About HelakuuSpecial Abilities:
+3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach. Arcane When a spell level is increased by a metamagic feat, it gains +1 DC. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Empower Spell Numeric effects of a spell are increased 50%. +2 Levels. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Ease of Faith +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Magical Lineage: Scorching Ray A chosen spell counts as 1 level lower when metamagic feats are applied to it. Metamagic Adept (2/day) (Ex) Apply a metamagic feat without increasing the casting time. Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Speak With Familiar (Ex) You can communicate verbally with your familiar. Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC. Abukcheech:
Male Thrush NG Diminutive Magical Beast Senses Low-Light Vision; Perception +9 -------------------------------------------------------------------------- DEFENSE -------------------------------------------------------------------------- AC 21, touch 16, flat-footed 19 (+2 Dex, +4 size, +5 natural) hp 29, 9 HD (HP = 1/2 of master’s HP) Fort +1, Ref +5, Will +8 Improved Evasion -------------------------------------------------------------------------- OFFENSE -------------------------------------------------------------------------- Spd 10 ft., Flight (40 feet, Average) Melee provokes entering square Bite (Thrush) +6 (1d2-5/20/x2), Touch Spells +6 Space 1 ft.; Reach 0 ft. -------------------------------------------------------------------------- STATISTICS -------------------------------------------------------------------------- Str 1, Dex 15, Con 6, Int 10, Wis 15, Cha 6 Base Atk +4; CMB +2; CMD 7 Skills Bluff -1, Diplomacy +2, Fly +11, K: Arcana +5, K: Local +5, Stealth +14, Spellcraft +7 Languages Common, Speak with Master -------------------------------------------------------------------------- SPECIAL ABILITIES -------------------------------------------------------------------------- Flight (40 feet, Average) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Speak with Animals of Its Kind (Ex): A familiar can communicate with animals of approximately the same kind as itself (including dire varieties): hawks, owls, ravens and thrushes with birds. Such communication is limited by the Intelligence of the conversing creatures. Cayenne:
N Large animal Init +2; Senses low-light vision, scent; Perception +6 -------------------------------------------------------------------------- DEFENSE -------------------------------------------------------------------------- AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size) HP 15 (2d8+6) Fort +6, Ref +5, Will +1 -------------------------------------------------------------------------- OFFENSE -------------------------------------------------------------------------- Speed 50 ft. Melee 2 hooves +3 (1d4+3) Space 10 ft.; Reach 5 ft. -------------------------------------------------------------------------- STATISTICS -------------------------------------------------------------------------- Str16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, Run Skills Perception +6 Handle Animal Tricks Known: attack, come, defend, down, guard, heel Carrying capacity: Can carry up to 228 pounds as a light load, 459 pounds as a medium load, and up to 690 pounds as a heavy load Soranna Anitah:
CAPTAIN SORANNA ANITAH CR 5
Female human fighter 6 (Archer Build - APG) CG Medium Humanoid Init +3; Senses Perception +6 ________________________________________________________________ AC 22, touch 14, flat-footed 18 (+7 armor, +1 shield,+3 Dex, +1 Dodge) (-1 shield ac when shooting) hp 42 (6d10+6) (+6 hp favored class) Fort +6, Ref +5, Will +1 _______________________________________________________________ Speed 20 ft. Fly 40 (good) Melee mwk longsword +8/+3 (1d8+1/19–20) Ranged +1 composite longbow +13/+8 (1d8+5/×3) or +1 composite longbow +11/+11/+6 (1d8+5/×3) with Rapid Shot +1 composite longbow +9/+9/+4 (1d8+9/×3) with Deadly Aim/Rapid Shot Special Attacks Deadly Aim, Point Blank Shot, Precise Shot ________________________________________________________________ Str 13, Dex 16, Con 12, Int 10, Wis 8, Cha 14 Base Atk +6; CMB +7; CMD 19 Feats Deadly Aim, Dodge, Persuasive, Point Blank Shot, Rapid Shot, Precise Shot, Weapon Focus (longbow), Weapon Specialization (longbow) Skills Bluff +6, Diplomacy +8, Fly +3 (+7 spell), Intimidate +12, Knowledge (local) +4, Perception +6, Ride +9 Languages Common ________________________________________________________________ +1 composite longbow with 78 arrows, masterwork longsword, +1 breastplate, masterwork heavy steel shield, 2 potions of cure moderate wounds, potion of fly, MW Steel Buckler, 15 gp. ________________________________________________________________ Hawkeye (Ex) Soranna has a +2 bonus on Perception checks (figured above), and the range increment for her composite longbow is 120'. This ability replaces Bravery. Trick Shot (Ex) Soranna can perform the Sunder maneuver with a bow against any target within 30 feet, with a –4 penalty to her CMB. This ability replaces Armor Training 1. Expert Archer (Ex) Soranna gains a +1 bonus on attack and damage rolls with bows (figured above).This ability replaces Weapon Training 1. Morning Rituals:
Wake up and cast mage armor (will recast at 9 hour mark for 18 total hours of coverage, 2 lvl 1 spells always marked off). Use a quick prestidigitation to get the nightly crud off and change into traveling clothes. Cast read magic to prepare any scrolls for use (non currently). Grab breakfast and then have a nice chat with Abukcheech while getting Cayenne ready for the days ride. HELAKUU
Spellcasting (2 favored = 2 extra known spells)
4 (5/day) Greater Invisibility, Resilient Sphere (DC 21), Dimension Door 3 (8/day) Dispel Magic, Fly, Haste, Hold Person (DC 20), Communal Resist Energy,
5 (8/day) Glitterdust (DC 18), Hideous Laughter (DC 19), Invisibility,
6 (8/day) Burning Disarm (DC 17), Charm Person (DC 18), Ear-Piercing
(at will) Read Magic, Ghost Sound (DC 16), Mage Hand, Prestidigitation,
--------------------------------------------------------------------------
Backstory:
Helakuu was born from the abuse of magic, which may very well have caused it to course through his veins so readily. His mother spoke once, and only once of his ‘father’. She simply stated that one night, a stranger came to their small town. He did not cause any trouble and was very charming. At the end of the night, he simply convinced her to join him in his room. His mother had never before and never after done such a thing, but once was enough to bring him about. As it wasn’t uncommon for tavern maids to do such a thing and end up with child, no one in the town really gave her any trouble. He was raised by a loving mother with help from two caring grandparents. His life was a simple one, growing up in a small farming community. When his powers broke out as a teen not many people understood how to help. Fortunately, the old priest in town had an extensive library and was very interested in all forms of magic. He, with the aid of the library, mentored Helakuu in the use and responsibility of his abilities. Once Helakuu became more educated he became aware of magical abilities that allowed one to enchant others, and realised his father had abused those powers. He went through a long period in his life of anger at his father, finally coming to a conclusion that he would use his gifts to help stop further abuses.
|