Enora

Enora - Iconic's page

130 posts. Alias of noral.


Race

| HP 27| AC 13, T 13, FF 11 (Mage armor: AC 17, T 13, FF 15) | CMD 12 | F +4 R +5 W +5; +2 vs. fear | Init +2 | Perc +1

Classes/Levels

| Speed 30ft |

Gender

”Enora” | Female LN Small Halfling Arcanist 4

About Enora - Iconic

Enora
Female halfling arcanist 4 (ACG 8)
LN Small humanoid (halfling)
Init +2; Senses Perception +1
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
HP 27 (4d6+9)
Fort +4, Ref +5, Will +5; +2 vs. fear
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Offense
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Speed 30 ft.
Melee quarterstaff +2 (1d4-1)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks arcane reservoir (5/day, max 7), consume spells, prescience 6/day
Arcanist Spells Prepared (CL 4th; concentration +8)
2nd (3/day)—mirror image(DC 16)
1st (5/day)—burning hands (DC 15), color spray (DC 15), enlarge person (DC 15)
0 (at will)—acid splash, detect magic (DC 14), light, read magic, message, read magic
Bloodline Arcane
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Statistics
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Str 8, Dex 14, Con 12, Int 18, Wis 8, Cha 16
Base Atk +2; CMB +0; CMD 12
Feats Extra Arcanist Exploit[ACG], Toughness
Traits helpful[HoG], magic is life[ACG]
Skills Appraise +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10; Racial Modifiers +2 Perception; Armor Check Penalty –0
Languages Ancient Osiriani, Common, Elven, Goblin, Halfling, Jistkan, Osiriani, Polyglot
SQ arcane exploits (bloodline development [arcane], quick study, school understanding [divination (foresight)]), arcane bond (bonded item [staff of minor arcana]), fearless, fleet of foot, halfling luck,
keen senses, weapon familiarity
Combat Gear acid, staff of minor arcana; Other Gear spell component pouch (2), cloak of resistance +1, wand of cure light wounds (10 charges), wand of mage armor (5 charges), quarterstaff, backpack, waterskin, spellbook (contains all 0th-level spells; all prepared 1st-level spells plus ant haul[APG], color spray, comprehend languages, disguise self, enlarge person, grease, liberating command[UC], mount, obscuring mist, protection from evil, reduce person, shield, and unseen servant; all prepared 2nd-level spells plus alter self, create pit[APG], false life, darkvision, invisibility, knock, mirror image, pyrotechnics), 112 gp
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Special Abilities
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Arcane Reservoir Each day, Enora starts with 5 points in her reservoir, though she can fill it up to a maximum of 7 using consume spells. She can spend one point on a spell to increase the DC or caster level by 1.
Bloodline Development (3 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 3 rds.
Consume Spells (3/day) (Su) Enora can spend a move action to expend a spell slot and gain a number of points to her arcane reservoir equal to the spell’s level.
Helpful When Enora uses the aid another action successfully, she grants a +4 bonus to her ally.
Magic Is Life As long as any spell is active on Enora, she gains a +2 bonus to saves against death effects and always stabilizes.
Prescience (6/day) (Su) At the beginning of her turn, Enora can roll a d20 and then use that dice result instead of rolling any time until her next turn.
Quick Study (Ex) As a full-round action, Enora can spend one reservoir point to study her spellbook and swap one of her prepared spells for any other spell in her spellbook of equal level.
School Understanding (3 rounds) As a swift action, Enora gains a +2 bonus on initiative checks for 3 rounds and always acts on the surprise round during that time.
Staff of Minor Arcana Enora’s bonded staff starts the scenario with 10 charges. She can use 1 charge to cast shield on herself for 8 minutes or 2 charges to cast magic missile and shoot 4 missiles. Each day when preparing spells, she can sacrifice 1 of her 1st-level spell slots to regain 1 charge.

Spells:
Acid Splash Enora makes a ranged attack at +5 to hit against touch AC. If she hits, it deals 1d3 acid damage.
[i]Alter Self
Enora can transform into any Small humanoid for 4 minutes, gaining a +2 size bonus to Dexterity, or any Medium humanoid, gaining a –1 size penalty to attacks and AC, a +1 size bonus to CMB and CMD, –4 size penalty to Stealth, –2 size penalty to Fly, and a +2 size bonus to Strength. Either way, she gains low-light vision, darkvision, scent, or swim if the creature she chooses has those qualities, so good choices are a Small goblin for darkvision, a Medium half-orc for darkvision, or a Medium gillman for swim.
Ant Haul A touched target gains a tripled carrying capacity for 8 hours. Burning Hands Enora sprays a 15-foot cone of fire that deals 4d4 fire damage to every creature in the area (DC 15 Reflex for half).
Create Pit Enora can create a 10-foot-by-10-foot hole in the ground within 140 feet that leads to another dimension consisting only of a 20-foot deep pit. All creatures standing on the hole must roll a DC 16 Reflex save to avoid falling in the pit. If they make the save, they can choose a spot next to the pit and move there automatically. Those that fall into the pit take 2d6 falling damage and fall prone if they don’t negate the damage. They can try to climb out of the pit, but the DC is 25 so they’re probably stuck there (they can climb against a corner for +5 or if they are Large they have leverage from both walls and get a +10). All creatures who end their turn next to the pit also need to roll a DC 16 Reflex save with a +2 bonus or fall in as well. The pit lasts 5 rounds and then the creatures return harmlessly.
Cure Light Wounds Enora’s wand heals a touched target for 1d8+1 damage. Enora needs to roll a Use Magic Device check to activate her wand.
Darkvision The touched target gains darkvision 60 ft. for 4 hours.
Detect Magic Enora can notice magic in a 60-foot cone. If she concentrates, she can find how many magic auras there are on the next round. On the round after that, she can try to find out more about one aura.
Ear-Piercing Scream Enora deals 2d6 sonic damage to a target within 35 feet and dazes it for a round. If it makes its DC 15 Fortitude save, it takes half damage and avoids being dazed.
False Life Enora gains 1d10+4 temporary hit points for 4 hours, which can put her above her maximum. She always loses temporary hit points first before losing her regular hit points.
Ghost Sound Enora can make illusory noises as loud as up to sixteen humans in any spot within 35 feet for 4 rounds, but she can’t create discernible speech.
Glitterdust Creatures in a 10-foot radius take a –40 to Stealth and lose the benefit of invisibility and the like for 4 rounds. They are also blinded if they fail a DC 16 Will save, but at the end of each of their turns, they can attempt the Will save again to end the blindness.
Invisibility A touched target vanishes for 4 minutes or until the target attacks. While invisible, the target gains +20 to Stealth (+40 if standing perfectly still). The first attack before becoming visible gains a +2 to hit (and the enemy likely loses its Dexterity bonus to AC).
Knock Enora attempts to magically open something locked, rolling at +14 against the Disable Device DC to remove up to two means of locking the door (such as a mundane lock and the arcane lock spell, though it only suppresses arcane lock for 10 minutes).
Light An object Enora touches sheds light for 40 minutes. She can’t have more than one copy of this spell active at once.
Mage Armor Enora’s wand grants a touched target a +4 armor bonus to AC for 1 hour.
Magic Missile Enora’s staff shoots out 4 missiles of force at up to 4 targets all within 180 feet of Enora and no more than 15 feet from each other. The missiles automatically hit and deal 1d4+1 damage each, even to incorporeal creatures.
Message Enora can whisper messages to the target for 40 minutes as long as they remain within 140 feet and aren’t obstructed, and the target can respond each time Enora sends a whisper. Nearby creatures might be able to overhear the messages (DC 25 Perception).
Mirror Image 1d4+1 copies of Enora weave around her for 4 minutes. Any attack requiring an attack roll has an equal chance to hit and destroy each image, missing Enora, as it does to hit Enora (so with 3 images, there would be a 1 in 4 chance to hit Enora and a 3 in 4 chance of destroying an image). An attack that misses by 5 or less also destroys an image. If the enemy can’t see the images, it is not fooled.
Obscuring Mist Enora calls forth a mist in a 20-foot-radius spread centered on her for 4 minutes or until a moderate or strong wind blows it away or a fire spell burns it away. Until then, the mist blocks vision (even darkvision). Attacks against adjacent creatures in the mist suffer a 20% miss chance from concealment, and creatures farther into the mist have total concealment (50% miss chance and can’t be targeted by sight).
Prestidigitation Enora can perform simple magic tricks for 1 hour, such as cleaning her outfit, chilling her drink, or flavoring her meal.
Pyrotechnics Enora can make a fire within 560 feet flare up into either fireworks or a cloud of smoke. The fireworks blind all creatures within 120 feet of the fire who can see it for 1d4+1 rounds unless they succeed at a DC 16 Will save. The smoke billows in a 20-foot radius, blocking all sight for 4 rounds. Creatures within must make a DC 16 Fortitude save or take –4 penalties to Strength and Dexterity as long as they stay in the smoke and 1d4+1 rounds after.
Shield Using her staff, Enora gains a +4 shield bonus to AC for 8 minutes and becomes immune to magic missile. If she casts it herself, it lasts only 4 minutes.
Vanish One target Enora touches becomes invisible for 4 rounds or until the target attacks. See invisibility above for more details.

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Background:
Like many halflings, Enora has always been driven by an unlikely pairing of curiosity and luck. She grew up in Rahadoum, where religion is banned, and her parents—both professors at one of Rahadoum’s premier arcane institutions, the Occularium—fostered in their only daughter a hunger for knowledge that was rivaled only by her optimism and determination. Enora’s intuition, natural understanding of the mystical inner workings of magic, and fastidious research skills quickly took her to the top of her class.

When she came of age, Enora came out atop a pool of nearly a hundred applicants for a coveted governmental position researching some of the Occularium’s most valued magical treasures from the ancient Jistka Imperium. But years of study of even the most esoteric and enigmatic of Jistkan relics wasn’t enough for Enora, and countless hours in the Occularium’s library aroused in her an uncontrollable sense of wanderlust. She took a leave of absence, intending to research the ruins of Lirgen—one of the two nations completely subsumed by the Eye of Abendego just over a century earlier—where she hoped to rediscover lost information about Lirgeni mastery of astrology.

Within a dank and moldering sanctuary, Enora uncovered a stone tablet that radiated a magical aura unlike anything she had ever encountered before, even amid the most powerful of Jistkan artifacts under her charge in the Occularium. Setting her hand upon the arcane writing and reaching forth with her innate arcane abilities, Enora touched the very fabric of the magical energy that pulsed through the artifact, unraveling it ever so slightly to better understand it. Immediately, her mind was flooded with magical revelations—knowledge beyond her wildest dreams.

When she pulled her hand away, Enora had a new understanding of the potential for learning that existed beyond the strictly secular libraries and laboratories of Rahadoum. A combination of rage and sadness overwhelmed her as she realized that her own rejection of Nethys and other gods of magic had been holding her back from attaining the knowledge she’d always yearned for. How could she return to Manaket and her governmental position knowing that so much more information remained beyond her grasp, simply because it was held in libraries dedicated to deities her nation had shunned?

Enora traveled east into the Mwangi Expanse and found passage down one of the region’s many rivers to the Arcadian Ocean, the entire time assessing her options. In the end, she chose the pursuit of knowledge over the security of the life she’d known, and now lives a life on the edge of two worlds. She works continually through carefully worded letters to maintain her good standing with the Occularium in order to preserve her access to its myriad magical and academic resources, but is afraid to return home, lest her newfound respect for the power of the gods brings punishment upon her head. She travels the Inner Sea in search of a better understanding of the inner workings of magic and the secrets of lost empires whose magic surpassed that of even the most powerful modern archmages.

Enora is singularly driven in her search for knowledge, but isn’t above working with others in order to achieve common goals. She remains cheerful and optimistic about most things, yet holds deep-seated anxiety about the conf lict she will inevitably face should she return to Manaket and be outed as a follower of Nethys. She doesn’t talk much about where she came from, but knows that one day her travels will take her back to Rahadoum, and she’ll be hard pressed to keep her secret.

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Fangwood Kepp

Status:

| HP 27/27 + Temp. HP 14/14 | Spells 1st 4/5, 2nd 1/3 | Arcane Reservoir 4/7 | CLW wand 10/10 | Mage armor wand 4/5 | Arcane Bond 1/1 | Staff charges 6/10 |Active Conditions: False Life (4 hours), Mage Armor (1 hour), Mirror Images 5 (4 minutes)