Seoni

Ikvvy's page

260 posts. Alias of Walter das Sombras.


Classes/Levels

Notebook | HP 26/26 | AC 14 T 12 FF 13 | CMD 13 | F+2 R+3 W+3 | Init +4 | Perc +10 | SM +6 | Spells 1st 5/6

Languages

Common, Draconic, Elven, Varisian

About Ikvvy

Information Gathered:
  • Contact - Adrais: Ikvvy inherited a villa in the elvish village of Silver Leaves. It is near the Ruins of Haviel. The village houses a small school for beginning elvish wizards, called the Siswa, a name which is also used for its staff and students. The village sits inside the borders of southern Elvish kingdom not far from the Imperial Highway. I’ve placed a rather extensive library there and the leader of school holds the keys to the lower level of the Villa, he has my trust, his name is Adrais.
  • Air trips: There are 2 ships making a slow circuit of 8 cities around the Old Heartland of the Empire. They travel at 10mph and carry enough crew to operate 24hrs a day. The ships are massive bulk cargo ships but have been modified to carry passengers as well.
  • Magic Storm: 400 years ago "a strange light rain" swept the Empire and left a few creatures "changed in harmless ways"; 800 years ago "an odd high wind" swept the Empire and left "dangerous things" in its wake; 2400 years ago "a violet tempest like none ever seen before" smashed into the civilizations of the supercontinent of Illuria and "left dangerous and vile abominations before the gods" in it wake; 9600 years ago many civilizations suddenly disappeared and the Great southern deserts appear, there is little note of why save for this line and one like it found carved into a crumbling walls in the desert "the skies open and nothing could withstand or stop raging of a world turned against us";
  • Maps: There's a number of construction maps for castellan's keep, Crispin's keep and several other places of interest.
  • The Great War: You find several books about the history of the Great War, and they refresh your memory of conflict from it start (The Sword Throne wanted The Dragon Throne to stop the practice of Slavery and competition for the newly discovered mineral fields on in Island chain in the Western Ocean), the major battles fought over its twenty year course, speculation on what exactly was the magical disaster that ended the war, and the war’s aftermath.
    One interesting piece of information you’ve never seen before (DC 30+) suggests that the not only was the disaster that ended the war not intentional but the result of the interaction between special war research being carried out by both Empires.
    You discover that the Alenkine family exited before the Empire begain as nobles within the city state of Marthos. You also discover that Calinda of Alenkine, Leader of House Alenkine at the start of the Empire, was given one of “The Twelve” to pass to her son, soon after the beginning of the Empire. You find no information on what “The Twelve” are however.
  • Stored Money: Professor Crispin left you each a significant amount of money in several different banks. Unfortunately that money has been seized by Imperial Edict and placed into a trust fund. The requirement that will see the release of that fund I have not been able to get revealed to me. As executor of the will I will of course continue to pursue this matter but I suspect you will have to take it up will the Imperial authorities in Marthos.

  • IKVVY
    Female Half-Elf sorcerer 3 - NG medium humanoid (elf, human)
    Init +4; Senses Low-Light Vision, Perception +10
    Languages Common, Draconic, Elven, Varisian

    DEFENSE
    AC 14, touch 12, flat-footed 13 (+2 armor, +2 dex, +1 on surprise round)
    HP 26 (3d6 +3 con +2 FC +3 Toughness)
    Fort +2, Ref +3, Will +3; +2 vs. enchantment spells and effects; +1 luck bonus on surprise round;

    OFFENSE
    Speed 30 ft. (6 squares)
    Ranged Composite Longbow +3 (1d8/x3), within 30 ft. +4 (1d8+1)
    Melee morningstar +1 (1d8)
    Face 5 ft. Reach 5 ft.
    Base Atk +1; CMB +1; CMD 13
    Known Sorcerer Spells (CL 1st):
    1st (6/day) - Alarm, Charm Person (DC 15), Color Spray (DC 15), Grease (DC 15),
    0th (at will) - Acid Splash, Dancing lights, Detect magic, Disrupt Undead, Message,
    Armor check penalty: 10% (1 on d10)

    STATISTICS
    Abilities Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 19
    Special Qualities Ancestral Arms, Arcane Training, Bloodline Arcana, Cantrips, Destined Bloodline, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Touch of Destiny, Weapon and Armor Proficiency,
    Feats:

  • Alertness [package]
  • Deceitful [package]
  • Toughness [bonus]
  • Eschew Materials [sorcerer]
  • Martial Weapon Proficiency (Longbow) [Half-elf alternate trait]
  • Point-Blank Shot [1st]
  • Precise Shot [3rd]
    Favored Class Choice: 2 HP; 1 SP;
    Skills:
    Points: (2class+2int+2extra)x3 + 1FC +(2package+3background) = 24 points
    +2 Acrobatics DEX (2+0+0)
    +6 Appraise INT (2+1+3) CS
    +15 Bluff CHA (4+3+3+2+1+2) CS [specialization]
    +0 Climb STR (0+0+0)
    +6 Craft (leather) INT (2+1+3) CS [craft]
    +11 Diplomacy CHA (4+3+3+1) CS
    +6 Disguise CHA (4+0+0+2)
    +3 Escape Artist DEX (3+0+0)
    +0 Heal WIS (0+0+0)
    +9 Intimidate CHA (4+1+3+1) CS
    +7 Knowledge(Arcana) INT (2+2+3) CS
    +3 Knowledge(Nature) INT (2+1+0) [hobby]
    +6 Knowledge(History) INT (2+1+3) CS
    +2 Linguistics INT (2+0+0)
    +10 Perception WIS (0+3+3+2+2) [specialization]
    +4 Profession (Merchant) WIS (0+1+3) CS [profession]
    +3 Ride DEX (3+0+0)
    +6 Sense Motive WIS (0+1+3+2) CS
    +3 Sleight of Hand DEX (3+0+0)
    +8 Spellcraft INT (2+3+3) CS
    +8 Stealth DEX (2+2+3+1) CS
    +0 Survival WIS (0+0+0)
    +0 Swim STR (0+0+0)
    +9 Use Magic Device CHA (5+1+3) CS

    Possessions Sheet

    RACIAL FEATURES
    Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
    Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
    Elf Blood (Ex): Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities (Ex): Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
    Keen Senses (Ex): Half-elves receive a +2 bonus on Perception skill checks.
    Low-Light Vision (Ex): You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

    CLASS ABILITIES
    Bloodline Arcana: Whenever you cast a spell with a range of "personal," you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.
    Cantrips: You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
    Destined Bloodline: Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of its origin, you have a great future ahead of you.
    Eschew Materials:
    Touch of Destiny (Su): You can touch a creature as a standard action to give it a +1 insight bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 7 times a day.
    Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
    Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

    CAMPAIGN FEATURES
    Traits:

  • Outcast's Intuition (magic enhancer): You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
  • Extremely Fashionable (diplomacy): You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
  • Outlander [RotRL] (Exile): For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.
  • Silent Hunter: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
    Drawback:
  • Family Ties: Your family is extremely important to you, and you feel disheartened when you can’t do what they ask. When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
    Background Package: Run for your freedom: You manage to avoid the wizard hunters throughout your whole like, mainly because of a sharp tongue, alert senses and a perfect hiding ability. You are a free magic user now, but you know that every time you use your powers someone will come after you, so you are ever watchful.
  • Benefit one) Pick two of the following feats and gain them for free: Alertness, Persuasive, Deceitful, Deft Hands, or Stealthy.
  • Benefit two) Pick two of the following skills to specialize in and gain a skill point for: Bluff, Diplomacy, Disguise, Perception, Sleight of Hand, Stealth, or Sense Motive.
    Equipment:
  • Neck - Amulet of Proof against Detection and Location
  • Left Ring - Signet Ring: guarantees the ring’s legitimate nature and the wearer’s right to i; The ring bears the Coat of Arms of House Alenkine, the great House affiliation of the current Emperor and identifies the wearer as a member of that house; Darkvision 1hr/lvl/day - in 5 minutes increments; Invisibility 1/day/2lvls.
  • Back - MW Backpack: with a Pathfinder kit inside.

  • Appearance:
    Ikvvy is a short, blond half-elf woman with long, braided hair. Her hair hides the pointy short ears, and she have mostly human features, so she might easily pass for a human, which is usually not necessary, but useful eventually. She wears a leather armor, custom made, that fits like a glove. Usually she's using traveler's clothes, with many pockets, a backpack and a Longbow made by her brother. She doesn't need components to cast, nor a book to prepare her spells, so Ikvvy is pretty comfortable even in urban environments, since she doesn't believe anyone would take her for a wizard, but it never hurts to be extra careful.

    Her blue eyes never flicker if she doesn't want them to, trained for unexpected situations, and she has a strong accent in her voice, which probably she got from Eldrian, although she plans on picking up different ones to better improve her stories. She is thin, probably close to 130 pounds, and looks fragile with her tremendous beauty and combed hair. Furthermore there is a beautiful necklace around her neck, which make her look very imposing.
    She's 20 years old, but usually do not say her real age, telling something a little over that number.


    Background:
    Ikvvy was still a baby when her life got complicated. Family issues, you see. Her mom was nothing like the common elf. Emotive and impulsive, she did what she wanted to, caring not for the consequences. And I don’t need to tell you she was crazy, do I? I mean, clearly insane! The half-elf girl was four years old when her brother Eldrian took her away from home, but she still remembers her mom, Lucy, screaming in madness with things someone wiser would not care about. Leaving a towel out of its proper place, toys in the corridor, serving more food than she could eat, and many others were just excuses for the mad woman to burst into a frenezi. Instead of teaching poor Ikvvy, her mother would scream and hit her, saying it was her fault that her father abandoned them, and thus they had such a terrible life.
    It was a lie, mind you. Ikvvy’s brother says that her father, a human named Gerard, was just a passerby on their elven city, and did not support Lucy for more than a couple weeks before leaving, never to be seen again. He probably did not know the elf woman got pregnant, and things could have gone different if he had known.

    Certainly different, but maybe not for the best. Because Ikvvy had magic in her, the kind of magic people had not seen in several centuries. She was a natural, and as such, things just happened around the little girl, small signs of something greater to come. Vases would fly away when the girl pointed, strange lights would duplicate from candles and her scream could break glasses when she was angry. That just enraged her mother even more, enough so that she would give the child away for the empire in open happiness when the first Wizard Hunter showed up, just the opposite of any other parent who would protect or hide their children in that case. After all, they were in an elven city, but it was still part of the Empire of Alesion, and thus they were bound to obey the laws. If the Empire said they would have your child, they would. The child would certainly be noticed, since she could not control her magic yet, and did not understood the need to do so. In fact, madness was already taking roots on her, following her mother’s guidance and example. But then luckily she had an elf brother, and in a burst of courage and madness he took her away, from their home, their village and specially their mother. The girl had human blood in her, so she grew up much faster than the elves, and at the age of four she partially understood the sacrifice her brother made for her, enough to make her eternally grateful.

    Anyway, they kept a low profile and hid at a large forest, without much risk of being found. There the girl learned everything she needed from her brother, and he would bring her books so she could learn how to read and write, aside from learning what Eldrian could not teach her, like cooking! The common language was an easy catch, but Draconic was a little tougher. Basically she was getting ready to blend in anywhere. So she learned to hide, to speak herself out of trouble, to pretend she was a mercenary and much more. The girl loved being close to nature, and animals were drawn to her without much effort. She cared for their little shelter, learned how to climb and clean animals, practicing her arcane control whenever there was time available. Preparing leather was her major help to their survival, since they could sell it whenever they traveled back to the civilization to buy some extra stuff. She lacked real contact with other people, but she knew fate would guide her back to civilization for good, when she was ready. Thus she readied herself with the aid of her brother, but mainly she learned and practiced to speak and to lie in front of a mirror. She got pretty good at it, trust me!

    And eventually the time came, and they returned to civilization. Some would say it was a coincidence, but well, some things are just meant to be. She had some things to investigate, mainly the weird things that were happening, and one doubt never abandoned her mind: where does her power comes from? Her mother had none, and so the only option left was from her father. But he was a simple traveler, was he not? She would bet not, that her father actually was a very powerful magic user, spreading his lineage throughout the country so magic would once again populate the land, although her brother was confident about his position. Well, she would probably never know, but if her guess was true, something was really wrong in here, and they would soon find out. After all they were heading back.