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Helna karnik'kri'kro's page

39 posts. Alias of DEWN MOU'TAIN.


Classes/Levels

sorceress 2

Gender

f

Size

m

Age

54

Occupation

Perception: +4 HP 14

Strength 15
Dexterity 15
Constitution 15
Intelligence 11
Wisdom 17
Charisma 14

About Helna karnik'kri'kro

helna karnik'kri'kro

female dwarf

Sorcerer 2

str: 15
dex: 15
con: 15
int: 11
wis: 17
cha: 14

FORT: 0 (0+0)
REF: 0 (0+0)
WILL: +6 (3+3)

BA: +1

MELEE ATTACK: +3
RANGED ATTACKS: +3

AC: 12, TOUCHED 12. (WITH MAGE ARMOR: 16)

CMB: +2
CMD: 14

WEAPONS
DAGGER, MELEE +3, 19-20/X2, 1D4+2

DAGGER, THROWN +3 19-20/X2, 1D4+2 RANGE: 10'. MAX RANGE: 50'. with strong arm, supple wrist trait: 60'

A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.

feats
1) Distance thrower: With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.

skills
craft blacksmith: 4
perception: 4
Spellcraft: 4
survival: 4 (bloodline skill)

Spells:
0 (cantrips): mage hand, breeze, spark, detect magic, read magic
1: true strike, Incendiary runes

Feats: Scribe scroll

trait: strong arm, supple wrist traint link

blood line: boreal (frosty)

blood line power: Cold Steel (Sp): At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

equipment:
Scrolls: True strike (x6), incendiary runes (x4)
blue book (x2)
wand, mage armor (10 charges)
wand, cure light wounds (10 charges)
wand, magic missle (10 charges)

12 daggers (various styles)

rope, silk 50ft
mirror, small
backpack, hydration
whetstone, x4
block of steel, 10lb size.
2lb hammer
billows, travel
dagger bandolier
travel blanket
rations, 10 days
chalk, x3
glow ink
yellow ribbon, 20ft length.

Standard Racial Traits
Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
DEFENSE RACIAL TRAITS

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
FEAT AND SKILL RACIAL TRAITS

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
SENSES RACIAL TRAITS

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Battle tactics:
a: if enemy is far away. 1) cast true strike 2) blood line power, use trait and hurl dagger 100ft onto target. 3)mage armor wand (enemy should be in close range by this time)

b: if enemy is close 1)bloodline power 2)use dagger.

c: if sneaky into combat 1)use prepped page from blue book with glow ink and incendiary runes. 2) mage hand paper to enemy. 3) kaboom!

d: diplomatic 1) see sneaky above 3) kaboom

use incendiary runes for rear guard protection.