Valant`Trael, The SpellslingerThe Valant`Trael or Spellslingers are rare practitioners of an ancient elven tradition. A Valant`Trael is a Battle Mage that focuses on casting spells quickly in combat. Their tactic is to cast first and win the fight before its properly begun. Valant`Trael are often dueling wizards or champions of magic schools. Valant`Trael are arcane spellcasters that generally scorn learning, focusing instead on immediate problems and immediate solutions. They have no time for scholarly pursuits or the deep secrets of high magic. They learn what they must know as combat mages; to know their enemies, see them, hear them and be able to interpret the signs given by enemies and allies alike in order to react quickly and decisively. This gives them a somewhat menacing demeanor, which is actually useful. There is no formal organization among Valant`Tael, but there is an informal ranking among them; Valant`Trael keep track of each other, and a surefire way to gain recognition is to out-cast another Valant`Tael. Duels are sometimes held using such harmless spells as dazzle, just to find who is the fastest. Successful Valant`Trael have to be at least somewhat intimidating to keep incompetent challengers at bay, and famous Valant`Trael often have to watch their back for pretenders to their fame who would stalk and slay them just for the notoriety. Regular spellcasters, especially learned wizards, often hold Valant`Trael in contempt as vicious brutes. But this contempt is tempered by fear; Valant`Trael have a well-deserved reputation for short temper with foolish scholars. Valant`Tael are deadly in combat as they are also skilled in the military arts as well as with weapons and fighting techniques. Weapon and Armour Proficiency: The Valant`Trael is proficient with melee weapons such as Swords and Bows, as well as light armours (Leather, Studded or Elven chain). Armours worn will always be of a magical variety as will most of their weapons. Spells: The Valant`Trael automatically knows all spells of the levels he can cast, and casts spells spontaneously. All spells are rays and require a ranged touch attack to hit and are manifested as a colored ray that emanates from the Valant`Tael's index finger and affects the target if hit. All spells have a range of 20 ft +5 ft/ Caster Level, to a maximum of 120 ft. Resting 8 consecutive hours restores all spells. All spells on the spell list are manifested as purple rays. The Valant`Trael may also fire a ray of energy (dealing fire, acid, cold, or electricity damage) as an attack action that deals 1d6 damage/level of the chosen energy type. He may choose force or sonic damage, but the damage is reduced to 1d4 damage/level. Rays always manifest themselves as an appropriate color; fire rays are red, cold rays blue, acid rays green, electric rays yellow, and force and sonic rays white. Valant`Trael Spell List
Special Abilities of the Valant`Trael
The Valant`Trael O.C.C. Attribute Requirements: I.Q. 9, P.P. 12 or higher
Intelligence (+10%) Public Speaking (+10%) Choose 3 military skills of choice (+5%) Language: Native tongue at 98% plus two of choice (+20% each). Literacy in two languages of choice (+10% each) Writing (+10%) History (+10%) Lore: Demons & Monsters(+10%) Lore: Undead (+10%) Land Navigation (+10%) W.P.: Select two of choice Hand-to-Hand: Basic Hand to hand: Expert can be changed to Martial Arts for the cost of one "other" skill. O.C.C. Related Skills:Choose 3 other skills from the Espionage skill category and five other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.
Domestic: Any (+10%) Espionage: Any Horsemanship: General or Exotic only (+5%) Labour: Any Medical: First Aid only (+5%) Military: Heraldry (+10%), Falconry, Recognize Weapons Quality and Surveillance only. Naval: Any Performing Arts: Any (+10% each) Physical: Any (+5% when applicable) Rogue: Any (+5%) Science: Math only. Scholar & Technical: Any (+10% each) Weapon Proficiencies: Any Wilderness: Any Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus. Experiance and Combat Table:
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