Survivor

Francesca "Franka" Aigner's page

325 posts. Alias of Iff.


Full Name

Francesca "Franka" Aigner

Race

| HP: 27/27 | AC: 16 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +8 | Init: +6 | Perc: +6 (Darkvision 60 ft.), SM: +2

Classes/Levels

| Speed 30ft | Inspiration: 3/3, SNA 2: 1/1 | Active conditions: Mage armor.

Gender

Female Aasimar Druid 1 Wizard 3

Age

28

Alignment

NG

Deity

various/any/all

Location

Restov

Languages

Common, Druidic, Hallit, Sylvan, Draconic

Occupation

Scholar

Strength 12
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 14
Charisma 10

About Francesca "Franka" Aigner

Character summary:

Franka is a druid with the Menhir Savant archetype, which signifies her studies into the Æther and the magic she's drawing from her understanding of it. She has spent her early years as a servant to House Lebeda and her most recent years with a Kellid tribe to learn about their understanding of the Æther, which gives her personality a nice blend of humble civility and rugged determination. She is comfortable in the wilderness, but isn't a 'typical' druid in the sense that she doesn't feel particularly connected to nature (other than appreciating it as something to learn about as part of her study of the Æther).
Mechanically, Franka would fill a support combat role, providing skills and knowledge out of combat. When it comes to kingdom building the leadership roles I see her fulfilling are Magister, Councilor (making sure that the citizenry finds a way to develop in harmony with its environment and serving as a common-folk liaison to those in power above her), or High Priest (being a neutral party interested in mystic affairs and turning her own spin on things).

Background, Personality and appearance:

Background
The girl born as Francesca hails from humble origins (or so she thinks*). Her parents work in service to a minor branch of House Lebeda, her father as a farrier and her mother in the kitchens. As a young girl, she was noticed by an eccentric aunt of the house, a spinster called Lavinia Lebeda. They bonded over their love of horses and mystery and the young Francesca, already a tomboy at that age, drank in Lavinia’s stories of distant worlds, adventure and the exotic. She was never sure whether any of the tales were true, but they instilled a passion to explore and to learn in her. She was most excited about the stories mentioning the Æther, a magical realm spawning both dream and nightmare that could be as close as a touch where the veil was thin.

When she came of age, there was little choice for Francesca to follow into her parent’s footsteps and take on a job in the noble’s household. She tried out as a maid, but was quickly sent to assist in the stables. On her 19th birthday Lavinia gave her the birthday present that would set her free: She was gifted Heimdall, a horse that she had cared for since its birth, along with traveling gear and a blank journal.

It didn’t take Francesca long to figure out where to go. She headed west and north, into the frigid lands of the Kellid, where she would search for knowledge regarding the Æther. She came home once of twice, to visit her parents and the only home she had ever known and to share her own tales with Lavinia. Then she was gone for three years, during which she had managed to gain a grudging acceptance among one of the Kellid tribes of Numeria. She had taken a few of their manners, had learned how to survive in the wild, had managed to grasp how saw the Æther and had learned some natural magic.

She was making her way home when she learned that the Swordlords were launching expeditions into the Stolen Lands, a place where she had wanted to go for study but which she deemed too dangerous. Not wanting to miss out on this opportunity of a lifetime, the young woman, calling herself Franka now, rode straight on to Restov to do whatever it would take to get herself into one such expedition.

* I have not explained how an Aasimar was raised in such humble conditions, but will leave that for the GM as a possible plot point. For reference, I will subtly assume in my roleplay that I have either Cervinal or Cervapral heritage.

Personality
From her parents and the nobles of House Lebeda, Franka has learned to have a calm demeanor and a sense of fairness and honor. From Lavinia’s tales she has gained a boundless drive for knowledge and exploration into the unknown. From the Kellid with whom she has lived, Franka has taken a pragmatic live-and-let-live attitude. She can act callous when an entire village is being threatened by starvation, if they are too stubborn to move or too proud to ask for help. Just the same, she would go to great lengths rescue a boy if he had strayed too far when playing and was thought to have become lost. She has a large amount of respect and tolerance for anyone, who can live in harmony with everything around them. Finally, she is passionately driven for anything that will allow her to explore and understand the mystery of the Æther.

Appearance
Franka was blessed with gorgeous red hair, but she doesn't care for it well enough for it to shine. She keeps it at a practical short length, letting it fall along her round face as it pleases. She is of average build, a bit plump even though she spends a lot of her time active and in the outdoors.
The way Franka moves betray her background as a servant. She speaks softly and moves with a silent grace and purpose. For people that don’t know her, this might clash with their first impression. She cares little for appearance and still likes to wear the rugged clothing of the north, featuring furs at hems and collar of her clothing.

Party role and Kingdom building:

I see Franka in a support role in the party, and in the campaign. She is not intended to be a combat powerhouse, although the attacks of her animal companion should tide her over until she has enough spells to be useful. Please note that I took Spell Focus Conjuration (and will pick up Augment Summoning later on), I don’t intend to turn every combat encounter into a zoo. Rather, I’d like to strike a balance between buff spells and control spells, with some Conjuration attack spells mixed in.

Franka’s primary goal in the campaign is to set up a base of operations in the Stolen Lands, from which to study the Æther and forge relations with its denizens (if those are present). She’ll welcome any like-minded people, if they share her dedication and respect for the phenomenon. The leadership roles I see here fulfilling are Magister, Councilor (making sure that the citizenry finds a way to develop in harmony with its environment and serving as a common-folk liaison to those in power above her), or High Priest (being a neutral party interested in mystic affairs and turning her own spin on things).

Francesca ”Franka” Aigner
Aasimar (Agathion-Blooded) Druid (Menhir Savant) 1 / Spell Sage Wizard 3
NG Medium Outside (Native) / Humanoid (Human)
Initiative +6; Senses Darkvision 60 ft.; Perception +6

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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 27 (1d8+1, 3d6+3) (+3 fcb)
Fort +5, Ref +4, Will +8
Defensive Abilities Resistance 5 against negative energy damage, +2 on saves against death effects, energy drain, negative energy and spells and SLA of the necromancy school.

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OFFENSE
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Speed 30 ft.
Ranged Shortspear +3 (1d6+1, 20/x2, 20 ft), or
Melee Shortspear +2 (1d6+1, 20/x2), or
Melee Spear +2 (1d8+1, 20/x3)
Special Attacks -

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STATISTICS
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Strength 12 (+1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 17 (+3), Wisdom 14 (+2), Charisma 10 (+0)
Base Atk +1; CMB +2; CMD 14
Feats 1: Amateur Investigator (3/day, add 1d6 to a trained Appraise, Knowledge or Spellcraft roll after the roll but before result is revealed), 2B: Scribe Scroll, 3: Improved Initiative

Skills
Handle Animal +6 (1 rank, 3 class skill, 2 race)
Heal +6 (1 rank, 3 class skill, 2 Wis)
Knowledge Arcana +9 (3 rank, 3 class skill, 3 Int)
Knowledge Religion +9 (3 rank, 3 class skill, 3 Int)
Knowledge Local +8 (2 rank, 3 class skill, 3 Int)
Knowledge Geography +7 (1 rank, 3 class skill, 3 Int)
Knowledge History +9 (2 rank, 3 class skill, 3 Int, 1 trait)
Knowledge Nature +7 (1 rank, 3 class skill, 3 Int)
Knowledge Æther +11 (4 rank, 3 class skill, 3 Int, 1 trait)
Linguistics +7 (1 rank, 3 class skill, 3 Int)
Perception +6 (1 rank, 3 class skill, 2 Wis
Ride +6 (1 rank, 3 class skill, 2 Dex)
Spellcraft +10 (4 rank, 3 class skill, 3 Int)
Survival +8 (1 rank, 3 class skill, 2 Wis, 2 race)

Traits Magical Knack (Druid, +2 bonus to Caster Level, up to a maximum of current Hit Dice), Scholar of the Great Beyond (+1 to Knowledge History and Knowledge Æther, Knowledge Æther as class skill).
Perk Æther-touched (+2 to Diplomacy to deal with Fey creatures and a +1 trait bonus to Will saves against fey spells and spell-like abilities).
Languages Common (Taldane), Druidic, Hallit, Sylvan, Draconic
SQ Racial: Darkvision 60 ft., Scion of Humanity, Deathless Spirit (resistance 5 vs negative energy, do not lose hit points from negative levels, +2 on saves against death effects, energy drain, negative energy and Necromancy spells and SLA’s). Skilled (+2 to Handle Animal and Survival), Spell-like Ability (Summon Nature’s Ally II, 1/day) Class: Nature’s Bond (animal companion), Spirit Sense (As detect undead, except for undead, fey, outsiders and astral, ethereal or incorporeal creatures), Focused spells (1/day increase caster level by 4 for a single spell cast), Spell study (1/day, spontaneously cast any spell from bard, cleric of druid spell list as if it were a wizard spell I had prepared. Spend 1 full round per spell level, and expends two prepared spell of that spell level or higher).

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DRUID SPELLS - caster level 3
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0th level 3 spells. DC 12
- Detect Magic
- Light
- Create water

1st level 2 spells. DC 13
- Cure Light Wounds
- Snowball

Spontaneous casting into Summon Nature’s Ally

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WIZARD SPELLS - caster level 3
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0th level 4 spells. DC 13
- Read magic
- Acid Splash
- Prestidigitation

1st level 3 spells + 1 specialty spell. DC 14
- Mage armor (specialty)
- Grease
- Burning hands
- Comprehend languages

2nd level 2 spells + 1 specialty spell. DC 15
- Create pit (specialty)
- Bull’s Strength
- empty

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WIZARD SPELLBOOK
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0th level
- All Cantrips

1st level
- Mage Armor
- Grease
- Comprehend languages
- Identify
- Burning hands
- Magic Weapon

2nd level
- Create pit
- Glitterdust
- Scorching Ray
- Endure elements, communal
- Bull’s Strength

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EQUIPMENT
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Weapons Shortspear (3), Spear, Dagger, Sling and 20 bullets
Armor Traveler's outfit
Slotted Items Cloak of resistance +1[/b], [i]Handy Haversack
Wands, Rods, Etc Wand of CLW (28 charges)
Handy Haversack Ranger's kit, Spellbook, Journal, ink and ink pen, vial of acid, pint of oil (2), Scroll of Cure Light Wounds, Comprehend languages, Faerie Fire, Speak with Animals, potion of Lesser restoration, Alchemist fire (x2), Stag Lord Amulet
Belt Pouch 1430 gp, 6 sp
Mount Heimdall (Animal companion), bit and bridle, riding saddle, leather armor, 3 days’ worth of feed
Other

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ANIMAL COMPANION
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”Heimdall” (he who will take me to the rainbow between worlds):

Seal brown gelding horse
Size Large, Speed 50 ft. Senses Low-light vision, scent
Offense bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Defense hp 13/13, AC 15 (+2 armor, +4 natural, -1 size) Fort +5, Ref +4, Will +1
BAB +1, CMB +5, CMD 16
Strength 16 (+3), Dexterity 13 (+1), Constitution 15 (+2), Intelligence 2 (-4), Wisdom 12 (+1), Charisma 6 (-2)
Feats 1: Light armor proficiency
Skills Perception +5, Climb +7
Tricks (7) Attack, Attack, Come, Detect, Down, Heel, Stay
SQ Low-light vision, Scent, Link, Share spells
Equipment Leather armor, bit and bridle, riding saddle