Eostre Roldheim's page

1,332 posts. Alias of Archpaladin Zousha.


Female Dwarf Transmuter 5/Cyphermage 1 | HP 44/44 | Physical Enhancement +2 Str; Telekinetic Fist 7/7

AC 12, T 12, FF 10; Fort +3, Ref +3, Will +6; Init +7; Perception +9

About Eostre Roldheim

Advancement Choices:
1st: Wizard; Arcane Bond (glaive), Arcane School (Transmutation), Cantrips, Scribe Scroll; Favored Class (Wizard), +1 skill point
2nd: Wizard; +1 skill point
3rd: Wizard; +1 skill point
4th: Wizard; +1 skill point
5th: Wizard: Bonus Feat (Dazing Spell), +1 skill point
6th: Cyphermage: Cypher Lore (Glyph Finder)

F Dwarf Wizard (Transmuter) 5/Cyphermage 1 Age 47

LN Medium Humanoid (Dwarf)

Patron Deity: Nethys

Init +7; Senses Darkvision; Perception +9


AC 12, touch 12, flat-footed 10

Hit Points 44

Fort +3, Ref +3, Will +6


Speed 20 ft. (20 ft. base)

Melee Glaive +3 (1d10+1 x3) 10' reach or Dagger +3 (1d4+1 19-20x2)

Ranged Dagger +6 (1d4+2 19-20x2) 10' range increments

Space 5 ft., Reach 5 ft.


Str 12, Dex 14, Con 14, Int 19, Wis 12, Cha 9

Base Atk +2; CMB +2; CMD 13

Loner - Eostre's education among the Cyphermages, arcanists that view their peers not as colleagues or colleagues, but as rivals competing for greater knowledge and power, has made her afraid to truly depend on others, seeking to stand on her own.

Arcane Temper - Eostre casts fiercely and vigorously, believing her magic can power her through any situation.

Bruising Intellect - Eostre is a smart young woman and is unafraid to prove it, using her brilliance to tear apart the arguments and motivations of those who oppose her.

Scholar of the Ancients - Eostre's education from the Cyphermages has fueled her obsessed with everything Thassilon: their history, their language and their magical technique.

Scribe Scroll
Martial Weapon Proficiency (Glaive)
Cypher Magic
Dazing Spell
Improved Initiative
Extend Spell

Skills (7 points; 2 wizard, 4 Int, 1 favored class):

Disable Device +6 (1 rank, 2 Dex, 3 class)
Fly +7 (2 ranks, 2 Dex, 3 class)
Intimidate +10 (3 ranks, 4 Int, 3 class)
Knowledge (arcana) +13 (5 ranks, 4 Int, 3 class, 1 trait)
Knowledge (dungeoneering) +8 (1 ranks, 4 Int, 3 class)
Knowledge (engineering) +8 (1 ranks, 4 Int, 3 class)
Knowledge (geography) +8 (1 ranks, 4 Int, 3 class)
Knowledge (history) +13 (5 ranks, 4 Int, 3 class, 1 trait)
Knowledge (local) +8 (1 ranks, 4 Int, 3 class)
Knowledge (planes) +8 (1 ranks, 4 Int, 3 class)
Knowledge (religion) +8 (1 ranks, 4 Int, 3 class)
Linguistics +12 (5 ranks, 4 Int, 3 class)
Perception +9 (5 ranks, 1 Wis, 3 class)
Spellcraft +12 (6 ranks, 4 Int, 3 class)
Use Magic Device +3 (1 rank, -1 Cha, 3 class)

Racial Modifiers: +2 Constitution, +2 Wisdom, –2 Charisma, Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity

Languages: Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Terran, Thassilonian, Varisian


Location: On Person
Carrying Capacity Light:33 lbs. Medium:34-66 lbs. Heavy:67-100 lbs.

Money:39 GP 0 SP 0 CP

Explorer's Outfit 8 lbs. - 10 GP
Courtier's Outfit 6 lbs. - 30 GP

Glaive 10 lbs. - 8 GP
Dagger 1 lb. - 2 GP

Spellbook 3 lbs. - 15 GP
Paulinus Ornelos' Notes 1 lb. - 0 GP

Wizard's Kit 21 lbs. - 21 GP
Belt Pouch
Flint and Steel
Iron Pot
Mess Kit
Spell Component Pouch
Torches (10)
Trail Rations (5 days)

Wand of Shocking Grasp (23 charges remaining)


Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Cypher Lore: As a Cyphermage gains levels, he begins mastering written magic such as scrolls, glyphs, and symbols. She also begins to discover ancient Thassilonian magics that further bolster his power. These discoveries are known collectively as cypher lore. At each level except for 10th, the Cyphermage learns a new way to enhance his magic, chosen from the list of cypher lore discoveries below.

Glyph Finder (Ex): The Cyphermage can locate glyphs of warding, symbol spells, and similar magical spell traps that use writing as if he were a rogue. She can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.


Spells Per Day/Bonus Spells

0 (Save DC 18) - 4
1st (Save DC 19) - 3/1/1 Extra Transmutation Spell
2nd (Save DC 20) - 3/1/1 Extra Transmutation Spell
3rd (Save DC 21) - 2/1/1 Extra Transmutation Spell

Spellbook/Spells Prepared

0: Acid Splash (1), Arcane Mark, Dancing Lights (1), Daze, Detect Magic (1), Detect Poison, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic (1), Resistance, Scrivener's Chant, Spark.

1st: Burning Hands, Color Spray, Comprehend Languages, Detect Secret Doors, Ear-Piercing Scream (2), Enlarge Person (1), Feather Fall, Floating Disc, Grease (1), Identify, Mage Armor, Obscuring Mist, Protection from Evil (1), Ray of Enfeeblement, Silent Image, Sleep, Snapdragon Fireworks.

2nd: Create Pit, Extended Mage Armor(1), Flaming Sphere (1), Glitterdust, Invisibility, Levitate (1), Locate Object, Minor Image, Mirror Image (1), See Invisibility, Shatter, Spider Climb, Stone Call (1).

3rd: Fly (1), Haste (1), Slow (1), Spiked Pit (1).


Eostre was born in Riddleport, the second child of the administrator of its famous Gas Forges, Tromard Roldheim. Tromard, despite being overworked and harried by the consortium back in Janderhoff, always made time for his children and was willing to roll up his sleeves, don a mask and suck carbauxine with his workers. Eostre was raised in a harsh, but fair, household and taught the value of hard work. Her mother passed away shortly after the birth of her younger twin siblings. Eostre was expected to follow her father and older brother into running and working the Gas Forges, but Eostre had other ideas.

Eostre was fond of roving the City of Cyphers as a child, adept at avoiding attention from the city's cutthroat and scummy residents, so she could watch the ships pass under the massive Cyphergate. She'd seen Janderhoff's impressive architecture when she and her family joined her father on a trip there to report to the consortium, and she was curious as to how people who weren't dwarves made something this big and grand. She eventually learned about the Order of Cyphers dedicated to studying this structure and the ancient people that created it. As time went by, Eostre became increasingly obsessed with the Cyphermages and finally managed to attract the attention of one of their members, a dour and snide Chelaxian named Paulinus Ornelos.

Paulinus was a political exile from Korvosa, educated at their Acadamae and bitter at his own family turning his back on him. He moved to Riddleport to escape legal reprisal and joined the Cyphermages for access to their libraries. He sought mostly to be left alone and study in peace, but when Eostre came to him seeking apprenticeship, he was intrigued. He had a few conversations with her, and saw the potential advantage a student could give him. He contacted her father and asked him for permission to take Eostre into his home. Tromard was naturally stunned, especially as Eostre had gone behind his back to talk to Paulinus, and he initially refused. Eostre begged her father and for weeks the Roldheim family home shook with arguments, accusations and general ill will before Tromard finally gave in. He knew the Gas Forges were in good hands with his older son, and he could still teach the twins good dwarven values if Eostre wouldn't accept them. And so Eostre packed her things and moved into Paulinus' apartment to begin her apprenticeship.

Eostre's apprenticeship was not what she expected, as while Paulinus was serious about his intention to teach her, his bitter and selfish nature that got him in trouble back home surfaced. He worked his new apprentice to the bone and while he taught, his style of mentoring was sink or swim. He let Eostre burn herself casting fire spells, rapped her knuckles when her spell formulae weren't inscribed correctly, insulted and belittled her when she mispronounced her Thassilonian words. To top this off, she did all the cooking, cleaning and housework so Paulinus could study the rest of the day. But Eostre hardened herself to Paulinus' jeers and casual cruelty and when she cast her first spell, she gave him a knowing smirk that he replied to with a nod of genuine respect.

Eostre's apprenticeship came to a bloody and fiery end when Paulinus ran afoul of the Speaker of the Order of Cyphers, Elias Tammerhawk. A man whose ruthlessness made Paulinus seem like a pretty nice guy in comparison. To a Cyphermage, knowledge is secondary to power. And stealing information and publishing it as your own does not invite academic censure, but death. Paulinus, having more time to study and ponder thanks to Eostre's work freeing up his time, felt he was on the cusp of a breakthrough in understanding Thassilonian magic, and snuck a book from the Cypher Lodge for further study. Unfortunately, that book was part of Elias Tammerhawk's personal collection. Elias had been suspicious of Paulinus' motives and past, believing him to be a spy from the Acadamae and at least a threat to his power, and the theft of the book was the excuse he finally needed to put the upstart in his place once and for all. Paulinus believed he'd be able to defend himself from Tammerhawk's reprisal. When he arrived home at his apartment, he handed the book to Eostre and ordered her to cross-reference it with his notes while he prepared his defensive magics.

That evening, a band of thugs kicked down Paulinus' door and Elias sauntered in, smirking as he casually greeted Paulinus and inquired as to the whereabouts of the book. Eostre, hearing Tammerhawk's calm malice and Paulinus' sharp and angry retort to it, shoved Paulinus' notes into her satchel in fear. Then she felt the familiar buzz in the air that told her a spell was being cast. She dashed out into the main room to see Paulinus raising a veritable lightshow of defensive magic. Tammerhawk saw Eostre enter and his smirk grew into a sadistic smile. He threw down a spell at her that pinned her to the spot, then turned his attention back to Paulinus. Elias Tammerhawk was a diviner, and he'd anticipated every spell Paulinus had thought to cast, and had prepared a counterspell to each. He effortlessly dispelled Paulinus' spells and then, when Paulinus tried to run, Tammerhawk cornered him. Eostre watched as Tammerhawk beat Paulinus within an inch of his life, the bluster she'd seen in her apprenticeship reduced to a mewling plea for mercy. At that, Tammerhawk calmly set Paulinus on fire. Then he turned to Eostre and told her that he'd let her, Paulinus' empty-headed apprentice, live. When he left, the magic holding Eostre in place ended. And she ran.

She ran all the way home to her parents and tearfully told her everything that had happened. Though Tromard had been frosty to his daughter since she left, he welcomed her back with open arms and held her as she wept. After she finished her story, her father asked if what Tammerhawk had said was true, that she was empty-headed. She responded by casting a spell, making dancing lights to the delight of her twin siblings. Tromard nodded and said that she'd need to leave Riddleport. He surmised that Tammerhawk was merely toying with her to kill her later if Paulinus' murder hadn't thoroughly chastised her. He pulled together some favors and got Eostre on a Varisian caravan out of Riddleport. Alone and frightened for the first time, Eostre was at a loss for what to do. Rummaging through her pack as she was preparing for bed on her first night outside the city, she found the notes she shoved in there. As she read, she found that Paulinus had been on to something. As she read, she found that old childlike wonder rekindling. She decided to follow up on this research, become strong enough that not even the Speaker could defeat her. She noticed there was a location Paulinus was considering for a dig site: Sandpoint.

Academic; Eostre is a fervent believer in the adage that knowledge is power. She constantly seeks and hoards information and almost treats books like they're people. Wantonly destroying books or scrolls is a surefire way to draw her wrath.

Arrogant; Unfortunately, Eostre falls victim to the same trap that many wizards do, thinking her intelligence and her magical power make her better than others, and she is unafraid of using her knowledge to browbeat and bully people that oppose her. She doesn't actively seek conflicts, but she will not back down when challenged.

Asthenophobic; More than anything, Eostre fears and hates feeling powerless, as she watched her mentor's magical protections stripped away before he was murdered. She focuses much of her study into ensuring her magic is as difficult to dispel as possible, as well as making sure that the spells of any enemy won't render her helpless or take her control away. As a result, she tends to rely on her magic to the point of obsession, desiring to be stronger than her mentor was.

Avaricious; Despite the fact that she took a very different path than most of her kind, Eostre is still a dwarf, and has an appreciation for the finer things in life, whether it's gold and jewelry, gourmet foods and vintage wines, or books and magical items.

Mistrustful; Cyphermages are scholars, but rather than a fraternity of like-minded students working together, they constantly compete and fight. Eostre knows this better than most, as her own mentor was slain by a jealous rival. As a result, Eostre feels she has to stand on her own and it's hard for her to open up to others or accept help.

Protective; Eostre's fear of failure and weakness also gives her a fear of letting others down, and she is very dedicated to ensuring that any allies she does have are well-defended. Part of her wishes others didn't have to rely on her, but she also feels a sense of superiority in being responsible for others.

Ht: 4'1"
Wt: 250 lbs
Age: 47
Hair: Auburn
Eyes: Deep Blue
Skin: Pale

Eostre is stout, even for a dwarf, with wide hips and a potbelly. She binds her red hair in intricate braids and enjoys decorating them with gold and jewels. Her nose is bulbous and she has a thousand-yard stare that can wither a person's confidence. Tattooed around her left eye is a broken circle of runes that those in the know will recognize as the emblem of the Cyphermages. When casting spells, the runes of the tattoo glow with a green light. She does not suffer fools lightly, unless they're her friends.