Wizard 2 (Water School) | HP 12/12 | Speed 30ft./Swim 40ft. | AC 12, touch 12, flat-footed 10 (CMD 13) | Fort +3 : Ref +2 : Will +4 | Init +2, Perception +2(low light)
Common, Elven, Aquan, Sylvan, Draconic
About Ama Freewater
As befitting her heritage as a half-elf, Ama's dark hair is long, often held loose to her waist when she was not studying, eyes the color of an oncoming storm, turned towards a book when she was not writing with smooth movements, the habit of forethought permeating almost everything that she did. Calm and even-tempered, she rarely lost her temper, often seeing no point in doing so, but remembering the slight. Her physique was slim and surprisingly fit, most likely due to her frequent indulgence in her hobby, swimming. Correspondingly, her skin was the tan of someone who was no stranger to the sun. While her manner and speech are precise, seeing her smile or hearing her laugh reveals the most notable thing about her: Her teeth seem like chips of ice, and her tongue seems as clear as water. Even her voice carries the sound of gentle waves behind it.
Init +2; Senses Low-Light Vision, Perception +2, Speed 30 ft.
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d6)
Fort +3, Ref +2, Will +4, +2 vs. enchantment spells and effects
Feats: Athletic, Great Fortitude, Scribe Scroll, Skill Focus(Swim)
SQ: Adaptability, Arcane Bond, Bonded Object, Cantrips, Cold Blast, Elf Blood, Elven Immunities, Fire Opposition School, Keen Senses, Low-Light Vision, Multitalented(Sorceror), Water School, Water Supremacy, Favored Class: Wizard
-Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.
-(T)Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
-Cold Blast (Su) As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6+0 points of cold damage to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save DC 13 negates the staggered effect and halves the damage. You can use this ability 6 times per day.
-(T)Fencer: You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
-Fire Opposition School: You have chosen fire spells as an opposition school. Preparing a fire spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a fire spell as a prerequisite.
-Water School: The water elementalist draws magic from the ocean depths. Her power is fluid as well, crushing foes in mighty waves or wearing them down through timeless erosion.
-Water Supremacy (Su): You gain a +2 enhancement bonus on Swim skill checks. In addition, you can hold your breath for 44 rounds before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.
Spells Cast: -/2
Current Weight: 49lbs
Bonded Object: Arcanix School Ring
Implant: (Water)Breath of the Waves
backpack (2 lbs.); bell; winter blanket (3 lbs.); 10 candles (1 lb.); map case (1/2 lb.), 5 pieces of chalk; fishhook and line; flint and steel; iron pot (4 lbs.), 10 days Rations (10 lbs.); silk rope (50 ft., 5 lbs.); 5 sacks (2.5 lbs.); sewing needle & thread; signal whistle; soap (1 lb.); 5 torches (5 lbs.); 2 waterskins (8 lbs. full); whetstone (1 lbs.).
scroll, Magic Missile
scroll, Hold Portal
Wizard's Spellbook (32/99 pgs.)
Ray of Frost
Touch of Fatigue
So many were obsessed with Land, Steel, and Fire.. Nobles were judged according to their holdings, possessions, and the more that one had, the more prestige that came with it. They tore at the earth, producing ores uncounted, only to use the heat of Fire to beat their yield into submission, shaping and forming it into the shapes they desired. So little thought was given to the air, the water-- unless, of course, those were dirtied by actions often caused by their pursuit of gain.
Her father was the groundskeeper for one of the more permissive notables in the employ of House Lyrandar, so she had a fair exposure to many of the things that make the world work, and it was often that she saw things that made her come to the above conclusion. With Aundair bordered by Bay and Lake, she was privy to many a trip that saw either, and she became enamored of the blue expanse, that quality scent in the air, and her elation was great when the heavy rains of the season came, dancing in the deluges. There was a calling in there somewhere, she recognized, but rationalized it away since she had been taught to attempt to understand as much as she could before proceeding along the path she chose.
Her pursuits led her towards that which had most enamored her: Water. From the salt and wrack of the Bay to the uses and necessities that they depended on, she studied the water. When the spark of magic was something more understood than felt, she took to it with a will, and applied it to what she was already doing: Seeking the secrets of Water. That did not mean that she was a model student, however. It was only due to the nature of her arcane education that they did not begrudge her fondness of swimming. If she could not be found, one would just need to look to the nearest body of water or river to find her. As a child, her father often heard some quiet speculation about her heritage, many accusing in jest of a dalliance with an undine.