Kul-Inkit

Eunomia Verto's page

254 posts. Alias of Ever_Anon.


Full Name

Eunomia Verto

Race

Aasimar Sorcerer 5 | HP 37/37 | AC: 17 (T: 13, FF: 15) | Init: +2 | Perc. +9, Darkvision 60ft

Classes/Levels

More Info:
Resist: Acid/Cold/Neg. Energy 5 | Saves: F:+3, R:+3, W:+8 (+2 vs death effects/energy drain/neg. energy/necromantic spells | BAB: +2, CMB: 11, CMD: +13 | Spells: (1st) 5/7, (2nd) 5/5

Gender

Female

Size

Medium

Age

22

Alignment

LG

Deity

Zohls

Languages

Common, Celestial, Sylvan

Strength 9
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 18
Charisma 12

About Eunomia Verto

Statistics:

Eunomia Verto
Female Aasimar Sorcerer 5
LG Medium Outsider (Native)/Humanoid (Human)
Init +2; Perception +9
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 dex, +1 deflection, +1 armor)
HP 36 (4d6)
Fort +3, Ref +3, Will +8
Saving Throw Bonuses: +2 against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school
Resistances: Acid 5, Cold 5, Negative Energy 5
--------------------
Offense
--------------------
Speed 30ft
Ranged Masterwork Light Crossbow +4 (1d8, 19-20/x2)
Melee Morningstar +1 (1d8 -1, x2)
Melee Dagger +1 (1d4 -1, 19-20/x2)
--------------------
Other Statistics
--------------------
Str 9, Dex 14, Con 14, Int 14, Wis 18, Cha 12
Base Atk +2; CMB 11; CMD 13

Special Abilities:

Feats:
Eschew Materials (class bonus): Cast spells without material components
Fast Learner (Level 1): Gain both +1 HP and +1 skill point when leveling in a favored class
Craft Wondrous Item (Level 3): Create magic wondrous items
Spell Penetration (Level 5): +2 bonus on level checks to beat spell resistance

Traits:
Good Influence (Race): You possess an innate ability to motivate and inspire others to do the right thing. You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region. These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.
Truth’s Agent (Social): You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Skills:
25 ranks total: 4 skill ranks per level (2 class, +2 Int.) +5 FCBs

Diplomacy [2]: +3/+4/+5 (+1 CHA, +2 Ranks, +1 Trait Bonus if gathering information, +1 Trait Bonus if persuading a nongood creature to do good or a nonlawful creature to obey the law, +2 Trait Bonus if persuading a nongood, nonlawful creature to take a lawful good action)
Heal [1]: +10 (+4 WIS, +1 Rank, +3 Class Skill, +2 Class Bonus)
Intimidate [0]: +3 (+1 CHA,+2 Racial Bonus)
Knowledge Arcana [5]: +10 (+2 INT, +5 Ranks, +3 Class Skill)
Knowledge Local [1]: +7 (+2 INT, +1 Rank, +3 Class Skill, +1 Trait Bonus)
Knowledge Religion [1]: +5 (+2 INT, +1 Rank, +2 Class Bonus)
Perception [5]: +9 (+4 WIS, +5 Ranks)
Sense Motive [5]: +11 (+4 WIS, +5 Ranks, +2 Racial Bonus)
Spellcraft [5]: +10 (+2 INT, +5 Ranks, +3 Class Skill)

Languages:
Common, Celestial, Sylvan

Class Features - Sorcerer:

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Celestial Bloodline (Empyreal)

Class Skill: Heal.

Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.

Bloodline Powers:

Heavenly Fire: Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (Current: 7 times per day, 1d4+2)

Celestial Resistances: At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Favored Class - Sorcerer:
Levels 1-4: +1 HP and +1 Skill Point per level (Fast Learner Feat)

Racial Features - Aasimar (Archon-Blooded):

Ability Modifiers: +2 Constitution, +2 Wisdom
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skill Modifiers: Lawbringers have a +2 racial bonus on Intimidate and Sense Motive checks.
Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Deathless Spirit (Alternate Racial Trait): Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Incorruptible (Alternate Racial Trait): Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Scion of Humanity (Alternate Racial Trait): Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Spells Known (CL 4):

Spell-Like Abilities:
Corruption Resistance (1/day): Protects creature against damage from alignment-based attacks.

Cantrips (DC14):
Detect Magic: Detect spells and magic items within 60ft.
Ghost Sound: Figment sounds.
Mending: Make minor repairs on an object.
Message: Whisper conversation at distance.
Prestidigitation: Perform minor tricks
Read Magic: Read scrolls and spellbooks.

Level 1 (DC15) (7/day):
Alarm: Wards an area for 2 hours/level.
Bless (Bloodline Spell): Allies gain +1 on attack rolls and saves against fear.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). (Current: 2 missiles)
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Level 2 (DC16) (5/day):
Glitterdust: Blinds creatures, outlines invisible creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.

Equipment:

Combat Gear:
Silken ceremonial armor: 30gp
Masterwork Light Crossbow: 335gp
Bolts (20): 2gp
Morningstar: 8gp
Daggers (2): 4gp

Magic Items:
Handy Haversack: 2000gp
Ring of Protection +1: 2000gp
Traveler’s Any-Tool: 250gp
Wand of Endure Elements (50/50): 750gp
Scroll of Comprehend Languages: 25gp
Potion of CLW (x2): 100gp

Other Equipment:
Light Horse (Combat Trained): 110gp

Acid flask (5): 50gp
Bedroll: 1sp
Belt Pouch: 1gp
Blanket: 5sp
Canteen (2): 4gp
Chain (10’): 30gp
Chalk: 1cp
Charcoal: 5sp
Compass: 10gp
Earplugs: 3cp
Explorer's Outfit - Free
Fishing Kit: 5sp
Flint & Steel: 1gp
Grappling Arrow: 1gp
Ink: 8gp
Inkpen: 1sp
Journal: 10gp
Manacles: 15gp
Mess Kit: 2sp
Mirror: 10gp
Oil (1 pint): 1sp
Paper (10): 4gp
Parchment (10): 2gp
Pitons (10): 1gp
Powder: 1cp
Riding Kit: 16gp
Scroll Box: 5gp
Signal Whistle: 8sp
Silk Rope (50’): 10gp
Soap: 1cp
Tent (small): 10gp
Trail Rations (10): 5gp

69gp, 3sp, 4cp

Character Background:

Knock knock knock

”Come in”

Eunomia Verto entered the room and saluted sharply. ”You asked to see me, sir?”

Commander Achille Parsall smiled faintly. ”Greetings, soldier. I’d like you to accompany me on a patrol around the city.”

”Of course, sir. Whenever you would like to leave.”

Working in silence the two gathered weapons and saddled horses. From the corner of her eye Eunomia could see Commander Parsall give a slight sigh of relief as soon as they were outside the city gates, his shoulders slumping slightly as if he’d been relieved of a great burden.

In a way he had been. That was the whole point of this little ritual. Inside the city, Commander Parsall’s word was law. Outside of it, Achille could relax and enjoy a slow ride in the sunshine with a friend. A strange friend, perhaps, given that she was nearly 30 years his junior. But they’d worked together, and fought together, and trusted each other’s judgment. Out here, they were equals.

Today, though, it seemed there was more on his mind than relaxation. ”Have you heard the latest rumors from the north?”

Eunomia frowned. ”I don’t think so. Nothing unusual anyway, just typical Mivon politics.”

”A bit further than that, in the Stolen Lands. Apparently a small group has been killing bandits in the area. Rumor has it they’re trying to start a colony.”

”That...sounds like what we’ve done here. Or are trying to do, anyway.”

”Exactly.”

In the River Kingdoms nations rose and fell on a daily basis. Liberthane had survived as long as it had only because of Achille’s sheer force of will. Still, over 20 years since its founding, they were more a town than a nation. Liberthane had a solidly-built fort, disciplined soldiers, a few farmers and their families...and very little else.

Looking around at those farms, Eunomia remembered what a relief it had been when she first came here as a child. A rare place where there were laws equally enforced for all citizens. A small bastion of peace in a chaotic world. It was what had drawn her parents here. What had drawn them all here, really. But while Liberthane was stable, it had never been able to grow.

”Do you think they can do it? Actually create a successful colony?”

”I don’t know.” Achille smiled wryly. ”Although it seems they have outside support, which is more than we ever had. Brevoy’s apparently grown tired of the chaos on her southern border.”

”What are you thinking?’

He sighed. ”I’m thinking that I’m getting old, Ver, and I’m afraid everything I’ve worked for is going to mean nothing. We’re too small and well-defended for the larger nations like Mivon to bother with, but that sword cuts both ways. They won’t ally with us either. Eventually, someone is going to decide we’re worth attacking.

So I have a favor to ask of you. And it is a favor, not an order. I would like you to go north. Find out what these people are up to. See what they’re like; you’re the best judge of character I know. Are they bandits with delusions of grandeur? Or could they be something more?

If it’s the former, well, hopefully they’ll be too far away to ever set their sights on Liberthane. If it’s the latter…”

He brought his horse up next to hers, staring into her eyes with an intensity that she rarely saw from him outside of battle.

”If it’s the latter, Ver, I want you to join them. Help them. I dreamed once of uniting the River Kingdoms. Bringing liberty to all these lands, not just a tiny fraction. Maybe you could actually accomplish it. Or at the very least, forge an alliance with people who would prefer not to see Liberthane fall.”

Eunomia was shaken. She looked around again at the small hamlet that was the only home she’d ever known. To leave it behind was more than the commander would have ever asked of her. Of anyone.

But her friend had asked her for help.

She reached out and took his hand, as awkward as the gesture was on horseback. ”Of course. I’ll see who these people are. If they can be trusted. Not just for Liberthane.” She smiled. ”But for all people who want nothing more than a chance to live in peace.”