Queen Telandia Edasseril

Cora Tosscobble's page

42 posts. Alias of Brosh Grey.


Full Name

Cora Tosscobble

Race

| Skills: Bluff +24, K Arcana +12 (+17 Monsters), K Religion +11 (+16 Monsters), K planes +15 (+20 Monsters), Spellcraft +19 (+21 Conjuration)

Classes/Levels

| Search +11, Spot +1, Listen +2

Gender

Female High Elf Wizard (Conjuress) 3 / Master Specialist 3 / Malconvoker 5 | HP: 35/35 | AC: 18/T:14/FF:14 | DR: 3/- for 30 HPs| F:4 R:8 W:12

Size

M

Age

111

Alignment

Lawful Neutral

Deity

Yondalla

Location

City of Greyhawk

Languages

Common, Halfling, Elven, Draconic, Dwarven, Orc, Terran, Celestial, Infernal, Ignan, Abyssal, Aquan, Auran

Strength 8
Dexterity 18
Constitution 10
Intelligence 21
Wisdom 8
Charisma 12

About Cora Tosscobble

Hit Points: 35

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Armor Class: 18 [BASE (10) + ARMOR (+4) + DEX (+4)]

Flatfooted AC: 14
Touch AC: 14

AC Penalty: None
Maximum DEX Bonus: No Penalty

Armor Type/Weight: Magical Bracers of Armor +4 [1.0 lb.]

Special Armor Class Notes: None

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Total Encumbrance: Light Load

Overall AC Penalty: None
Overall Maximum DEX bonus: No Penalty

Base Movement: 30’/round
Encumbered Move: 30’/round

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Save vs. Fortitude: +4 [BASE (3) + CON (0) + RESISTANCE (1)]
Save vs. Reflex: +8 [BASE (3) + DEX (4) + RESISTANCE (1)]
Save vs. Will: +12 [BASE (10) + WIS (1) + 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)

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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)

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Attacks:

Magical ‘Imbued’ Quarterstaff +2 (M) / +3 melee attack / 1d6+1 damage / [x2] critical / bludgeoning damage
Magical only in the hands of Cora; Two-handed weapon (1.5 x STR modifier to damage bonus), may also be used as a double weapon (two-handed fighting penalties apply); normally kept in haversack

Total Weapon Weight: 4.0 lb.

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Skills:

Total Skill Points Earned = 86

Skill Name - Skill Total, number of Ranks and/or Racial Modifier

Appraise [cross-class]: = +6 (INT) 1 Rank
Balance: = +4* (DEX) Untrained
Bluff: = +21 [+24 when snake familiar is within 1 mile] (CHA) 14 Ranks +3 [Skill Focus feat] +3 [bonus for snake familiar’s special ability] +3 [competence bonus for Cape of Persuasion]
Climb: = -1* (STR) Untrained
Concentration: = +9 (CON) 6 Ranks+1 [Focused trait] +2 [competence bonus for Circlet of mages]
Diplomacy: = +6 (CHA) Untrained +2 [synergy bonus from 5+ ranks in Bluff] +3 [competence bonus for Cape of Persuasion]
Disguise: = +4 [+6 when able to act in character] (CHA) Untrained +2 [synergy bonus from 5+ ranks in Bluff when able to act in character with the target] +3 [competence bonus for Cape of Persuasion]
Escape Artist: = +4* (DEX) Untrained
Forgery: = +5 (INT) Untrained
Gather Information [cross-class]: = +5 (CHA) 1 Rank +3 [competence bonus for Cape of Persuasion]
Heal: = +1 (WIS) Untrained +2 [competence bonus for Healing Belt]
Hide: = +4* (DEX) Untrained
Intimidate: = +6 (CHA) Untrained +2 [synergy bonus from 5+ ranks in Bluff] +3 [competence bonus for Cape of Persuasion]
Jump: = -1* (STR) Untrained
Knowledge (Arcana): = +12 [+17 to identify monsters] (INT) 7 Ranks +5 [bonus for Collector of Stories skill trick]
Knowledge (Religion): = +11 [+16 to identify monsters] (INT) 6 Ranks [bonus for Collector of Stories skill trick]
Knowledge (The Planes): = +15 [+20 to identify monsters] (INT) 10 Ranks [bonus for Collector of Stories skill trick]
Listen: = +0 [+2 when snake familiar is within arm’s reach] (WIS) Untrained +2 [Racial Modifier] -1 [Focused trait] +2 [bonus for Alertness feat given by familiar]
Move Silently: = +4* (DEX) Untrained
Ride: = +4 (DEX) Untrained
Search [cross-class]: = +11 (INT) 3 Ranks +2 Racial Modifier +1 [Nearsighted trait]
Sense Motive: = -1 (WIS) Untrained
Speak Language [cross-class]: = N/A (None) 7 Ranks [Terran, Celestial, Infernal, Ignan, Abyssal, Aquan & Auran]
Spellcraft: = +19 [+21 (Conjuration school) +14 (Necromancy, Illusion and Enchantment schools)] (INT) 9 Ranks +2 [synergy bonus from 5+ ranks in Knowledge (Arcana)] +3 [Skill Focus feat]
Spot: = -1 [+1 when snake familiar is within arm’s reach] (WIS) Untrained +2 [Racial Modifier] -2 [Focused & Nearsighted traits] +2 [bonus for Alertness feat given by familiar]
Survival: = -1 (WIS) Untrained
Swim: = -1** (STR) Untrained
Tumble [cross-class]: = +6* (DEX) 2 Ranks
Use Rope: = +4 (DEX) Untrained

* Armor Check Penalty Applies
** Double Armor Check Penalty Applies

Collector of Stories [Skill Trick – 2 skill points]
Gain a +5 competence bonus on a Knowledge (with at least 5 ranks) check to identify a creature or learn its special powers or vulnerabilities.

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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)

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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
Ruby gem inset into filial;
Hardness: 10, Hit Points: 20;
Master may cast Light 3/day on the staff, may be dismissed as a free action;
Master may cast Prestidigitation 1/day;
Master may use the staff to deliver Touch spells with the staff as a melee touch attack or as a normal attack – which also does quarterstaff damage;
Staff is treated as a +2/+2 magical quarterstaff;
Master may use Clairvoyance on the staff (as if seeing out of the finial) on the staff at will (duration of Concentration) – during which time the gem glows with the brightness of a candle;

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.
Fury - at 4th level, if your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (these bonuses are in addition to those provided by the Augment Summoning feat).

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)

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Traits & Flaws:

Nearsighted (Trait): You have difficulty focusing on distant objects, but your eye for detail is more keen than normal.
Benefit: You gain a +1 bonus to Search checks.
Drawback: You take a -1 penalty on Spot checks.

Focused (Trait): You can keep your attention on a task despite many distractions; however, events in the background pass you by.
Benefit: You gain a +1 bonus on Concentration checks.
Drawback: You take a -1 penalty on Spot checks and Listen checks.

Noncomatant (Flaw): You are relatively inept at melee combat.
Effect: You take a -2 penalty on all melee attack rolls. [Feat Taken – Augment Summoning]

Murky-Eyed (Flaw): Your vision is obscured.
Effect: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails. [Feat Taken – Beckon the Frozen]

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Spells [as 10th Level Caster, +1 for fire and summoning spells]:

Focused Specialization

Specialized School: Conjuration
Forbidden School(s): Necromancy, Illusion, Enchantment
School Specialization Notes: Caster gains +2 bonus to Spellcraft checks and 3 bonus spell per day (all with regards to the specialized school only). Cannot cast spells or use wands or scrolls from the forbidden school. Also receives a -5 penalty to all Spellcraft checks when dealing with spells or effects from the forbidden school. Caster also loses one spell slot from each level of wizard spells she is able to cast.

Cora’s 1st Spellbook

Level 0
--Abjuration: Resistance
--Conjuration: Acid Splash, Caltrops
--Divination: Detect Magic, Detect Poison, Read Magic
--Evocation: Dancing Lights, Light, Ray of Frost, Electric Jolt, Sonic Snap
--Transmutation: Amanuensis, Mage Hand, Mending, Message, Open/Close, Launch Bolt/Item, Repair Minor Damage, Stick
--Universal: Arcane Mark, Prestidigitation
Pages used : 21

Level 1
--Abjuration: Endure Elements, Shield, Nightshield
--Conjuration: Mage Armor, Summon Monster I, Summon Undead I, Hail of Stone, Benign Transposition, Blockade, Grease, Wall of Smoke
--Divination: Comprehend Languages, Identify
--Evocation: Magic Missile
--Transmutation: Ray of Clumsiness
--Universal: Familiar Pocket
Pages used : 16

Level 2
--Conjuration: Summon Monster II, Web, Glitterdust
--Divination: See Invisibility
--Evocation: Scorching Ray
--Transmutation: Levitate, Rope Trick, Knock, Alter Self, Snake's Swiftness
Pages used : 20

Level 3
--Conjuration: Summon Monster III, Sleet Storm, Phantom Steed
--Evocation: Fireball
--Transmutation: Fly, Haste, Water Breathing
Pages used : 21
78 (of 100) Total Pages Used

Cora’s 2nd Spellbook

Level 4
--Conjuration: Summon Monster IV, Dimension Door
--Divination: Assay Spell Resistance
--Evocation: Wall of Fire
--Transmutation: Polymorph, Stone Shape
Pages used : 24

Level 5
--Conjuration: Summon Monster V, Lesser Planar Binding, Teleport
--Evocation: Wall of Force, Firebrand
Pages used : 20

16 (of 100) Total Pages Used

Spell Save DC

0 Level Spells: DC = 15 [17 for Conjuration spells]
1st Level Spells: DC = 16 [18 for Conjuration spells]
2nd Level Spells: DC = 17 [19 for Conjuration spells]
3rd Level Spells: DC = 18 [20 for Conjuration spells]
4th Level Spells: DC = 19 [21 for Conjuration spells]
5th Level Spells: DC = 20 [22 for Conjuration spells]

Spells per day

0 Level Spells: 3x per day + 3 specialized Conjuration spells
1st Level Spells: 3x per day + 2 bonus spells (INT) + 3 specialized Conjuration spells
2nd Level Spells: 3x per day + 1 bonus spell (INT) + 3 specialized Conjuration spells
3rd Level Spells: 2x per day + 1 bonus spell (INT) + 3 specialized Conjuration spells
4th Level Spells: 2x per day + 1 bonus spell (INT) + 3 specialized Conjuration spells
5th Level Spells: 1x per day + 1 bonus spell (INT) + 3 specialized Conjuration spells

Memorized Spells

0: Caltrops, Caltrops, Caltrops, Detect Magic, Detect Magic, Detect Magic
1: Summon Monster I, Grease, Benign Transposition, Magic Missile, Hail of Stone, Ray of Clumsiness, Familiar Pocket, Endure Elements
2: Summon Monster II, Web, Glitterdust, Rope Trick, Knock, Detect Invisibility, Snake's Swiftness
3: Sleet Storm, Haste, Summon Monster III, Summon Monster III, Summon Monster III, Summon Monster III
4: Wall of Fire, Polymorph, Summon Monster IV, Summon Monster IV, Summon Monster IV, Summon Monster IV
5: Teleport, Summon Monster V,Summon Monster V, Summon Monster V, Summon Monster V

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Cora’s Familiar

Snake (Viper)
Tiny Animal
Hit Dice: 9
Hit Points: 17
Initiative: +3
Speed: 15’, climb 15’, swim 15’
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +3 / -8
Attack: Bite +8 melee (1 + poison)
Full Attack: Bite +8 melee (1 + poison)
Space/Reach: 2.5 ft. / 0 ft.
Special Attacks: Poison (Initial and Secondary damage of 1d6 CON, Fort Save DC 10)
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +11
Abilities: Str 4, Dex 17, Con 11, Int 9, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5
Feats: Weapon Finesse

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).

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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.]
Grants the ability to cast a spell with a casting time of 1 full round as a standard action 3/day (longer casting times are also reduced to 1 minute or 1 hour). Lesser rods can be used with spells of 3rd level or lower.

Magical Metamagic Rod of Rapid Spell [1.0 lb.]
Grants the ability to cast a spell with a casting time of 1 full round as a standard action 3/day (longer casting times are also reduced to 1 minute or 1 hour). Normal metamagic rods can be used with spells of 6th level or lower.

Magical Bracers of Armor +4 [1.0 lb.]

Magical Iron Ward Diamond (Lesser) [1.0 lb.]
When affixed to medium or heavy armor (or a magic item like bracers of armor +1), this augment crystal grants 3/- DR until 30 points of damage are absorbed, at which time the crystal becomes inert until the following day.

Magical Circlet of Mages [0.0 lb.]
Grants a +2 competence bonus on Concentration checks. This is a continuous effect and requires no activation. In addition the circlet holds 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you cast a spell allows you to avoid losing that prepared spell or spell slot (as if you hadn’t cast it). [1 charge retains a spell of up to 1st level, 2 charges retain a spell of up to 2nd level, 3 charges retain a spell of up to 3rd level].

Magical Cape of Persuasion [1.0 lb.]
This red silk cape grants a +3 competence onus on the wearer’s CHA-based checks.

Magical Boots of Landing [1.0 lb.]
While worn, the wearer always lands on their feet, no matter the distance, and takes 2 fewer dice of damage from the fall than normal (so a 20’ fall deals no damage).

Magical Ring of Sustenance [0.0 lb.]
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours sleep. The ring must be worn for a full week before it begins to work.

Magical Ring of Mighty Summons [0.0 lb.]
When you use this ring while casting a summoning spell, any creature you summon with the spell has maximum hit points per Hit Die. However, the duration of the spell is halved

Magical Gloves of the Starry Sky [0.0 lb.]
The wearer emits a bright, silvery radiance equivalent to a Light spell, which can be doused or renewed with a standard (mental) action. In addition, 3/day the wearer can activate the gloves and sacrifice a prepared spell or spell slot of 1st level or higher to use Magic Missile at the wearer’s caster level.

Magical Chronocharm of the Uncaring Archmage [0.0 lb.]
When activated, allows the next spell of 3rd level or lower with a casting time of 1 full round to instead be cast as a standard action 1/day. Multiple chronocharms can be worn at the same time, though not together with the same type. Chronocharms must be worn for 24 hours before their abilities may be accessed for its abilities.

Magical Healing Belt [1.0 lb.]
This broad leather belt is studded with three moonstones. While wearing a healing belt, gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt holds 3 charges, which recharges at the rate of 1 each day, at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch [1 charge heals 2d8 damage, 2 charges heals 3d8 damage, 3 charges heals 4d8 damage].

Scroll Organizer Belt[/b] [1.0 lb.]
This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of the scroll shows, allowing you to scan the scroll’s titles and retrieve a scroll as a free action, once per round.

_Magical Arcane Spell Scroll (Caster Level) [Summon Monster I (1)]
_Magical Arcane Spell Scroll (Caster Level) [Endure Elements (1)]
_Magical Arcane Spell Scroll (Caster Level) [Benign Transposition (1)]
_Magical Arcane Spell Scroll (Caster Level) [Benign Transposition (1)]
_Magical Arcane Spell Scroll (Caster Level) [Endure Elements (2)]
_Magical Arcane Spell Scroll (Caster Level) [Summon Undead (2)]
_Magical Arcane Spell Scroll (Caster Level) [Comprehend Languages (2)]
_Magical Arcane Spell Scroll (Caster Level) [Hail of Stone (2)]
_Magical Arcane Spell Scroll (Caster Level) [Snake’s Swiftness (3)]
_Magical Arcane Spell Scroll (Caster Level) [Snake’s Swiftness (3)]
_Magical Arcane Spell Scroll (Caster Level) [Fly (5)]
_Magical Arcane Spell Scroll (Caster Level) [Fly (5)]
_Magical Arcane Spell Scroll (Caster Level) [Hail of Stone (5)]
_Magical Arcane Spell Scroll (Caster Level) [Nightshield (6)]
_Magical Arcane Spell Scroll (Caster Level) [Nightshield (6)]

Potion Belt [1.0 lb.] Spoiler [+]
This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. It holds six potions, and retrieving a potion is a free action, once per round.

_Magical Potion of Cure Light Wounds
_Magical Potion of Cure Light Wounds
_Magical Potion of Cure Light Wounds
_Magical Potion of Water Breathing
_Magical Potion of Water Breathing
_Magical Elixir of Vision

Spell Component Pouch [3.0 lb.]
_Magical Pearl of Power (1st Level)
_Magical Pearl of Power (1st Level)
_Magical Pearl of Power (1st Level)
_Magical Pearl of Power (1st Level)
_Magical Pearl of Power (2nd Level)
_Magical Pearl of Power (2nd Level)
_10 Jade Chips (5gp value)

Magical Heward’s Handy Haversack [5.0 lb.] Spoiler [+]
Everything in pack is weightless - requires a move action to retrieve any stored item, but does not provoke an AoO

Main Pouch [80 pound capacity]
Magical Bedroll [6.0 lb.]
Grants a comfortable and peaceful night’s sleep, the user gaining the benefit of an Endure Elements spell while lying inside. After sleeping for 8 hours in the bedroll, the user recovers 1 hit point per character level, in additional to the hit points recovered normally.

5 Days of trail rations [5.0 lb.]
Waterskin [4.0 lb.]
Cora’s Spellbook I [3.0 lb.]
Cora’s Spellbook II [3.0 lb.]
Gnome’s Spellbook [3.0 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.]
This mug fills with 12 ounces of water, cheap ale, or water wine (user’s choice) 3/day when the command word is spoken.

Magical Wand of Detect Magic (41 charges, Spell Trigger Activation, 1st level caster) [0.5 lb.]
Magical ‘Eternal’ Wand of Cure Light Wounds (Usable 2/day) [0.5 lb.]
Magical ‘Eternal’ Wand of Comprehend Languages (Usable 2/day) [0.5 lb.]
Magical ‘Eternal’ Wand of Silent Image (Usable 2/day) [0.5 lb.]
Magical ‘Eternal’ Wand of Detect Secret Doors (Usable 2/day) [0.5 lb.]

Side Pouch #1 [20 pound capacity]
5 Quills [1.0 lb.]
Vial of ink [0.0 lb.]
Vial of spell-scribing materials (150gp value) [0.0 lb.]
_Magical Arcane Spell Scroll (Caster Level) [Endure Elements (1)] [0.0 lb.]
_Magical Arcane Spell Scroll (Caster Level) [Benign Transposition (1)] [0.0 lb.]
_Magical Arcane Spell Scroll (Caster Level) [Benign Transposition (1)] [0.0 lb.]
_Magical Arcane Spell Scroll (Caster Level) [Hail of Stone (5)] [0.0 lb.]
_Magical Arcane Spell Scroll (Caster Level) [Hail of Stone (5)] [0.0 lb.]
_Magical Arcane Spell Scroll (Caster Level) [Nightshield (6)] [0.0 lb.]

Side Pouch #2 [20 pound capacity]
Membership Card – City of Greyhawk Wizard’s Guild [0.0 lb.]
Grants a five-year membership, one-tenth discount on magic item purchases, spellcasting services and magic item commissions. The latter are available only to members, and take 2d6 days to create or find. There is an 85% chance that the guild can come up with a given item (at GM’s approval), whereas the public has only a 35% chance of having any given item in the Guild’s general treasury.

Coins [5.0 lb.]

Equipment Weight: 5.0 lb.

Total Weight Carried / Encumbrance Load: 19.0 lb. / Light Load [Max = 26 lb.]

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Money: 45pp, 39gp, 20sp, 10cp

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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.

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Summoning +2 hit, +4 damage +1D6 Cold, +4hp/HD

Augment Summoning: +2 Str and Con
Beckon the Frozen: +1D6 cold damage
Malconvoker Fury: +2 Damage and +2 HP/HD
Malconvoker Legion: +1 summoned monsters
Ring of might summon: Max HP 3/day