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About Cora TosscobbleHit Points: 35 ------------------------------------------------------- Armor Class: 18 [BASE (10) + ARMOR (+4) + DEX (+4)] Flatfooted AC: 14
AC Penalty: None
Armor Type/Weight: Magical Bracers of Armor +4 [1.0 lb.] Special Armor Class Notes: None ------------------------------------------------------- Total Encumbrance: Light Load Overall AC Penalty: None
Base Movement: 30’/round
------------------------------------------------------- Save vs. Fortitude: +4 [BASE (3) + CON (0) + RESISTANCE (1)]
Special Saving Throw Notes: Immune to magic sleep spells (Racial ability); +2 bonus to saves against enchantment spells or effects (Racial ability); +1 resistance bonus for all saving throws (Tunic of Resistance +1) ------------------------------------------------------- Initiative Modifier: +4 [DEX (4)] Melee Attack Bonus: +1 [BAB (4) + STR (-1) + FLAW (-2)] Ranged Attack Bonus: +8 [BAB (4) + DEX (4)] Special Combat Notes: When attack an opponent that has concealment, roll the miss chance twice, if either or both results indicate a miss, the attack fails (Murky-Eyed flaw); take a -2 penalty to all melee attack rolls (Noncombatant flaw) ------------------------------------------------------- Attacks: Magical ‘Imbued’ Quarterstaff +2 (M) / +3 melee attack / 1d6+1 damage / [x2] critical / bludgeoning damage
Total Weapon Weight: 4.0 lb. ------------------------------------------------------- Skills: Total Skill Points Earned = 86 Skill Name - Skill Total, number of Ranks and/or Racial Modifier Appraise [cross-class]: = +6 (INT) 1 Rank
* Armor Check Penalty Applies
Collector of Stories [Skill Trick – 2 skill points]
------------------------------------------------------- Feats: Feats = 7 (+4 Bonus Feats) Feat Name & Description: Scribe Scroll: Create a scroll which any spellcaster may use. (Wizard bonus feat) Spell Focus [Conjuration]: +1 to the DC for all saving throws against spells from the selected school of magic. Augment Summoning: Each creature conjured with any summon spell gains a +4 enhancement bonus to STR and CON for the duration of the spell. Beckon the Frozen: When you summon a creature or creatures using any summon spell, you can opt to summon a version of the creature from an extraplanar frostfell. If you do so, the summoned creature gains the cold subtype, and its natural attacks deal an additional 1d6 points of cold damage. Creatures with the fire subtype can never be enhanced with the cold subtype in this manner. Skill Focus [Spellcraft]: +3 bonus on all checks involving this skill. (Master Specialist bonus feat) Fiery Burst [Reserve]: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells. Obtain Familiar: You can obtain a familiar in the same manner as a sorcerer or wizard, which requires 24 hours and uses up 100gp of magic materials. For the purpose of determining familiar abilities that depend on your arcane caster class level, your levels in all classes that allow you to cast arcane spells stack. [Taken to compensate for the Imbue Staff variant] Skill Focus [Bluff]: +3 bonus on all checks involving this skill. (Malconvoker bonus feat) Summon Elemental [Reserve]: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell, and the duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells. Greater Spell Focus [Conjuration]: +1 to the DC for all saving throws against spells from the selected school of magic. (Master Specialist bonus feat) ------------------------------------------------------- Racial and Class Skills & Abilities: Low-light Vision: Can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination; retains ability to distinguish color and detail under these conditions. Secret Door Perception: Passing within 5’ of a secret or concealed door allows an automatic Search check as if actively looking for the door. Focused Specialist (Conjuration): Lose one spell slot from each level of wizard spells you can cast and choose another prohibited school of magic (other than Divination), and in return may prepare two additional specialty school spells each day in addition to those normally granted to a specialist wizard. Imbued Staff: As an alternative to a creature as a familiar, a wizard may instead imbue a non-magical staff with her personal energy. This requires 24 hours and a 500gp gem that is mounted on the staff’s finial. At the end of the process, the staff is linked to the Master and is treated as a magic item. The staff may be further enchanted with Craft Staff, but the creation cost is +20% due to the difficult of combining the two types of magic. If the staff is destroyed, the Master loses 500 XP/level (Fort Save DC 15 to avoid), and the staff cannot be replaced for 1 year and 1 day. Caster Level 10
Expanded Spellbook: When you reach 2nd level, you can add one spell (Sleet Storm) of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. You can add another spell of your chosen school to your spellbook at 5th and at 8th level. Deceptive Summoning: When casting a summon monster spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creatures’ Sense Motive check. If you check succeeds, the duration of the effect is doubled. If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you. If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.
Unrestricted Conjuration: For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. Planar Binding: Beginning at 2nd level, you can add the following spells to your class spell list and your list of known spells (or your spellbook) at the indicated levels - 5th: Lesser Planar Binding; 6th: Planar Binding; 8th: Greater Planar Binding. If you already have one more of these spells on your class list at a different level, treat it as being of the lower level. Fiendish Legion: Once you attain 5th level, whenever you use a summon monster spell to summon one or more evil-aligned creatures, you summon one extra creature of the same kind. Proficiencies: Proficient with all simple weapons. Also proficient with the longsword, rapier, longbow, composite longbow, shortbow and composite shortbow. (Free martial weapon proficiencies - Racial ability) ------------------------------------------------------- Traits & Flaws: Nearsighted (Trait): You have difficulty focusing on distant objects, but your eye for detail is more keen than normal.
Focused (Trait): You can keep your attention on a task despite many distractions; however, events in the background pass you by.
Noncomatant (Flaw): You are relatively inept at melee combat.
Murky-Eyed (Flaw): Your vision is obscured.
------------------------------------------------------- Spells [as 10th Level Caster, +1 for fire and summoning spells]: Focused Specialization Specialized School: Conjuration
Cora’s 1st Spellbook Level 0
Level 1
Level 2
Level 3
Cora’s 2nd Spellbook Level 4
Level 5
16 (of 100) Total Pages Used Spell Save DC 0 Level Spells: DC = 15 [17 for Conjuration spells]
Spells per day 0 Level Spells: 3x per day + 3 specialized Conjuration spells
Memorized Spells 0: Caltrops, Caltrops, Caltrops, Detect Magic, Detect Magic, Detect Magic
------------------------------------------------------- Cora’s Familiar Snake (Viper)
Special: Bestows +3 bonus to master’s Bluff skill; Hit Dice: use master’s character level; Hit points: one-half the master’s total, rounded down; Attacks: use master’s BAB + natural modifiers for Size and DEX; Saving Throws: use master’s base save if better than familiar’s; Skills: use normal skills for the familiar or master’s, whichever is greater. Abilities [8th Level]: Natural Armor bonus (+4); Intelligence bonus (9); Alertness (master gains the Alertness feat when familiar is within arm’s reach); Improved Evasion (successful Reflex save allows no damage, failure results in only half damage); Share Spells (per rules in PHB pg. 53); Empathic Link (telepathic communication of basic emotions with master to a distance of 1 mile); Touch (master can deliver a touch spell with the familiar designated as the toucher); Speak with Master (familiar and master can communicate verbally as if using a common language, though others cannot understand without magical help); Speak with Other Animals (familiar can communicate with animals of approximately the same kind as itself). ------------------------------------------------------- Equipment & Gear: Traveler’s Garb [0.0 lb.] Brass Armlet (shaped like a serpent) [0.0 lb.] Magical Spectacles of Intellect +2 [0.0 lb.] Magical Tunic of Resistance +1 [0.0 lb.] Magical Imbued Staff (w/ ruby gem inset into finial) [4.0 lb.] Magical Metamagic Rod of Rapid Spell (Lesser) [1.0 lb.]
Magical Metamagic Rod of Rapid Spell [1.0 lb.]
Magical Bracers of Armor +4 [1.0 lb.] Magical Iron Ward Diamond (Lesser) [1.0 lb.]
Magical Circlet of Mages [0.0 lb.]
Magical Cape of Persuasion [1.0 lb.]
Magical Boots of Landing [1.0 lb.]
Magical Ring of Sustenance [0.0 lb.]
Magical Ring of Mighty Summons [0.0 lb.]
Magical Gloves of the Starry Sky [0.0 lb.]
Magical Chronocharm of the Uncaring Archmage [0.0 lb.]
Magical Healing Belt [1.0 lb.]
Scroll Organizer Belt[/b] [1.0 lb.]
_Magical Arcane Spell Scroll (Caster Level) [Summon Monster I (1)]
Potion Belt [1.0 lb.] Spoiler [+]
_Magical Potion of Cure Light Wounds
Spell Component Pouch [3.0 lb.]
Magical Heward’s Handy Haversack [5.0 lb.] Spoiler [+]
Main Pouch [80 pound capacity]
5 Days of trail rations [5.0 lb.]
Gnome’s Spellbook:
0 Level Spells – Dancing Lights, Ghost Sound; 1st Level Spells – Alarm, Animate Rope, Charm Person, Expeditious Retreat, Identify, Grease, Sleep; 2nd Level Spells – Bear’s Endurance, Magic Mouth, Minor Image, See Invisibility, Hideous Laughter, Touch of Idiocy; 3rd Level – Major Image, Stinking Cloud, Suggestion, Water Breathing (spells are of Cora’s banned schools of magic) Magical Everfull Mug [0.0 lb.]
Magical Wand of Detect Magic (41 charges, Spell Trigger Activation, 1st level caster) [0.5 lb.]
Side Pouch #1 [20 pound capacity]
Side Pouch #2 [20 pound capacity]
Coins [5.0 lb.] Equipment Weight: 5.0 lb. Total Weight Carried / Encumbrance Load: 19.0 lb. / Light Load [Max = 26 lb.] ------------------------------------------------------- Money: 45pp, 39gp, 20sp, 10cp ------------------------------------------------------- Character History: Cora is a unique elf. She was found in the Amedio jungle by an adventuring halfling couple. Whatever happened to her before she was found is unknown. Cade and Portia Tosscobble found an elven youth in ragged skins crying in the jungle. She had been nailed to a tree by her hands and feet Scared for the girl's life, the halfling couple quickly rescued the girl from a horrible fate. The only object found with her was a brass armlet, shaped like a snake. She had no memories of anything before the Tosscobbles found her. Whatever had been done to the young elf, she had blocked from her memory. After spending many days looking for the parents of the youth, the Tosscobbles decided to raise the child as their own. Cora's father, Cade, was a Wizard of some skill and her mother was a Paladin of Yondalla. They settled down on the eastern edge of the Amedio Jungle, on the coast of the Azure Sea to raise young Cora. Despite the civilized upbringing of her parents, Cora maintained some of her savage nature, a comfort for leather and wood and a liking for raw foods. Cora also seemed to have a connection to the jungle and would frequently take walks there looking for something she could never find. One day while walking in the jungle, a group of serpent people, calling themselves Yuan-Ti came across the young elf. Seeing her armlet, they began to question her, intently, about where she found it. When she could not provide an answer that the Yuan-Ti would accept, they began to threaten her. Using her quick wits, she distracted them and began to run away from the scary serpent people, screaming for her parents. The Yuan-Ti, thinking to make sport out of some helpless elven recluses, let the girl run on and lead them to her family. They were startled to find to a pair of capable and very protective halflings running to the elven girl's call. Cade and Portia defeated the Yuan-Ti with little difficulty. Cora, to this day, does not understand what this encounter was about and why the serpent people were so intent on her brass armlet. All she knows is what Cade and Portia told her, that the armlet was the only object in her possession when they found her sobbing, nailed to a tree. Years later, when she was old enough to defend herself, the Tosscobbles returned to adventuring, taking their adopted daughter with them. While on the road, Portia educated Cora on the faith of Yondalla and Cade began her induction into the realms of the arcane. Being elven, she found arcane studies came naturally to her. It was during this time that she discovered that the injury to her hands made it difficult for her to swing any weapon. To hold anything in her hands and swing it with force caused her great discomfort. This further reinforced her studies in the arcane, seeing she had little other options to defend herself besides her wits. The Tosscobbles continued their vigilance against evil humanoids moving up the coast of the Jerlea Bay and Azure Sea until they reached the Pomarj. Over these years Cora grew into womanhood learning the arcane from her father. After a long and difficult battle with an orc tribe on the Pomarj, Cora's parents were seriously injured by a young half-orc, the sole survivor of the tribe. He was some sort of spellcaster who had a strange tattoo on his forehead. Cora was tending her parents’ wounds with little success, when the half-orc came over to her and gave her a potion and told her that with it she could save one of her parents, she just had to choose which one. The half-orc watched as Cora, wracked with tears chose to save her father, but when she gave the potion to Cade he began to thrash about and cough up blood. Cade died in her arms, while the half-orc laughed at her suffering. He then left, walking west, laughing at Cora and her foolish trusting ways. Cora spent the following years nursing her mother back to health. With the death of Cade, Portia lost her desire for adventure. Cora helped Portia to settle down on the southwest side the Little Hills. Portia has a small farm and has decided to live out the remainder of her years as a hermit, by herself, with the pain of her loss and the memories of Cade as her only companions. Once her mother was settled, Cora left the farm and has gone out to seek the half-orc with the strange tattoo, who murdered her father. If he lives he would now be middle aged. She intends to find him and bring him to her mother so he can face the judgment of Yondalla. ------------------------------ Summoning +2 hit, +4 damage +1D6 Cold, +4hp/HD Augment Summoning: +2 Str and Con
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