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About AnnastrianaCurrent HP: 12/12 Basics:
HP: 12 Fort: +0 (0base + 0con) Ref: +3 (0base + 3dex) Will: +3 (3base + 0wis) AC: 13 (10base + 3dex) FF 10 T 13 BAB: +1 CMB: +1 CMD: 15 Speed: 30' Trained Skills:
The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Total=Ranks+Modifier+other Acrobatics:
Feats:
Combat Casting: You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Scribe Scroll (Item Creation)-You can create magic scrolls.
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. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Transmuter Abilities:
Opposed Schools: Enchantment & Necromancy Weapon 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 wielded. 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. Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II. Spells:
Spells per Day: 4+1/2+1+1 Concentration: +12 0th - Detect Magic, Light, Prestidigitation, Ray of Frost, Mending 1st - Mage Armor, Magic Weapon, Burning Hands, Enlarge Person Spellbooks:
Libro Mutatio 0th: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue 1st: Mage Armor, Magic Weapon, Burning Hands, Enlarge Person, Crafter's Fortune, Identify, Comprehend Languages, Burning Disarm, Ant Haul Weapon Info:
Rapier +0 Melee, 1d6 (18-20/x2) {P, Finessable} Traits:
Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Equipment:
Cold Weather Gear (7) Explorer's Outfit (10) Traveler's Outfit (5) Spell Component Pouch (2) Backpack (2) Spellbook (3) Silk Rope 50' (5) Bedroll (5) Rapier (2) Gold 32 Silver 9 Background:
Anna was born and raised in the town of Redmount, the only daughter of an elven ranger and elven wizardess. At a young age, she her parents set out to an unknown destination, leaving her in the care of a family friend, Brandon Smith. They were not seen from again. Brandon Smith was indeed a smith, a weaponsmith of no small skill. He did his best to raise Anna as his own daughter, but he grew old while she aged as all elves do, until eventually it was his time to pass on. Her care turned to Brandon's grandson, Gren Smith. Gren followed in his grandfather's footsteps as a weaponsmith himself. Anna had seen Gren born and treated him as a younger brother, until he physically surpassed her and she found herself entering adulthood as he neared his middle age. One day a merchant came into town seeking Gren to forge him a goodly number of weapons. He was willing to pay upfront for the costs, with one condition. Gren would have to deliver them to Sal Kavun, which he would be reimbursed for. Gren couldn't afford to turn down such a huge job. So he went to work on the weapons, hired some local folk to help guard the wagon, and prepared for the journey. At first he tried to convince Anna to stay home, but she wouldn't have it. Having already lost her parents when they left the town, she wouldn't lose Gren as well. Plus wanderlust had begun to take in her heart, and she wanted to see some of the world, even if it was only Sal Kavun and back. So she too came on the trip. It was during the trip they learned the truth. The 'merchant' was actually a slaver posing to get Gren to leave town. Anticipating the events to come, he had prepared an ambush to acquire both the weapons and Anna herself. Anna was quite pretty and he knew a buyer who would pay handsomely for her. So lying in wait, the slaver and his team ambushed them, leaving the men for dead (Anna doesn't know if Gren or any of the others survived, that's your call). The wagon and Anna in tow they proceeded for Sal Kuvan. As luck would have it, shortly before getting to the town, another group of thieves thought to take advantage of this group, and a battle between the two was engaged. In the confusion, Anna managed to escape, stealing back her spellbook in the process. She knew they would expect her to head back to Redmount, and believeing Gren to be dead, she decided instead to follow a different path. She ended up in Redwall, not having many other places to go, fearing the slavers could have followed her trail. She wanders the town, trying to decide her next step, not sure who to trust.
Appearance:
Anna is a beautiful elven girl, standing about 5'11", athletic build. She tries to keep her white, below waist length hair in a different style everyday, though it has become quite unkempt in her journey. She is very pale from a life mostly spent indoors studying. Personality:
Anna is very shy. Most of those she grew up around were human, and she found it difficult to relate to them as they emotionally grew faster than she did. Most of her life has been sheltered and protected, making her slightly timid as well. But she has a strong work ethic, and a desire to help others as needed. She is naive in the ways of the world at large, most of her knowledge coming from books and stories. She longs to learn morea bout the world though, and jumps at such opportunities. |