Iramine

Maia Silndra Rose's page

129 posts. Alias of rorek55.


Full Name

Maia Silndra Rose

Race

Emberkin Asimar (elf parent race) HP:9 AC:13, Fort:+2/ Ref+3/ Will+3 CMB:0 CMD:12

Classes/Levels

1 wizard

Gender

Female

Size

M

Age

21

Alignment

NG

Deity

Shelyn

Languages

common, celestial, elvish, dwarven, gnome, draconic, Infernal, Abyssal

Strength 8
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 12
Charisma 10

About Maia Silndra Rose

image- Appearance

another one, this one is a cartoony version :3 hehe

background:
Maia (Mi-a with I as in I did) was born to a well off family, She Had bright, fiery red eyes and Deep red hair,but her skin was covered with what appeared to be faint etching in the skin as silvery as the moonlight, and platinumesque hair. Throughout her childhood she always attempted to be kind and do good but was always look upon with caution or fear. Several, most of which did not know her thought her a demon. Even through this she never lost her happy and playful attitude, and those that got to know here came to know a playful, fun, and kind girl. Eventually when she was of age on her 14th birthday she discovered she had powers over fire. When others discovered this it only caused the fear to grow, They started blaming the child for any misfortune involving fire and her life grew more difficult, her mother did all she could, she even remarried a well off merchant, who was well traveled and saw Maia as a blessing. Eventually, on her 16th birthday, after several incidences with Maia involving fires and smoke, her father sent her to study magic under the tutelage of a great sage within the city. It was several days travel on a buggy so she saw little of her parents after she left. When she arrived she was greeted in much the same manner as her hometown, her bright fiery eyes and outgoing curious nature putting the solemn and untrusting people in a fearful mood. She had very few friends, partly due to her time spent on her studies which she took to marvelously, and partly due to most keeping there distance. She eventually learned everything should could about magic and its properties and so was deemed ready to begin her true studies. Again, she proved a prodigy and advanced quickly, but this helped little to absolve her worries of ever truly fitting in and making friends. Her teacher, a man of great wisdom and understanding saw these feelings withing her, and when he gave her her first spellbook of her very own, he gave her a familiar, it was a raven that she could talk to, he also gave her an enchanted veil. He told her that this veil would cover her eyes and markings from others sight, but allow her to see as easily as if it weren't there. He also said that it was a gift from his dear friend Prof. Lorrimar, that while he wished you would face the world proudly and boldly, that until you are ready, this should help some. It was made from a magical material. While Maia was ecstatic at such gifts from a man she respected greatly she refused to wear it, at least, not while she as within the city, it was to her, the same as admitting defeat. Things starting going better, Her teachers good lifelong friend came and visited her, and saw her for the beautiful woman she was from the start, more fascinated by her learning ability than her markings, she even found a lover that truly liked her for who she was. Alas, on her 20th birthday, There was a great fire within the city, and the people, in their grief and loss blamed her, calling her demon and shunning her, surely an offspring of a fallen angel could bring only trouble. Of course, Maia had had nothing to do with the fire, and had actually been fighting it, and was a great reason it was so contained, but those that had seen her ranted that she had been stoking it. Her Master's house was broken into, and her lover slain at his attempts to defend them. They demanded that Valinder hand over his demon, and when he refused attacked him, in there grief and fear there leader claimed he had been charmed by the demon, In his last dieing action, he teleported him and his student away, to a distant land, one that held a dear friend of his that had visited Maia and knew would take care of her, prof. Petros Lorrimor. As he lay there wounded and bleeding he beseeched her to forgive the wrongs she had had to endure, and to remember that eventually good comes to all, but Maia wasn't listening fully. She would come to ponder these words, and perhaps follow them, but at the time she was in grief and anger, indeed, it would be Val that brought her back from the edge of evil. But that, thats a tale in itself. She took a scroll from her masters belongings and, vowing to one day return and save him, cast a flesh to stone spell. Putting her love, what little now remained, into it. Somehow, when the spell was completed what was there was not stone, but gold, and brilliant as the morning dawn. She than cast protective wards, spells, runes and maskings using the wizards scrolls and items, exhausting nearly all of them. She took his spell book, determined to learn from it as she continued to grow.

come, let us go Valinder she spoke to the raven solemnly in elvish.

She put one foot infront of the other, and never looked back. She heard rumours about powerful magic to the north, but terrible dangers. She told the prof. She was going, he didn't approve, but, in the end he wished her luck.

personality- while she holds little trust in most people, she is still a kind soul, and will show utter loyalty and trust in those who manage to befriend her. This doesn't mean she is not outgoing, she has received many a meal from some man looking for a time, usually letting them down in the end. She makes some spare coin by casting the odd spell here and there for a fee. She often can get over excited and worked up, Val then acts as a voice of reason for her.. One, to his annoyance. Is often ignored.

Stat block-

Crunch:

Wizard
Emberkin Aassimar alternate racial traits: Truespeaker, swap SLA for +2
Ability scores:
Str:08
Dex:16
Con:14
Int:18
Wis:12
Cha:10
Traits-
Magical Lineage
Outlander (burning hands, fireball, snowball)
Clever wordplay(diplomacy) (or, in her case, sometimes more natural than clever...), seeker
Drawbacks-
Attached (Valinder (raven familiar))

Vitals:
HP: 9
AC: 13 T:13 FF: 10
Saves:
Fort: +2
Ref: +3
Will: +3

feats-
1-Scribe scroll, Spell focus (evocation)

Gear- Backpack, belt pouch, rations (10), waterskin (3), Signet Ring, Flint and Steel, Silk rope 50ft, Spellbook, Medium Crossbow, staff,

Scrolls:
Summon monster x2 25g
Feather fall 12.5g
Ear shattering scream 12.5g
Magic weapon 12.5g
Magic Missile x2 25g

Spells- school-Evocation, opposing- Necromancy, Divination
all 0lvl spells
1st level spells-
Magic Missile
Color Spray
Protection from evil
Enlarge person
Burning Hands
Snowball
Charm Person

skills- 8 per level
Knw. Religion-1
Knw. Arcana-1
Knw. Planes-1
Knw. History-1
Linguistics-1
Diplomacy-1
Spellcraft-1
Perform (sing) -1 (+4)
Perception-1 (+7)

abilities- Replacement Powers: The following school powers replace the force missile and elemental wall powers of the evocation school.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be eapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. 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).

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. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. 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: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). 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. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

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.

Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.