About Fox of SilverYsgardia Slenderfoot of the Order of the Mage
Init +3
Description:
Of course, the most striking "feature" of the tiny woman before you is the translucent mask strapped over her face, giving her the appearance of a fox. Despite the almost-clear nature of the material making up the mask, you can see that it was carved with such detail that it appears to have silvery hair -- you think that if you touch it, it would be soft. As she moves and the mask catches light differently, it shifts from nearly transparent to opaque, looking like nothing so much as the head of a forest fox tranplanted onto the shoulders of a child.
As she speaks, you realize with a shock that the fox's mouth is moving. Her voice is not muffled by the mask at all -- it's as though the voice, definitely that of a female, is coming from the mask and not the woman within. In fact, the ears on the mask twitch in reaction to the noise around you -- this is no ordinary mask, for certain. It wraps completely around her head other than two inches in the back where ebon curls streaked with silver spill out down to her shoulders. She wears sturdy traveling clothes and carries a walking staff taller than her three foot height. She carries a pack on her back and she leads a dog whose shoulder reaches her ear. At her belt can be seen a mace, a crossbow, and a dagger, all sized for her diminutive hands. One look at her traveling companion is enough to know that he will brook no threat to her, but there's a look in her eye that makes you wonder which of the two is truly more dangerous. -------------------------------------- Background:
Ysgardia was apprenticed to a hedge mage on a caravan at a young age when her fascination with his tricks led her to talk about them constantly. Finally, her father found out the caravan's route and made sure that when next they crossed paths, he spoke to the mage to see if he would accept one so young as a student. Naturally, the hin was hesitant, but she was very serious and insistent that she would study very hard and work very hard and do everything he told her to do and she would be a very good mage, so wouldn't he just give her a chance?
He gave in, but she found to her disappointment that magic did not come easily, even to the eager. After several years of performing as part of his act and learning cantrips, she was finally learning her first "real" magic when the war found their caravan an easy target. Many, many goblins and gnolls died that night trying to take advantage of the "defenseless" halflings, but in the end, there were no victors. The few surviving attackers were those that fled, but the remaining defenders were, nearly to a man, dying, including Ysgardia's mentor. He entreated her to flee and to continue her studies. "You have the strength. You will be far more powerful than I could be. You must learn more, grow powerful, and protect the weak with your strength. You must promise me." With that, he died. She searched what was left of their wagon, but the monsters had wrecked nearly everything. She found his spellbook in the wreck of their wagon and the stick he used to attack the monsters. Some food and basic necessities went into her tiny pack and she headed down the road, never looking back. She traveled with a series of halfling caravans after that, almost hoping they would be attacked so she could protect them as her mentor had done, but their trips were usually uneventful. Unfulfilled, she kept moving, finally coming to the Imperial capital and hearing of a "college" of wizards that specialized in the art of war. Intrigued, she inquired and they informed her that they were not actually wizards, per se, but they would consider her application if she sought to enter with the condition that she would have to serve in the Imperial army as a means of paying back her tuition. "Learn more, grow powerful, protect the weak." This seemed an opportunity from the gods themselves! As a result, she found herself as the oldest, and yet by far the smallest, in her class at the warmage academy. Most of her lessons came very easily to her, but the practice of wearing armor(!) was very difficult to get used to. She began to spend her personal time practicing her "old" magic while wearing armor. She finally found that she could cast certain spells without using her hands, allowing her to cast without regard for the armor. Shortly after her graduation, she was commisioned into the Imperial Army, but found herself reporting to an officer that had little use for mages and less for little girls in his unit. After considerable effort, she finally convinced him that even if he did not choose to augment his troops with arcane power, he could better prepare himself to face the arcane-using foe with her advice and knowledge. Having worked herself into man's inner circle, she felt that she was finally contributing to the "protection of the weak" of which her mentor had spoke. One day, a short robed stranger walked up to the officer's tent, a warrior at his side. Challenged by the soldiers at the entrance, the stranger drew his hood back, revealing a mask, that of a gray rat. Without a word, the soldiers both stepped back out of the way, almost too quickly, and he and his warrior strode in, unannounced. Ysgardia found out later that the man was actually a gnome, a mage from the Order of the Mask (as if that was not obvious!) and he had been sent to review the officer's command. The officer called Ysgardia into his tent and said, "You have more in common with our esteemed visitor," he seemed to put unusual emphasis on esteemed as he said this, "so I want you to drop what you are doing and make yourself available to him as a guide and assistant during his visit. Of course, if he expresses any concerns to you, I expect you to let me know as soon as possible so that we might address them." The next day, at morning mess, Ysgardia strode up to the visitor and waited to be recognized. She had seen him watching her approach, but he said nothing to her, so she stood and studied his mask while she waited. It was almost like it was part of his head rather than just worn over his face, she realized, even though his long beard poked out from underneath. I wonder what it feels like? Suddenly, she realized he had spoken to her without turning his head. "Have you seen enough, little one?" he repeated. Much to her frustration, she stammered as she replied, "Y-y-yes, s-sir, my apologies for staring. It's just very interesting." "Tell me, little examiner, what it is your commander has told you to do." As he said this, he turned to look at her and she found herself unable to look away. "He said to be your guide, your aide during your visit." There! That's what she should say! "And to tell him what you say." Wait! Why did I say that? I will be in so much trouble! The rat-faced gnome smiled a genuine and toothy smile, "Why, little one, I think you are the first person I've met in two days that has told me the complete truth. Your services as guide and aide are accepted." And with an even larger smile, "But you will only tell Old Sabre Jaws what I tell you to. Do this, and it will be worth your while, I assure you." Thus began a week of interviewing soldiers and officers and quartermasters and looking at weapons and horses and tents, all the while "secretly" reporting the masked gnome's findings to her superior so he could fix them before they could be reported to the Imperial commanders. In the end, she was present when the mage spoke to her commanding officer. After congratulating the older man for his years of service to the Imperial Army and his recent successes on the battlefield, the wizard said, "I'm prepared to return to the capitol with one of two reports. The first is a glowing review of the readiness and skill of your troops, something I feel to be largely true. The second is the complete truth -- including the corruption in your quartermaster corps, inexperienced leadership in several companies, and a known spy for Chaos within your camp. I feel that it will do more good to provide you with the second report to act on while I take the first back to your commander-in-chief, but I have a single condition before I do so." The old general settled back, "I knew there would be some sort of game -- you made it too easy all week. What is you want, Gooday? Tobacco? Spirits? Money?" The gnome waved a hand, "None of those. All I want is -- her." Ysgardia squeaked, "Me?" "Yes, you. General, you have been granted a valuable resource in this young one and you have chosen to squander her talents as little more than a hostess. I will take her back to the capitol and we will find a more suitable role for one with so much potential." The confusion and relief mixed on the old warrior's face as he said, "You have a deal. I don't know what to do with her, anyway, so you're doing me a favor. No offense, lass." She was still standing there in shock, looking from one man to the other, and realized she'd been addressed, "No, sir, none." She shortly found herself learning magic at the feet of masters she had only heard rumors of and found herself more and more interested in the Order of the Mask. Eventually, the rat-masked gnome (she found out eventually that his name was Hava Gooday, which always makes her smile to hear) offered to sponsor her membership into the order, to which she readily agreed. She was inducted into the Order with the mask of the silver fox just over a year ago and she finds herself yearning to follow her old mentor's instructions: Learn more, grow powerful, protect the weak. She needs to leave the capitol and see her magic in the real world -- you can only learn so much in a classroom. And so she finds herself inquiring about adventuring companies that might have a use for a mage. Defense:
AC 21, touch 14, flat-footed 18 hp 52 (3d4+2d6+3d4+16, maximized) wounds 0 Saves:
Offense:
Base Atk +3; Grapple -1 Ranged Spells +7 ranged touch attack (damage varies); +1 to hit and damage within 30' (+2 temp) Ranged mw light crossbow +8 (1d6, 19-20/x2); +1 to hit and damage within 30' (+2 temp) Ranged mw dagger +7 (1d3, 19-20/x2); +1 to hit and damage within 30' (+2 temp) Melee bite +4 (1d3+1, 20/x2) - natural attack (+2 temp)
Statistics:
STR 10 DEX 16 CON 15 INT 17 WIS 14 CHA 16 --> 22 for the next two hours in-game, post-snakemen battle Feats & Skills:
Feats: Scribe Scroll, Point Blank Shot, Still Spell, Iron Will, Superior Sense of Smell, Alertness, Precise Shot Skills:
Special Qualities:
Bonus feat: Scribe Scroll Armored Mage (light) Warmage Edge Scent Superior Sense of Smell Understands the speech of non-magical canines (dogs, wolves, foxes) Arcane Power +1 Expanded Spell Knowledge (Ray of Flame) Augmented Casting (Apply Still Spell feat to 0th or 1st spell, uses 1st-level spell from other class) Languages:
Common, Halfling, Draconic, Elven, Goblin, Understands non-magical canine Gear:
9000 gp starting value Combat Gear Scroll of Protection from Chaos (CL 5), Scroll of Detect Secret Doors (CL 5), Scroll of Detect Undead (CL 5), Scroll of Arcane Lock (CL 5), Scroll of Knock (CL 5) Other Gear Mask of the Silver Fox (Head Slot), Masterwork Chain Shirt (250 gp, 12.5#, AC +4, Max Dex +4, ACP -1, Arcane Failure Chance 20%), Masterwork Buckler (165 gp, 2.5#, AC +1, ACP 0, Arcane Failure Chance 5%), Masterwork Light Crossbow (350 gp, 2#), Case of Bolts (2 gp, 1#), Masterwork Heavy Mace (312 gp, 4#), 1 Masterwork Dagger (302 gp, 0.5#), Spellbook (15 gp, 3#), Spell component pouch (5 gp, 2#), Backpack (2 gp, 0.5#), Flint & Steel (1 gp, 0#), Scroll Case (1 gp, 0.5#), Belt Pouch (2) (2 gp, 0.25#), Whetstone (0.02gp, 1#), Explorer's Outfit (10 gp, 2#), 500 gp in gems (500 gp, ?#) Encumbrance 31.25# + coin
Riding dog: Skipjack (150 gp), Studded Leather Barding (50 gp, 20#), Bit & bridle (2gp, 1#), Riding saddle (10 gp, 25#), Saddlebags (4 gp, 8#) Ink (2 vials) (16 gp, 0#), Inkpen (2 pens) (0.2gp, 0#), Bullseye Lantern with Continual Light cast on it (12 gp + 60 gp, 3#), Parchment (10) (2.0 gp, 0#), Rations (10) (5gp, 2.5#), Waterskin (2gp, 2#), Waterskin (2gp, 4#), 750 gp in gems Encumbrance 65.5# +33# (her) + 31.25# (her gear) = 129.75#
Pack dog: Jonas (150 gp), Studded Leather Barding (50 gp, 20#), Bit & Bridle (2 gp, 1#), Pack Saddle (5 gp, 15#), Saddlebags (4 gp, 8#)
Encumbrance 112.25#
WIZARD SPELLS:
Close Range: 25 + 5 * CL/2 = 40' Medium Range: 100 + 10 * CL = 160' Long Range: 400 + 40 * CL = 640' Prepared, CL 6 + 2 temp - 20% AFC (armor), 5% AFC (buckler) Cantrips - 4/day Caltrops x2 Light x2 First level - 4/day
Second level - 2/day
--------------------------- WARMAGE, CL 6 + 2 temp Close Range: 25 + 5 * CL/2 = 40' Medium Range: 100 + 10 * CL = 160' Long Range: 400 + 40 * CL = 640' Cantrips (0-level), 6/day - 1 cast (AS vs Abominations):
Acid Splash - "minimus acidus" - VS, Ranged Touch, Close range, No save, No SR; +1 to hit and damage within 30; You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3+3 (incl warmage edge) points of acid damage. Disrupt Undead - VS, Close range, One ray, No save, SR Yes
(1)Light - VM, Touch range, CL*10 minutes (D)
Ray of Frost - VS, Ranged touch, Close range, No save, Yes SR; +1 to hit and damage within 30;
1st-level, 7/day - 1 cast (LOA vs Abominations):
Accuracy - VSM, One thrown weapon/level touched or one projectile weapon touched, 60 = CL*10 minutes, Doubles range increment of affected weapon(s) Material component: Ink to scribe character on affected weapon(s) Burning Hands - VS, Range 15' cone, Reflex half, SR Yes;
Chill Touch - VS, Touch range, Up to CL creatures, Fortitude partial or Will negates, see text; SR Yes
Fist of Stone - VSM, Personal, 1 minute, Transform hand into fist of living stone, Gaining +6 STR for purposes of attacks, grapple checks, breaking and crushing items, Gain natural slam attack, 1d6+Str Mod damage or 1d6+1.5 STR Mod if no other attack taken
Hail of Stone - VSM, Medium Range, Cylinder (5' radius, 40' height), No save, SR Yes, Rain of stone dealing 1d4*CL = 6d4 damage, +3 from Warmage Edge
Magic Missile - - VS, Medium Range (100+10*CL=160'), Up to 5 missiles, targets within 15' of each other; No save, SR Yes, 1d4+1/missile (1@1st, 2@3rd, 3@5th, 4@7th, 5@9th); One missile gets additional +3 from Warmage Edge Orb of Acid, Lesser - VS, Close range, No save, No SR, One orb dealing acid damage (1d8+3@1st, 2d8+3@3rd, 3d8+3@5th, 4d8+3@7th, 5d8+3@9th, incl warmage edge) Orb of Cold, Lesser - VS, Close range, No save, No SR, One orb dealing cold damage (1d8+3@1st, 2d8+3@3rd, 3d8+3@5th, 4d8+3@7th, 5d8+3@9th, incl warmage edge) Orb of Electricity, Lesser - VS, Close range, No save, No SR, One orb dealing electrical damage (1d8+3@1st, 2d8+3@3rd, 3d8+3@5th, 4d8+3@7th, 5d8+3@9th, incl warmage edge) Orb of Fire, Lesser - VS, Close range, No save, No SR, One orb dealing fire damage (1d8+3@1st, 2d8+3@3rd, 3d8+3@5th, 4d8+3@7th, 5d8+3@9th, incl warmage edge) Orb of Sound, Lesser - VS, Close range, No save, No SR, One orb dealing sonic damage (1d6+3@1st, 2d6+3@3rd, 3d6+3@5th, 4d6+3@7th, 5d6+3@9th, incl warmage edge) Ray of Flame - VSF, Close range, Save partial (catching fire only), SR Yes, Ranged touch attack for fire damage (1d6+3@1st, 2d6+3@4th, 3d6+3@6th, 4d6+3@8th, 5d6+3@10th, incl warmage edge); the target must make its save or catch fire for 1d6 fire damage per round until the flames are put out with a DC 15 Reflex save Shocking Grasp - VS, Touch range, No save, SR Yes, Melee touch attack deals electrical damage (1d6+3@1st, 2d6+3@4th, 3d6+3@6th, 4d6+3@8th, 5d6+3@10th, incl warmage edge); the touch attack gains a +3 bonus on attack rolls vs opponents made of or carrying a lot of metal. True Strike - VF, Personal range
2nd-level, 5/day - 3 cast (Shatter 2x, SR in Final Fight):
Blades of Fire - V, Touch range, Duration 1 rd, No Save, No SR Your melee weapons each deal an extra 1d8 fire damage. This damage stacks with any energy damage your weapons already deal. Continual Flame - VSM, Touch range, No save, No SR
Fire Trap - VSM, Casting time 10 minutes, Touch range, Permanent until discharged, Reflex half, SR Yes Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.
Fireburst - VSM, Range 10', Reflex half, SR Yes
Flaming Sphere - VSM, Medium range, 5'-diameter sphere of flame, Duration CL rds, Reflex negates, SR Yes
Ice Knife - SM, Long range, Fortitude partial or Reflex half, SR Yes
Melf's Acid Arrow - VSMF, Long range, Duration 1+CL/3 rounds = 3 rounds, No save, No SR
Pyrotechnics - VSM, Long range, Single fire source up to 20'-cube, Duration 1s4+1 rounds, Will negates or Fort negates, see text; SR See text
Scorching Ray - VS, Close range, No save, SR Yes, You fire one or more rays (1@1st, 2@7th, 3@11th), the targets must be within 30' of each other. Each ray deals 4d6 fire damage; the first ray deals an additional 3 fire damage due to warmage edge. Shatter - VSM, Close range, 5'-spread or one solid object or crystalline creature, Will negates (object); Will negates (object) or Fortitude half; see text, SR yes (object)
Whirling Blade - VSF, Range 60' line, You enchant a slashing weapon to attack all foes in a 60' line, using your INT Mod or CHA mod (based on your spellcasting stat) or STR mod, as you prefer, for the attack and damage rolls. The weapon deals damage as though you had attacked normally in melee, including effects from feats. The weapon returns to your hand after attempting the last of its attacks.
Rewards:
Experience Points: 32,867 Rewards breakdown (for checking my math)
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