellon Larethian; the former mate of Lolth and father of Eilistraee. Maran is a tad brash at times, but generally well mannered and cautious in his deals
Items:-Grimoire Incantatum: Unlike a normal 100pg spellbook, this book creates a new page yet still appearing as small as 100 page book.
No other special property...Given to him by his teacher...possibly Netherese of origin.
-Ring of the Adept: A signit ring that identifies him as student of the Arcana of Corellon. It's only ability is that it identifies other members.
-Maran's Robe: This royal blue robe is his most prized piece of clothing, and it holds deep value to him. Non-enchanted.
-A Bag of Holding: Holds all his assorted adventuring gear and other such equipment or oddly...random housewares and merchantwares. Typical of it's kind, and not too terribly uncommon.
-Arcanus Torum Keystone: Lets him return to his Master's Tower, it is required to enter the Torum and the proper magical spell is required to use the Keystone.
-Runes and Tattoos: He has several of these strange tattoos all over his body. He has had them from as long as he can remember, and not until he was a Journeyman Mage did he learn what they could do. They store a certain amount of Arcane energy and act as a buffer to allow him to swiftly cast a stored spell in cases such as an emergency. For the most part he stores typical spells an adventuring wizard might need, but does not have the memory for. The other tattoos are tribal, and serve no purpose beyond identifying him.
Weapons: -Maran's Rod : He has carried this wooden staff ever since he found a stoat piece of oak as a youngling...it is likely older then he is, and very worn to his hands, polished by decades of fond usage as a weapon and walking stick. Useful for channeling spells. Non-enchanted, but well worn.
-Family Longsword: 1d8, Slashing. A family artifact Maran refuses to let anyone touch. No properties, though the blade is forged of Mithril, making it rather light and very hard...though still softer then Drow Adamantine.
-A small dart which seems to return to him. It isn't very dangerous and me mostly uses it as a component.
-x50 Darts: Used as Materials for certain spells (such as Flame Arrow). Non-enchanted
-Bag of Spell Materials
Powers & Skills-Spellbook: Contains his spell repertoire. His ability to memorize magic is akin to his rank and power. Other then that it is improved by his genius level intellect...the reason he became a mage. HIS BOOK BEARS NO CONTEXT TO WHAT HE CAN CAST A DAY!
-Runes and Tattoos: These several tattoos and runes are able to store magic. (See above)
((I can provide Links to the spells if your curious or do not know them. I specifically used spells that are defaults, not my own creations.))
Combat Weakness: Being a Mage, he is extremely weak to close combat...should his defensive spells fail. However weak he may be, Maran is seasoned to combat, and even open war. Though not nearly as functional as true Battle Mages, he can adequately protect himself in tight spots.
Other: Maran is very neutral to most things. He is unusual for an Elf because he desires to advance far beyond his master. Elves normally have a hard time competing with the rate of growth seen in human mages, because the race is extremely conservative and does not like to change. Maran is different, even with the Faith, he firmly believes the Dark Kin can be made peace with. At least to him, and while it may anger his God, he is determined to at least co-exist with the Drow.
((INFORMATION ON ARCHMAGES AND ARCHMAGE PRESTIGE ABILITIES))
If you doubt my info...friendly links ^^
http://www.d20srd.org/srd/prestigeClasses/archmage.htmHigh Arcana
An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.
An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.
Arcane Fire (Su)
The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.
Arcane Reach (Su)
The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.
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.
Spell-Like Ability
An archmage who selects this type of high arcana can use one of her arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. This ability costs one 5th-level spell slot.
The spell-like ability normally uses a spell slot of the spell’s level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.
If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.
((I hope you guys are happy with this mass overhaul))
((Edited...again. #3))