Drace Krennit

Euphemia 'Femi' Ferka's page

949 posts. Alias of Euan.


Full Name

Sir Euphemia 'Femi' Ferka

Classes/Levels

HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Gender

Labyrinth

Size

5'11" & 180lbs

Age

~37

Alignment

Neutral

Location

Flint

Strength 10
Dexterity 12
Constitution 12
Intelligence 21
Wisdom 12
Charisma 14

About Euphemia 'Femi' Ferka

Stats & Saves:
(School Savant - evocation) (9)
Base Stats (unenhanced by magic)
Str 10, Dex 12, Con 12, Int 19, Wis 12, Cha 14

Saving Throws
Fortitude = +4 (Base +3, Con +0, Bonus +1)
Reflex = +5 (Base +3, Dex +1, Bonus +1)
Will = +8 (Base +6, Wis +1, Bonus +1)
+2 to ongoing effects (poison, spells, etc.)
+1 to all saves (resistance)

Armor Class = 11 (15 with Mage Armor)
Flat-Footed AC = 10 (14 with Mage Armor)
Touch AC = 11 (Dex +1)

BAB = +4
CMB = +4 (Str +0)
CMD = 15 (Dex +1)

HP = 41 (7 + 3 + 4 + 3 + 5 + 4 + 4 + 6 + 5)

Initiative = +3 (Dex +1 Trait +2)
Movement = 30'

Feats, Theme, & Traits:

Traits
Magical Lineage (Magic Missile) (Metamagic effects are one level lower)(magic)
Fast Talker (+1 bluff, and in class)(social)
World Traveller (+1 diplomacy, and in class)(race: human)
Reactionary (+2 initiative)

Theme
Yerasol Veteran - Display of Heroism (Theme Feat) Seeing an ally in peril, you rush into harm’s way and cover his escape.
Benefit: Once per combat you may assist an ally who is imperiled. As a move action, you may move your speed to an ally. This movement doesn’t provoke attacks of opportunity. The ally may stand as a free action if prone. You and that ally gain a +2 circumstance bonus to AC and saves until the end of your next turn. If you choose Yerasol Veteran as your character’s theme, the party’s Prestige with Risur starts at 2 instead of 1.

Feats
Additional Traits (level 1)
Toppling Spell (level 1)
Spell Focus (+1 to spell DC for evocation) (level 3)
Spell Penetration (+2 to overcome SR) (level 5)
Craft Wondrous Item (level 7)
Dilettante (+2 to all knowledge skills, ranks <=5) (level 9)

Skills:
(2 + 4(int) + 1(human) +1(favored class))
Acrobatics = +0*
Appraise = +4
Bluff = +18 (9 ranks +3 class +1 trait +3 circlet)
Climb = 0*
Craft, Tattoo = +8 (1 ranks +3 class)
Diplomacy = +18 (9 ranks +3 class +1 trait +3 circlet)
Disguise = +14 (9 ranks +3 circlet)
Fly = +13 (9 ranks +3 class) (+4 when casting not included)
Heal = +1
Intimidate = +2
Knowledge Arcana = +13 (3 ranks +3 class +2 feat)
Knowledge Dungeoneering = +13 (3 ranks +3 class +2 feat)
Knowledge Engineering = +13 (3 ranks +3 class +2 feat)
Knowledge Geography = +13 (3 ranks +3 class +2 feat)
Knowledge History = +13 (3 ranks +3 class +2 feat)
Knowledge Local = +13 (3 ranks +3 class +2 feat)
Knowledge Nature = +13 (3 ranks +3 class +2 feat)
Knowledge Nobility = +13 (3 ranks +3 class +2 feat)
Knowledge Planes = +13 (3 ranks +3 class +2 feat)
Knowledge Religion = +13 (3 ranks +3 class +2 feat)
Perception = +10 (headband +9)
Ride = +0*
Sense Motive = +2
Spellcraft = +17 (9 ranks +3 class)
Stealth = +1*
Survival = +1
Swim = 0*
*Armor Check Penalty -0
Languages: Common, Primordial, Draconic, Dwarven, Elven

Spells & Special Abilities:

Arcana Reservoir (max 12, daily 7)
- Use 1 arcane point to increase caster level or DC to resist by 1.

Arcanist Exploits
Quick Study (Ex) The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Dimensional Slide (Su) The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level (90’) to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Consume Spells (Su): An arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (2). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

School Focus (Su): At 1st level, a school savant chooses a school of magic (evocation). The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school. Opposition schools: Abjuration & Necromancy.

Evocation School
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (+4). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (7).

Spell Book
Zero: All
First: Burning Hands*, Charm Person, Comprehend Languages, Crafter’s Fortune, Disguise Self, Feather Fall, Grease, Infernal Healing, Magic Missile*, Memory Lapse
Second: Admonishing Ray*, Burst of Radiance*, Commune with Birds, Detect Thoughts, Glitterdust, Invisibility, Knock, Page Bound Epiphany, Pilfering Hand*, Rope Trick, See Invisibility, Silent Table
Third: Beast Shape I, Blood Biography, Clairvoyance/audience, Dispel Magic, Fireball*, Fly, Gaseous Form, Haste, Heroism, Major Image, Open Book, Seek Thoughts, Water Breathing, Wind Wall
Fourth: Ball Lightning*, Detect Scrying, Ice Storm*, Locate Creature, Scrying

Spells (Caster Level 9, Concentration +14, SR +11)
Special: (7/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (6/6) Burning Hands*, Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*
Second (17) (5/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (5/5) Beast Shape I, Clairvoyance/audience, Fireball*, Haste
Fourth (19) (4/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage

Equipment & Wealth:

Comfortable brightly colored clothing and light scarf
Robe of Components (5kgp, 1#)
Cloak of Resistance +1 (1kgp, 1#)
Gloves of Reconnaissance (2,000gp)
Aegis of Recovery (1,500gp)
Quarterstaff (4#)
Light Crossbow (35gp)(4#)
10 bolts (1gp)(1#)
Dagger (2gp)(1#)
Spell Component Pouch (5gp)(2#)
Runestone of Power 1st (x2)
Circlet of Persuasion
Headband of Vast Intelligence (+2, Perception)
Quick Runner’s Shirt
Bookplate of Recall (1k) (spellbook)
Horned helmet (translates demonic)
Potiion of Cure Light Wounds (1) (50gp)
Potion of Touch of the Sea (3)
Potion of Gaseous Form (5)
Potion of Water Breathing (5)
Wand of Infernal Healing (30/50)
Handy Haversack (5#)
- Silver Mirror (for scrying spell)
- gold chain each link of which is inscribed with a holy verse asking for mercy
- Alchemist’s Fire x2 (40gp)(2#)
- Bedroll & winter blanket (1gp)(2#)
- Candle x5
- Disguise Kit (50gp, 8#)(8/10)
- Steel flagon and wooden bowl (1gp)(1#)
- Flint & steel (1gp)
- Holy Water (25gp)(1#)
- Insistent Doorknocker
- Rations x4 (1gp)(1#)
- Spellbook (3#)
- Spell Component Pouch (5gp)(2#)
- Sunrods x3
- Tindertwigs x5 (5gp)
- Scrolls of Teleport x5
- Scrolls of Sending x25

Weight: 19# (medium load >33#, heavy load >67#)
Total Cash: 283gp

Appearance:
Euphemia 'Femi' Ferka is bald, carefully shaved on a regular basis so as to show off his very fine tattoo. The tattoo is of a stylized pseudodragon whose tail is coiled around his neck ‘clinging’ to the back of his head and just peering out over the top (barely visible from the front over the top of the head) as the tiny dragon looks out onto the world. The tattoo is lightly colored in greens and blues and is very beautiful, if you’re into that sort of thing.

From there, the gaunt man is dressed in several layers of homespun cotton, also brightly dyed, and a light silk scarf - a gift from one of his lady friends back home as a remembrance. He wears heavy well worn boots. He has a large sling bag over his shoulder and chest with a variety of clanking objects within. A light crossbow hangs at his waist along with a dagger that sees more use in dinner than in combat.

Background:
Euphemia 'Femi' Ferka is older than he looks, but he’s still young. When he was very young, his family, nomadic folk from a village near Shale, made a trek across Risur eventually landing in Flint. He remembers little of the journey, and even less of his home village. It took the better part of a year to make the trip, with many long stops along the way.

Over the next years though, Flint, his new home, grew on him. Though he lived on the outskirts of the Nettles, he spent as much of his waking day as possible roaming through the city streets. Not a particularly tough boy, nor a good fighter, he made friends easily and strove to keep them. In those days he agreed to many dares, including sneaking into a lesser magical College.

Euphemia figured, rightly, that the wizards of the school would be visiting their brethren at the larger wizard school during a festival, and most were. But in his wanderings through the empty classrooms of the small manor and grounds. He became a little confused and bewildered by the small chambers in one section (designed for shorter folk, perhaps by dwarves) and bumped into the aging Tepest Geezlebottle, a simple hedge wizard.

Keeping his head, he bowed in the small space, and apologized. For whatever reason, Tepest didn’t fry him then and there and the two became, well if not friends, good acquaintances. Over the next few years, Tepest grudgingly taught the ever polite, and frequently underfoot Femi.

Femi occasionally enjoys a little leaf of nicodemus - a habit he picked up trying to relax while stationed at the Yerasol Archipelago. He did well during the war - well enough to survive it anyway. Which was a near thing a few times, but he managed to make it out with his skin more or less intact. He did a variety of tasks, though his main duty was as a guard to his captain, lord Filib. Often called lord ‘Fib’ behind his back, he wasn’t the most honest of soldiers, but he did what he could for his cadre, and they generally ate better and had better gear then others in the troop. So he wasn’t too bad a guy. Still, he didn’t make it.

But some of his training rubbed off on a youthful Femi. Sure, nothing he did was technically against the law, and he worked very hard to make sure what he did benefited the troop, but it would have been frowned upon by other leaders had they known. Filib also taught him a way with words, nothing special, but enough to get him out of a few scrapes here and there.

When the war ended he was turned loose on the world, and found his way back to Risur, and Flint. He liked the haze at first, it matched the haze in his own mind. He wasn’t sure what the future held for him.

Desirous to do what he could, he joined, or rather tried to join, the Royal Homeland Constabulary. His application was denied at first, for the years after war had been unkind, and he had let himself go physically. He worked hard over the next season to get back into shape, fighting shape of a sort. And he was finally accepted (though more for his magical talents truth be told).

Femi reside in the Nettles in a leaning slum common to the district. His landlord, Luthias Catanach, is a decent fellow for a slumlord. The two have hit it off a bit, as Luthias recognizes Femi has the money to stay elsewhere, and he even manages to keep Femi’s hovel in decent repair. For his part Femi tells stories of the war, and dines with Luthias once a week or so to chat about the goings on in Flint, or at least the Nettels as Luthias doesn’t travel the districts much.

Femi has also spent quite a bit of time with a woman from the Cloudwood, Beathag. He suspects she’s involved in some of the rumblings against technology that hold some sway in that district, but he’s taken in by her natural peaceful nature. Beathag is older, and a grandmother who dotes on her grandchildren, which may be where her anti-industrial bent comes from. She doesn’t want to see her issue work in the factories for coppers a week when they could be simple, but honest farmers in the countryside.

Beathag has taught Femi something of nature, an interest he has long held, and is letting him in on the secrets nature can hold for those who know to look for it. He suspects she’s a druid, though she could be a simple herbalist, it’s hard to know for sure as she rarely talks about her past, or her daily activities. They meet infrequently, and Femi always expects her to burst in his home seeking a place to hide someday.