About Enora, the Halfing Arcanist
Wand of Protection from Energy with 10 charges remaining. (CL 5th.)
Acid Splash Enora makes a ranged attack at +6 to hit against touch AC. If she hits, it deals 1d3 acid damage.
Cure Light Wounds Enora’s wand heals a touched target for 1d8+1 damage. Enora needs Use Magic Device to activate her wand.
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 3d6 sonic damage to a target within 40 feet and dazes it for a round. If it makes a DC 16 Fortitude save, it takes half damage and avoids being dazed.
Fireball Enora’s staff can fire a small bead up to 720 feet away, at which point it bursts into a 20-foot-radius spread of flame (if it passes through a narrow opening before that distance, she must roll a ranged touch attack at a +7 to avoid hitting the wall and detonating early). The fireball deals 8d6 fire damage to all creatures and objects in the area (Reflex save DC 18 for half).
Fly A touched target gains a 60 foot fly speed and a +7 bonus to Fly checks (+20 total for Enora herself) for 7 minutes.
Ghost Sound Enora can make illusory noises as loud as up to twenty-eight humans in any spot within 40 feet for 7 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 7 rounds. They are also blinded if they fail a DC 17 Will save, but at the end of each of their turns, they can attempt the Will save again to end the blindness.
Haste Enora can grants to up to 7 targets within 40 feet of Enora and all within 30 feet of each other a +30 ft. enhancement bonus to movement speed, +1 to attack rolls, +1 to Reflex saves, a +1 dodge bonus to AC, and an extra attack at the highest bonus during any full attack. These benefits lasts for 7 rounds.
Invisibility A touched target vanishes for 7 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).
Liberating Command As an immediate action, Enora can pick an ally within 40 feet. That ally can spend an immediate action to make an Escape Artist check with a +14 competence bonus to escape restraints, bindings, or grapples.
Light An object Enora touches sheds light for 70 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.
Message Enora can whisper messages to the target for 70 minutes as long as they remain within 170 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+2 copies of Enora weave around her for 7 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 7 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).
Produce Flame Enora’s staff can create a ball of fire in her hand, and the flames create light like a torch and last 8 minutes. In addition to providing illumination, she can hurl the flames up to 120 feet (+7 ranged touch) or touch enemies with them (+1 melee touch). Either method deals 1d6+5 damage. No sooner do you hurl the flames than a new set appears in her hand. Each attack she makes reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. To use this ability, Enora must succeed at a DC 20 Use Magic Device check.
Scorching Ray Enora’s staff can blast her enemies with two searing beams of fire. The rays may be fired up to 45 feet at the same or different targets (+6 ranged touch), but they must be fired simultaneously. Each ray deals 4d6 points of fire damage.
Shield Enora gains a +4 shield bonus to AC for 7 minutes and becomes immune to magic missile.
Vanish One target Enora touches becomes invisible for 5 rounds or until the target attacks. See invisibility above for more details.
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.