Ceoptra

Herani Reagald's page

138 posts. Alias of Tirion Jörðhár.


Full Name

Herani Reagald

Race

Human(Azlanti Pure Blood)

Classes/Levels

Wizard(Metal Elementalist)/2 - Cleric/3

Gender

Female

Size

M 5'6", 125 lbs

Age

24

Alignment

CG

Deity

Desna

Languages

Common(Taldan), Kellish, Varisian, Infernal, Draconic, Goblin, Giant, Undercommon, Gnoll

Strength 8
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 19
Charisma 15

About Herani Reagald

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Offense:
___________________________________________________________
+6 Initiative (+2 Dex, +4 Feat)
+3 BAB (+1 Wizard, +2 Cleric)

+2 CMB (+3 BAB, -1 Str)
+14 CMD (+3 BAB, -1 Str, +2 Dex, +10)

+2 Dagger (+3 BAB, -1 Str) Damage: (1d4-1) (-1 Str)
+2 Starknife (+3 BAB, -1 Str) Damage: (1d4-1) (-1 Str)
+6 Crossbow, Light (+3 BAB, +2 Dex, +1 MW) Damage: (1d8)
____________________________________________________________
Defense:
____________________________________________________________
Current hp: 46
Max hp: 46 (+6+8+8+8+6, +5 Con, +5 Toughness)

AC 14 [+2 Dex, Ring +2, +10]
Flatfoot AC 12 [Ring +2, +10]
Touch AC 14 [+2 Dex, Ring +2]

+5/6 Fort (+3 base, +1 Con, +1 Cloak) (+0 Wizard, +3 Cleric)(+1 trait bonus vs. poison/drugs)
+4 Ref (+1 base, +2 Dex, +1 Cloak) (+0 Wizard, +1 Cleric)
+11/12 Will (+6 base, +4 Wis, +1 Cloak) (+3 Wizard, +3 Cleric)(+1 trait bonus vs. mind-affecting effects)
____________________________________________________________

Special Abilities Available:

Iron Skin - 8/8
Metal Magic
Bit of Luck: 7/7
Agile Feet: 7/7
Channel Energy: 5/5 --> 2d6
Dimensional Hop (Sp): */*
Good Fortune: */*

Special Abilities:

Special Abilities Available:

Iron Skin - +2 to AC for 10 minutes, usable 3+int per day.

Metal Magic - +1/2hp damage per level if enemy made of metal or wearing med/heavy armor

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

You can transfer magic to and from items by touch 3x+Int score a day(I will allow you to sell one item per town, merchants do not have endless coin).

You can drain a +1 sword to recharge your level 1 spells, a +2 to recharge level 2 spells, or a +3 for to recharge your 3rd level spells, you can also do the reverse, charge an item(it need not be MWK) with magic draining your spells for the day of the appropriate level to grant it a bonus up to level 3.

You also choose a metamagic feat for free.

Spells Memorized:

Wizard
0-Level 4/day

  • Daze - A single humanoid creature with 4 HD or less loses its next action.
  • Jolt - Deal 1d3 electrical damage with a ranged touch attack.
  • Light - Object shines like a torch.
  • Message - Whisper conversation at distance.

1st Level 4+1/day


  • Mage Armor - Gives subject +4 armor bonus.
  • ^Shocking Grasp - Touch delivers 1d6/level electricity damage (max 5d6).
  • ^Gravity Bow - Arrows do damage as though one size category bigger.
  • Grease
  • Shield - Invisible disc gives +4 to AC, blocks magic missiles.

+1 - Pearl of Power - may cast spell twice 1/day

2nd Level

^ - Metal Elementalist School Spell
** May cast any spell with Bonded Item 1/day

Cleric
0-Level


  • Detect Magic
  • Read Magic
  • Guidance
  • Stabilize

1st Level


  • Bless
  • Comprehend Languages
  • Shield of Faith
  • * True Strike

2nd Level


  • Bull Strength
  • Restoration, Lesser
  • * Locate Object

* - Domain Spell
May cast any cure in place of a spell except domain spells.

Hero Points & Adventure Notes:

Hero Points - 4
Performance Quality with Crossbow, Light
--> +2 to Performance Combat Checks with light crossbow

Words of Power:

Target

  • Selected
  • Burst

Effect


  • Shock Arc

Meta




Skills:
+2 Acrobatics (Dex +2, Ranks 0),
+8 Appraise (Int +4, Ranks 1, +3 Class Skill),
+2 Bluff (Cha +2, Ranks 0)
-1 Climb (Str -1, Ranks 0)
+13 Diplomacy (Cha +2, Ranks 5, Class Skill +3, +3 Skill Focus)
+2 Disguise (Cha +2, Ranks 0)
+2 Escape Artist (Dex +2, Ranks 0)
+6 Fly (Dex +2, Ranks 1, Class Skill +3)
+12 Heal (Wis +4, Ranks 5, Class Skill +3) (+1 & +1 hp when using incense)
+2 Intimidate (Cha +2, Ranks 0)
+10 Knowledge, Arcana (Int +4, Ranks 3, Class Skill +3)(+2 if dealing with prophecy)
+8 Knowledge, Dungeoneering (Int +4, Ranks 1, Class Skill +3)(+2 if dealing with prophecy)
+8 Knowledge, Geography (Int +4, Ranks 1, Class Skill +3)(+2 if dealing with prophecy)
+8 Knowledge, Engineering (Int +4, Ranks 1, Class Skill +3)(+2 if dealing with prophecy)
+9 Knowledge, History (Int +4, Ranks 2, Class Skill +3)(+2 if dealing with prophecy)
+8 Knowledge, Local (Int +4, Ranks 1, +3 Class Skill)(+2 if dealing with prophecy)
+8 Knowledge, Nature (Int +4, Ranks 1, +3 Class Skill)(+2 if dealing with prophecy)(+2 Circumstances in desert)
+8 Knowledge, Nobility (Int +4, Ranks 1, Class Skill +3)(+2 if dealing with prophecy)
+10 Knowledge, Planes (Int +4, Ranks 3, Class Skill +3)(+2 if dealing with prophecy)
+10 Knowledge, Religion (Int +4, Ranks 3, Class Skill +3)(+2 if dealing with prophecy)
+10 Linguistics (Int +4, Ranks 3, +3 Class Skill)
+6 Perception (Wis +4, Ranks 2)
+2 Perform(any) (Cha +2, Ranks 0)
+2 Ride (Dex +2, Ranks 0)
+10 Sense Motive (Wis +4, Ranks 3, Class Skill +3)
+12 Spellcraft (Int +4, Ranks 5, Class Skill +3)
+2 Stealth (Dex +2, Ranks 0)
+4 Survival (Wis +4, Ranks 0)
-1 Swim (Str -1, Rank 0)
+* Use Magic Device (Cha +2, Ranks 0)

[ooc] Each level skill points gained 8/level (+5 Int, +2 Wizard, +1 Race)

Traits:

• Secret Revolutionary - +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.
• Magical Knack - You gain a +2 trait bonus on caster level (wizard), if not > total class levels.
• Harbinger: +2 circumstance to any knowledge skill dealing with a prophecy. May choose one Knowledge skill, this skill is always a class skill.

Feats:

• Toughness - (+3 hit points, +1 per Hit Die beyond 3)
• Skill Focus(Diplomacy) - (+3 on Diplomacy, +6 if 10 ranks)
• Scribe Scroll (Wizard Bonus)
• Create Wondrous Items (3rd Level)
• Improved Initiative(5th Level) - +4 to Init

• Shake It Off(Teamwork-campaign bonus) - When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

• Disruptive Spell(Exiting Mana Wastes bonus) - Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell’s effects avoid this feat’s effect as well.

Racial:

+2 to all stats
Medium
Speed - 30 feet --> 30' race
Racial Skill Bonuses: +1 Skill/level
Bonus Feat at Level 1

Favored Class & Notes:

Favored Class: Wizard
Lvl 1 (1 Skill)
Lvl 2 (0)
Lvl 3 (0)
Lvl 4 (0)
Lvl 5 (1 Skill)
Lvl 6 (0)

+1 Int @ lvl 4

Spells:
Spells Per Day:

Wizard
0th Level --> 3
1st Level --> 3+1
2nd Level --> 0

--> Plus bonded item spell.

Cleric
0th Level --> 4
1st Level --> 3+1
2nd Level --> 2+1

Cleric:
Desna
• Domains: Travel, Luck
• Channel Energy - Positive - +2d6 -- 5/day

Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Wizard:

Arcane Bond: Dagger

Metal Magic

At 1st level, add the following spells to your Wizard spell list at the listed spell level: 3rd—chill metal, heat metal, 5th—rusting grasp, 9th—repel metal or stone.

Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your Wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.

Iron Skin (Su):

You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Shrapnel Burst (Su):

At 8th level, as a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 1d6 points of piercing damage per two Wizard levels (minimum 1d6) to all creatures within a 10-foot-radius burst. A Reflex save halves this damage. In addition, the twisted scraps of metal make the area difficult terrain until your next turn (at which time they disappear). You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. At 10th-level, the shrapnel bypasses damage reduction as if it were a magic weapon.

Spellbook #1:

Cantrips - All known except Spark


  • Acid Splash - Orb deals 1d3 acid damage.
  • Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible).
  • Bleed - Cause a stabilized creature to resume dying.
  • Breeze - Create a light wind, blows against target from direction of your choice.
  • Dancing Lights - Creates torches or other lights.
  • Daze - A single humanoid creature with 4 HD or less loses its next action.
  • Detect Magic - Detects all spells and magic items within 60 ft.
  • Detect Poison - Detects poison in one creature or small object.
  • Disrupt Undead - Deals 1d6 damage to one undead.
  • Drench - A sudden downpour soaks a target creature or object.
  • Flare - Dazzles one creature (–1 on attack rolls).
  • Ghost Sound - Figment sounds.
  • Haunted Fey Aspect - You surround yourself with disturbing illusions.
  • Jolt - Deal 1d3 electrical damage with a ranged touch attack.
  • Light - Object shines like a torch.
  • Mage Hand - 5-pound telekinesis.
  • Mending - Makes minor repairs on an object.
  • Message - Whisper conversation at distance.
  • Open/Close - Opens or closes small or light things.
  • Penumbra - Protects creature or object touched from bright light.
  • Prestidigitation - Performs minor tricks.
  • Ray of Frost - Ray deals 1d3 cold damage.
  • Read Magic - Read scrolls and spellbooks.
  • Resistance - Subject gains +1 on saving throws.
  • Root - Reinforces a subjects defense against being moved or tripped.
  • Scoop - Create a scoop of force to pick up or carry liquids.
  • Touch of Fatigue - Touch attack fatigues target.

Level 1


  • Charm Person - Makes one person your friend.
  • ^Gravity Bow - Arrows do damage as though one size category bigger.
  • Grease - Makes 10-ft. square or one object slippery.
  • Identify - Gives +10 bonus to identify magic items.
  • Mage Armor - Gives subject +4 armor bonus.
  • Mount - Summons riding horse for 2 hours/level.
  • Shield - Invisible disc gives +4 to AC, blocks magic missiles.
  • ^Shocking Grasp - Touch delivers 1d6/level electricity damage (max 5d6).
  • Sleep - Puts 4 HD of creatures into magical slumber.

Level 2

^ - Metal Elementalist Spells

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 8 lbs.
Dagger, Masterwork 2 lbs - (Bonded Item)
Light Crossbow, Masterwork 4 lbs.
20 Bolts - 2 lbs. (1lb/10)
Spell Components Pouch, 2 lbs.
Holy Symbol of Desna, Wooden
Cloak of Resistance +1, 1 lbs.
Pearl of Power, 1st Level
Hand of the Mage
Ring of Protection +2

19 lbs

In Backpack

Backpack, 2 lbs
Canvas Cloth, 1 lbs.
Healer's Kit, 1 lbs.
Oil, Flask, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
10 days of trail rations, 10 lbs.
Spellbook, 3 lbs.
Case, Scroll x2, 1 lbs.
Waterskin, 12 lbs.

36 lbs

Belt Pouch

Chalk, 3 pieces
0 p.p.
(-1300) g.p. --> going to borrow from Belor and someone else
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 55 lbs

Light Load: x < 26 lbs.
Medium Load: 27 < x < 53 lbs.
Heavy Load: 54 < x < 80 lbs

Appearance:

Herani is of medium build with fair skin and dark hair. While Herani appears quiet and withdrawn, this is truly a facade acquired over many years living under the auspices of infernal rule in Cheliax. Once one gets to know her, she is talkative with a cheerful outgoing personality. Although she is generally outgoing, any book or tome related to history, arcana, religion or the planes will draw her attention in seconds. After years spent trying to avoid notice in Cheliax, Herani favors muted colors and basic clothes which do not draw attention to her.

Background:

Born outside of Brastlewark in Cheliax to a lesser noble family, Herani Reagald was the youngest of four children with three older brothers. It was always apparent as she was growing up that her brothers were stronger and quicker than most of their counterparts. In martial and athletic competitions, rare was the time when one of her brothers was not the winner. However, Herani, while quicker than many of her friends, was nowhere near as strong. However, unlike her brothers, Herani was gifted with a incredibly quick mind and sharp wit. Where her brothers would resolve any arguments through physical force, Herani would use her head to outwit her opponent or redirect their aggression.

As with all nobles in Cheliax, Herani's family were followers of Asmodeus. By the age of 10, the priests of Asmodeus had found her wisdom and intellect to be something that would be beneficial to the priesthood and she had begun to be required to regularly attend religious school. During these periods, she would be taught by priests, wizards, and even devils regarding the infernal unholy ways of Asmodeus.

At about this same time, Herani began to listen to her parents after she was sent to bed and would regularly hear stories about Uncle Garron who was referred to as the one who got away. When Herani asked about this unknown uncle, she was beaten and told to never ask about him again. This began a long period of research by Herani into her family history and particularly about this mysterious Uncle Garron. After much study at the age of 14, Herani discovered in the dusty tomes of a forgotten corner of the families library, a family tree from nearly 50 years earlier. On this family tree, Herani not only discovered that Uncle Garron was actually her father's second cousin, but also that the family was supposedly directly descendent pureblood Azlanti. After making this discovery, Herani knew that her place was not in Cheliax with devil worshippers, and began to plan how to escape.

Over the next six years, Herani continued to live a lie, studying in the temples and with the wizards of Asmodeus, but always planning to escape. Her final decision to leave took place at the age of 20 when she was witness to one of her teachers summoning a mighty Pit-Fiend devil and commanding it to provide some of its lifeblood for the students to receive its power. As with many rituals before, Herani played along, but after tasting the devil's blood, it made her ill, whereas for most of her classmates, this blood opened an awareness of the power of the devil and awakened untapped sorcerer powers.

Seeing how this blood had changed her friends into what she considered devil spawn, Herani gathered together her belongings and the next time she was allowed to accompany her father away from Brastlewark, she fled. With minimal references to Uncle Garron and no knowledge of where to go, she first headed north, passing through Isger, Molthune and Nirmathas until she arrived in the eastern Varisian city of Korvosa.

In Korvosa, she first talked her way into the renown Acadamae where she studied for nearly a year. However, Korvosa also had a strong propensity toward summoning and conjuring, particularly with regard to devils and similar outsiders. Thus, she left the academy and began to wander across Varisia searching for herself and more information about Uncle Garron. During this wandering she met with a priest of Desna named Karan. Herani and Karan spent several months traveling across Varisia on foot and during this time, Herani learned much about Desna. When they parted ways in Magnimar, Karan gave her a wooden holy symbol of Desna and told her that the Great Dreamer was always there should Herani ever wish to serve her.

The reason that Herani and Karan parted ways was that in Magnimar Herani found references to a Lord Garron who had founded a group called the Harbingers of Fate. Although unsure whether Lord Garron and Uncle Garron were one and the same, Herani knew that she had left her home on this quest, and she must determine if her Uncle and the Lord were one and the same. Thus, she boarded a boat and set sail for faraway Absalom. After several months of travel, Herani arrived in Absalom where she began researching the Harbingers, finally discovering that they were often viewed as being slightly insane in their views of the prophecies. Nonetheless, the stubborn Herani continued her research determining that Uncle Garron and Lord Garron were in fact one and the same and that Uncle Garron had a single daughter who was in charge of a group of mercenaries named the Band of Blades.

Thus, after several years and wandering, Herani recently made contact with the Band of Blades and has been awaiting a chance to speak with her third cousin once removed, Lady Arodeth.