Petrune

Fetch the Kitchen Drudge's page

5 posts. Alias of Phrip.


Full Name

Fetch

Race

Human Void Elementalist | HP: 6/6 | AC: 13 Tch: 13 FF: 10 | CMD: 12 | Fort:: +0 Ref: +3 Will +4 | Init: +7 | Perception: +2

Gender

Male

Size

A small, skinny lad

Age

16

Alignment

NG

Languages

Common, Dwarven, Elven, Halfling, Protean

Occupation

Kitchen Drudge and Cook

Strength 8
Dexterity 16
Constitution 10
Intelligence 17
Wisdom 12
Charisma 8

About Fetch the Kitchen Drudge

Fetch's Background
Fetch can’t remember any other word flung his way that was not a more unsavory insult, and so Fetch he became as he grew ever so slowly amongst the clamor and grime of the kitchens of the Elementalists Guild. Mistreated was a state of being for the kitchen drudge, yet in spite of these hardships, Fetch evinced a shrewd intelligence and clever fingers; so much so, that rumors abounded as to the certainty of his parentage belonging to one of the many notorious guild masters. This only made life worse for Fetch. The apprentice wizards took it upon themselves to both torment and teach him some rudimentary magics in an attempt to see if talent might surface that would prove telling. Fetch outwardly showed mostly ineptitude, but learned much more than any could imagine until one day he felt competent enough to exact some measure of revenge. He succeeded in introducing both a potent soporific and an effective bowel relaxer into the stew, creating what he thought was a memorable experience for the entire guild membership. At the height of the evening’s events he purloined a minor folio of spells and some supplies, surreptitiously exiting the scene with a personal vow to one day return as a force to be reckoned with. His absence was noted by the bleary eyed masters two days later and additional vows were no doubt emphatically stated.
Fetch has been on the run for three months now after learning about the Master’s lasting displeasure, attempting to find a group of adventurers that would serve as both protection and camouflage or, failing that, work in a place none of the guild members would frequent.

Init +7; Senses Perception +2
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +4; +2 insight bonus vs. spells and spell-like abilities
Resist void awareness
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Offense
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Base Atk +0; CMB -1; CMD 12
Speed 30 ft.
Special Attacks reveal weakness
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st—burning hands (DC 14), gravity bow[APG], mage armor
. . 0 (at will)—dancing lights, detect magic, mage hand
. . Opposition Schools Water
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Feats Combat Casting, Improved Initiative, Scribe Scroll
Traits focused mind, freed slave
Skills Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (planes) +7, Linguistics +7, Perception +2, Profession (cook) +5, Spellcraft +7

SQ arcane bond (object)
Other Gear
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Special Abilities
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Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Focused Mind +2 to Concentration checks
Freed Slave (Andoran) +1 Will saves.
Reveal Weakness (-1 penalty, 6/day) (Su) Foe in 30 ft takes penalty to AC and saves for 1 rd.
Void Awareness +2 (Su) Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five

Opposition School Water

You must spend 2 slots to cast spells from the Water school.
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