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Sheyln (Symbol)

Wren the FeatherMage's page

1,045 posts. Alias of Painlord.


Full Name

Wren the FeatherMage

Race

Elf

Classes/Levels

FeatherMage

Gender

Stats:
HP 13/13; AC 13/13/10;F1,R3,W4;Appr8/Arc9/Hist8/Loc8/Nat9/Pln8/Rel9/Ling8/Spell9; Perc +3

Age

144

Special Abilities

Peckishness

Alignment

CG

Deity

Shelyn

Occupation

Feather Jeweler, Charms and Talismans

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

About Wren the FeatherMage

Plumage/Appearance:
Bedecked almost entirely in feathers, Wren's plumage reflects his animal companions looks in humanoid form. Her 'armor', seems to be handcrafted flowing garment of woven feathers, full of color and pattern. Looking more closely at the outfit you might identify several mundane feathers among the weaves: owls and ravens, hawk and raptor, lark and robin...however, there are a few more curious and rare sample as well: vrock and roc, owlbear and pegasii...and Wren herself will tell you that she always seeks to collect more feathers as a means to unlock more of her magics.

Outside of her feather 'armor', she has a few pouches, and a spell component pouch at her waist. Wren is of elven origin, however, does not spend much time around the elves any longer. She has brown hair and green eyes and stands no more than 5' 6" and has medium build.

Her companion (and source of many of the feathers in her 'armor') is Plume, a parrot. She (Plume) is shy and speaks only in the language of birds.

Personality/Mannerisms:

Like any accomplished FeatherMage, Wren is absorbed in the study of her craft: the magic of feathers and birds and constantly seeks new ways to imbue her magicks into feathers. She is curious and intelligent, but, like most birds, mostly unused to being around humaniods and sometimes her actions can seem out of place. Like some birds, she can be distracted by shiny objects or things of beauty. She is sometimes seen stalking the forest with her birderfly net, seeking new specimens and feathers.

If given a willing ear, Wren would gossip from sun up until sunset, however, there are few who can tolerate her bird prattle for more than a little while. She manages to keep herself abreast of happenings and frequently knows things that might surprise others that she knows, or, as she calls it, "a little birdie told me".

If Wren is without food for too long, she tends to become a bit peckish...and even less enjoyable to be around. She will smile and make jokes even as she is unaware of how often they fall flat. Ever the gossip, Wren will happily engage folk in discussion.

Backstory:
Since leaving (or as she called it 'migrating North') her elven woods in Nirmathas Wren has lived near the town of Ravengro, outside the city proper in a crudely built nest/shelter. She has never been fully embraced by the Ustalav people: both because of her elven heritage and history, but also because of her inability to work well with others...which eventually lead to her fleeing the city after some unfortunate misunderstandings wherein she was blamed for cattle dying and the daughter's mayor getting pregnant (no, it didn't make sense to Wren either).

Rather than face the forces of gossip turned against her, Wren fled the country and migrated south with the seasons. She has been moving here and there for the past year, eventually boarding a ship in Mediogalti bound for a destination wherein she could continue both her feathermagery and her jewelrycraft.

A talented crafter, her feather jewelry is at least somewhat appreciated by those who have had a chance to purchase it. She supports herself with the sale of fine feathered charms and trinkets.

Secret:
Coming soon.

Build Notes:

Wren the Feathermage
Female Elf Wizard 2
CG Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 13 (2d6+3)
Fort +1 (+2 trait bonus vs. poison), Ref +3, Will +4; +2 vs. enchantments
Immune magic sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +0 (1d4-1/19-20)
Wizard Spells Prepared (CL 2nd; concentration +8):
1st—burning hands (DC 15), grease (DC 16), identify [S], stumble gap (DC 16)
0 (at will)—acid splash, detect magic, light, mending, prestidigitation (DC 14), spark (DC 14)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Improved Initiative, Spell Focus (conjuration)
Traits boarded in mediogalti, focused mind
Skills Appraise +8, Craft (jewelry) +6, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (planes) +8, Knowledge (religion) +9, Linguistics +8, Perception +3, Spellcraft +9 (+11 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Auran, Celestial, Common, Draconic, Elven, Gnome, Sylvan
SQ diviner's fortune, elven magic, weapon familiarity, forewarned, opposition schools (enchantment, necromancy), specialized schools (divination)
Other Gear cold iron dagger, backpack, masterwork, bedroll, belt pouch, blanket, inkpen, paper, parchment (2), scroll case, signal whistle, spell component pouch, spellbook, waterproof bag, waterskin, 1 SP, 9 CP
--------------------
Special Abilities
--------------------
Boarded In Mediogalti (Blue Whinnis) +2 Save vs. Poison, immune to the selected poison.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (7/day) (Sp) Creature touched gains +1 to attack rolls, skill checks, ability checks, and saving throws for 1r.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Focused Mind +2 to Concentration checks
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Plume:

Plume
Parrot
N Tiny animal
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3-4/×2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Perception +9
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Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Wren's Book of Feather Lore:

Level 1:
Animate Rope (feather from a seagull's nest built upon a pier)
Comprehend Languages (feather from a speaking thrush)
Endure Elements (feather from a penguin or a tuft of goose down)
Grease (feather from a duck's belly)
Identify (feather from an old owl)
Mage Armor (an eggshell)
Stumble Gap (feather from a quail)


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