About Eris KaddrenFrom the W.D.G.F.F. Letter of Eris Kaddren: Pray allow me to address this issue from the start: my name. No doubt, when you saw the name 'Kaddren' atop this application, your mind likely recalled my notorious grandfather, whose scandalous actions gave our family name an untrustworthy reputation. I have lived in my grandfather's shadow all my life. Wagnur Kaddren's reputation for deceit tarnished my mother and father, so that scarcely a man, woman, or child in Alkenstar was willing to extend them the merest shred of trust (or credit). Fortunately, I have somewhat scrubbed the tarnish from my own name, through diligence and toil, but even so, there are many who judge me by my blood. It must be state very firmly that I bear no association with my grandfather's vile deeds. Wagnur fled civilization shortly after his disgrace, and there has been no contact between us since the days of my infancy. Of course, I do acknowledge that my remarkable magical talent was obviously inherited from the man, but I assure you the connection ends there! I will never make use of my magic to terroize the good folk of Alkenstar, as my grandfather did. Grandfather was once a well-respected pillar of the community, involved with a considerable number of businesses and trading enterprises. As you know, it was eventually revealed that he had been experimenting with enchantment magic to dominate the minds of weak-willed goblins. This scandal alone he might have recovered from; but it was further revealed that Wagnur made use of his ensorcelled horde to sabotage the business efforts of his rivals. It is now known that my grandfather secretly sank ships, burned down warehouses, and stole whole caravans worth of merchandise, all to further his trading monopoly. While my grandfather certainly cannot be redeemed, it is my hope that the Kaddren name can be restored. And I believe that the W.D.G.F.F. represents the best possibility for me to do so. When I am accepted into your squadron, I will be in a position to use my considerable arcane prowess in the service of a most honorable cause. And as your goals are fulfilled, thanks to my involvement, the Kaddren name will shine again! I have every faith that you can see this will be a mutually beneficial relationship. I look forward to your notice of acceptance. Yours in truth, Eris Kaddren Description and Personality:
Eris is a twenty-three year old human female with pale skin and angular, almost androgynous features. Her waist-length dark hair is marked with streaks of crimson dye. She is heterochromic (a common feature among arcane sorcerers), her right eye pale blue and her left verdant green. She dresses very well, and takes painstaking care with her appearance. Eris is prideful, overconfident, and deeply committed to her goal of restoring her family name. She can be exceedingly charming when she wants to be, but she has few deep friendships. She places more of her energy into pursuing her ambitions than she does into developing her relationships with others. She is somewhat close with her sister, Elani, and visits her parents often. Eris largely defines herself in opposition to her grandfather, whom she despises. She dislikes enchantment magic, seeing it as robbing others of their free will. Unfortunately, blinded by her pride and ambition, she has begun to unconsciously follow the same path her grandfather did, slowly becoming as ruthless and deceptive as him. Eris' familiar is a playful, golden-furred fox that she discovered years ago in the woods near her family's summer estate (shortly before the estate was sold off to pay some of the family's debts). The fox is a truly gorgeous creature with eyes that are eerily similar to her master's (one blue, one green). Statistics:
Eris Kaddren, Human (Chelaxian) Arcane Sorcerer
Trait: Ambitious (+4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess)
1st level Feat: Rime Spell
Base Attack Bonus: +1 | Melee: +0 Ranged: +3
Human racial traits: +2 to one ability score (Charisma), Bonus Feat, Sliver Tongued (replaces Skilled, gives +2 Diplomacy and Bluff; can adjust attitude three steps) Human favored class: Sorcerer (Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.) Skills (2 class + 2 Intelligence x2 level): Bluff (2 ranks) +9, Craft (Calligraphy) (bonus skill) +6, Diplomacy (1 rank) +10, Intimidate (1 rank) +7, Knowledge (Arcana) (1 rank) +6, Knowledge (Nobility) (1 rank) +6, Perception (0 ranks, non-class) +3, Perform (Writing) (bonus skill) +7, Sense Motive (0 ranks, non-class) +3, Spellcraft (1 rank) +6, Use Magic Device (1 rank) +7 Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. Arcane Bond: Familiar (Kallisti, Golden Fox) Once per day, your bonded item allows you to cast any one of your spells known. Fox also grants its master +2 on Reflex saving throws. Special qualities: empathic link, share spells 0th level Spells Known (per day: unlimited): Arcane Mark, Detect Magic, Flare, Prestidigitation, Mage Hand, Message, Ray of Frost 1st level Spells (per day: 5): Vanish, Snowball Equipment, worn or carried (23 lbs carried, 35 gp remaining): masterwork light crossbow (1155 gp, 4 lbs), 50 crossbow bolts (5 gp, 5 lbs), signet ring (5 gp, - lbs), caster armor (see below, - gp, 4 lbs), soldier's duster (light maroon with ice blue tracing; +2 circumstance bonus on fly checks, - gp, 4 lbs), handy haversack (2,000 gp, 5 lbs), belt pouch (- gp, .5 lb), compass (- gp, .5 lbs) Right pocket of Haversack (11.5/20 lbs): noble's outfit (15 gp, 10 lbs), small steel mirror (- gp .5 lb), everburning torch (110 gp, 1 lb), smoked goggles (- gp, - lb) Left pocket of Haversack (8/20 lbs): 4 days rations (- gp, 4 lbs), waterskin (- gp, 4 lbs) Central portion of Haversack (63.5/80 lbs): waterproof bag (- gp, .5 lb), bedroll (- gp, 5 lbs), blanket (- gp, 3 lbs), tent (large) (- gp, 40 lbs), camouflage netting (- gp, 5 lbs), silk rope (x2) (100 ft, - gp, 10 lbs) Magic items: Handy Haversack [Aura moderate conjuration; CL 9th Slot none; Price 1,800 gp; Weight 5 lbs.] This backpack has two side pouches, each of which is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. When the wearer reaches into it for a specific item, that item is always on top. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Wand of Cure Light Wounds [Aura mild conjuration (healing); CL 1st; Price 675 gp; Weight .1 lbs.] This wand has 4 potions of Cure Light Wounds [Aura mild conjuration (healing); CL 1st; Price 45 gp each; Weight .1 lbs.] Protective Gear: Caster Armor [AC +3, max DEX +7, acp -, asf -, weight 4 lbs, speed: normal]
Familiar:
Kallisti, Golden Fox Familiar Neutral Tiny animal
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