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About Skerrin MaltisseAppearance:
Skerrin is an elderly Elf, with a mane of fine silvery hair, and a tanned, weather-lined face. He generally dresses in a sturdy explorer’s outfit, dyed green with designs picked-out in silver thread. He typically has a journal and quill in hand, ready to make note of anything interesting which catches his eye. Although he can be quite distracted at times, going off onto tangents about esoteric subjects, he is quick to smile, and is filled with boundless energy – although his strength is failing, he is still as spry as ever!
Background:
Originally from Kyonin, Skerrin moved to Korvosa almost two hundred years ago, when his master was made the Kyonin cultural attaché to Korvosa. As a means of furthering better magical relations between the Korvosan Acadamae and the mages of Kyonin, his master deemed that it was politically expedient for him to send his apprentice to take classes at the Acadamae. Skerrin found that the majority of the humans were aloof, but he kept his head-down, and despite the fact that he had no particular skill at Conjuration, eventually took the Test of Summoning. Having ensured that his token ‘olive branch’ of intercollegiate goodwill had succeeded, Skerrin’s master turned his attention away from the Acadamae, and focused on his ‘cultural’ portfolio with great zeal – in fact, he became quite notorious for his interest in the young women of Korvosa, much to the chagrin of more than one noble house or merchant family. However, such scandalous activities were simply a cover for his actual purpose in the city – using a combination of magic and money, he maintained a web of informants that specialised in knowing anything and everything about the city. Invariably, Skerrin was in the thick of whatever long game his master was running. Things continued in this fashion for close to a century, before someone managed to unravel the carefully constructed web, and attempted to finger the puppet-master – Skerrin took the fall for his master, and was ultimately expelled from the city for spying. He returned back to Kyonin, and lived a life of quite mediocrity, pouring over ancient books, and developing a reputation as a respectable sage. However, in his later years, he was seized by wanderlust – he remembered the fierce excitements and the rush of adrenaline associated with adventure and discovery, and decided that he would like to experience it again before he retired. Over the years, he had come across various scraps of information regarding the ancient Thassilonian Empire, and decided that visiting the modern nation of Varisia, to explore the ruins still in situ, as well as the gypsy culture which was inspired by the rune magic of ancient Thassilon, would be a worthy capstone to his long life... After all, what is the worst that could happen...?
Recruitment Questions:
A character goal:
To learn more about the Thassilonian Empire, through the analysis of the ruins scattered throughout Varisia, and a retrospective study of the culture of the indigenous human population. One paragraph describing what your character looks like, how they carry themselves.
One paragraph describing you character's personality.
We'll start the game in Magnimar, as you are heading to Sandpoint. Give me a reason why your character is heading to Sandpoint.
Just for fun, tell me your character's favorite food and drink.
Initiative: +9 [+3 Dex + 2 Trait + 4 Familiar]
AC: 13 (10 + 3 Dex)
Hit Points: 19/19 Fort: +1 Ref: +3 Will: +2 Immune to Magic Sleep effects
Combat:
Base Atk: +0; CMB: -2; CMD: 11 Melee
Skills:
Skill Points per level: Wizard: 2 (Class) + 5 (Intelligence) + 1 (FC) Acrobatics +3 Appraise +5 Bluff +1 Climb -2 Craft +5 Diplomacy +1 Disguise +1 Escape Artist +3 Heal +0 Intimidate +1 Knowledge(Arcana) +9 (+5 Int + 1 rank + 3 class skill) Knowledge(Dungeoneering) +9 (+5 Int + 1 rank + 3 class skill) Knowledge(Engineering) Knowledge(Geography) Knowledge(History) +9 (+5 Int + 1 rank + 3 class skill) Knowledge(Local) Knowledge(Nature) Knowledge(Nobility) Knowledge(Planes) +9 (+5 Int + 1 rank + 3 class skill) Knowledge(Religion) +9 (+5 Int + 1 rank + 3 class skill) Linguistics +9 (+5 Int + 1 rank + 3 class skill) Perception +5 (+0 Wisdom + 1 rank + 2 racial bonus + 2 Alertness) Perform +1 Ride +3 Sense Motive +2 (+0 Wisdom + 2 Alertness) Spellcraft +9 (+5 Int + 1 rank + 3 class skill) Stealth +3 Survival +0 Swim -2 Trait:
Warrior of Old (Elf):
Source Elves of Golarion 15 As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. Benefit: You gain a +2 trait bonus on Initiative checks. Magic is Life (Nethys):
Benefit: As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding. Feats:
1st: Spell Focus (Conjuration) 1st (Wizard Bonus): Scribe Scroll 2nd: Augment Summoning 3rd: Acadamae Graduate 4th: Great Fortitude 5th: Spell Penetration 5th (Wizard Bonus): Heighten Spell 6th: Improved Great Fortitude 7th: Greater Spell Penetration 8th: Skill Focus (Knowledge[Planes]) 9th: Spell Focus (Enchantment) 10th: Greater Spell Focus (Enchantment) 11th: Persistent Spell 12th: 13th: 14th: 15th: Racial Abilities:
Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light (see low-light vision). Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. 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. Class Features:
Cantrips Spells Arcane Bond: Familiar Arcane School: Conjuration(Teleportation) Summoner's Charm (Su):
Shift (Su):
Opposition Schools: Evocation, Illusion Spells Known:
Cantrips: Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Root, Open/Close, Arcane Mark, Prestidigitation 1st: Comprehend Languages, Endure Elements, Feather Fall, Identify, Infernal Healing*, Mage Armor*, Memory Lapse, Protection from Evil, Summon Monster I*
Spells Prepared:
Cantrips (3): Acid Splash, Detect Magic, Prestidigitation 1st (1 + 2 + 1): SM I [x0/3 used], (OPEN SLOT) Equipment:
Carrying Capacity: L 23 M 46 H 70
Explorer's Outfit Signet ring (5) (-) Waterskin (1) (4 lbs) Spell Component Pouch [x2] (10) (4 lbs) Belt Pouch (1): (0.5 lbs)
Backpack (2): (2 lbs)
Coins: 29gp, 1sp, 0cp *Scribed spells: Breeze (5), Dancing Lights (5), Flare (5), Light (5), Penumbra (5), Ray of Frost(5), Scoop (5), Spark (5), Ghost Sound (5), Haunted Fey Aspect (5)
Nik-Nik, Compsognathus Familiar:
N Tiny Animal
Init +6; Senses low-light vision, scent; Perception +4 DEFENSE AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
OFFENSE Speed 40 ft., swim 20 ft.
STATISTICS Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Skills
SPECIAL ABILITIES Poison (Ex):
FAMILIAR ABILITIES
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