Sorshen

Jasrella Domas's page

37 posts. Alias of Jovich.


Full Name

Jasrella Domas

Race

Human

Classes/Levels

Wizard 1 (Specialist Evoker)

Gender

Female

Size

Medium

Age

31

Special Abilities

Spells

Alignment

NG

Languages

Common

Strength 10
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 12
Charisma 13

About Jasrella Domas

Jasrella Domas
Neutral Good Medium Human
Level 1 Wizard (Evoker)
Init +8 Perception +6
-----Defense-----
AC 11 (10 +1 dex, +0 armor, +0 Magic), touch 10, flat-footed 10
hp 7 (1d6 +1 Con) 7/7
Fort +1, Ref +1, Will +3
-----Offense-----
BAB +0
Melee +0
Range +1
Speed 30ft.
Special Attacks:
-----Statistics-----
Str10, Dex13, Con12, Int18, Wis12, Cha13

Feats:2
Improved Initiative:
You get a +4 bonus on initiative checks.
Spell Focus: Evocation
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
3 level: Greater Spell Focus: Evocation
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
5 Level: Combat Casting
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
7 level: Craft Wands:
You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.

Class Abilities:
Arcane Bond: Ring (Left Hand Ring Finger)
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level.

Arcane School: Evocation
Evocers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Arcane Opposition: Enchantment, Necromancy

Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile (Sp) (7/day)
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Wall (Sp)
At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

Cantrips:
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots

Scribe Scroll:
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Skills:
2 + Int modifier + 2 BG:8
Acrobatics: +1 (+0 Ranks +0 Class Skill +1 Dex)
Appraise: +4 (+0 Ranks +0 Class Skill +4 Int)
Bluff: +1 (+0 Ranks +0 Class Skill +1 Cha)
Climb: +0 (+0 Ranks +0 Class Skill +0 Str)
Craft: +4 (+0 Ranks +0 Class Skill +4 Int)
Craft: +4 (+0 Ranks +0 Class Skill +4 Int)
Diplomacy: +1 (+0 Ranks +0 Class Skill +1 Cha)
Disable Device: +1 (+0 Ranks +0 Class Skill +1 Dex)
Disguise: +1 (+0 Ranks +0 Class Skill +1 Cha)
Escape Artist: +1 (+0 Ranks +1 Dex)
Fly: +1 (+0 Ranks +0 Class Skill +1 Dex)
Handle Animal: +1 (+0 Ranks +0 Class Skill +1 Cha)
Heal: +1 (+0 Ranks + Class Skill +1 Wis)
Intimidate: +1 (+0 Ranks +0 Class Skill +1 Cha)
Knowledge (arcana): +8 (+1 Ranks +3 Class Skill +4 Int)
Knowledge (dungeoneering): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (engineering): +8 (+1 Ranks +3 Class Skill +4 Int)BG:1
Knowledge (geography): +8 (+1 Ranks +3 Class Skill +4 Int)
Knowledge (history): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (local): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (nature): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (nobility): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (planes): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (religion): +4 (+0 Ranks +0 Class Skill +4 Int)
Linguistics: +8 (+1 Ranks +3 Class Skill +4 Int)
Perception: +2 (+1 Ranks +0 Class Skill +1 Wis)
Perform: +1 (+0 Rank +0 Class Skill +1 Cha)
Profession (Soldier): +5 (+1 Rank +3 Class Skill +1 Wis) BG:1
Ride: +1 (+0 Ranks +0 Class Skill +1 Dex)
Sense Motive: +1 (+0 Ranks +0 Class Skill +1 Wis)
Sleight of Hand: +1 (+0 Ranks + Class Skill +1 Dex)
Spell craft: +8 (+1 Ranks +3 Class Skill +4 Int)
Stealth: +1 (+0 Ranks +0 Class Skill +1 Dex)
Survival: +2 (+1 Ranks +0 Class Skill +1 Wis)
Swim: +0 (+0 Ranks +0 Class Skill +0 Str)
Use Magic Device: +1 (+0 Rank +0 Class Skill +1 Cha)

Languages:4
Common, Elven, Dwarven, Orcish + 4 more

SQ:
None
Racial:
+2 INT

Weapons/Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his
Class Skills
Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.6
Traits:
Tough Minded
Benefit You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Reactionary
You gain a +2 trait bonus on initiative checks.

Equipment:
Dagger
Staff
Back Pack, Masterwork
Bedroll
Blanket
Belt Pouch
Canteen
Compass
2 dress uniforms
2 noble outfits
1 ball dress
1 war outfit

Spellbook (Opposition Schools: Enchantment, Necromancy)
All 0-Level Spells
1st- Level
Burning Hands
Color Spray
Expeditious Retreat
Mage Armor
Shocking Grasp
Shield
Alarm
Magic Missile
Grease
Summon Monster I
Ventriloquism
2nd-Level
Protection from Arrows
Summon Swarm
Acid Arrow
See Invisibility
Scotching Ray
Invisibility
Mirror Image
Fox's Cunning
3rd-Level
Dispel Magic
Clair audience/Clairvoyance
Fire Ball
Fly

Magical Items:
Cloak of the hedge wizard:evocation
Wand of shield 50 charges
5 potions of cure light wounds

Physical Description:
Height: 5'10"
Weight: 135
Eye color: Green
Hair color: Brow
Skin: Tanned, Heavily
Haircut: Long and Straight
Build: Thin and Athletic

Back Ground:
Gerald and Lyllian were so proud of their daughter, for at the age of six she has started to show a talent for the arcane arts. Gerald had his career as an aspiring mage cut short due to the family farm needed
Tending and Lyllian was a well know bard in these parts. When the local mage’s guild came around to test the children and Jasrella top the charts it was no surprise when the offers for apprenticeship came in.
Gerald and Lyllian picked a powerful wizard that they thought would give their daughter the best training they could afford. The cost was a big concern but both parents thought this was what was best for their
Child. Three weeks after the spring testing ceremony Jasrella was sent to study with Zathew of Benthros. This was the beginning of her life and the parents thought that Jasrella would be happy, The winter of
4865 was a harsh and bitter one. The after math of such cold temperatures brought about a sickness that spread throughout the town and surrounding villages. By the time the healers got the sickness under
Control, many were dead include both Jasrella’s parents. Now with no parents and no way to pay for her training, she was released from her apprenticeship with Zathew of Benthros. Jasrella was running low
On what money her parents left her. The neighbors were too afraid to help as the felt they would catch the sickness. She was approached by a Parnell of the Flaming fist about his situation. He agreed to
Continue her training in the arts in exchange for her family’s farm. She had nowhere else to turn to. No family and her she is almost 7 years old and the owner of a farm. In the end it was Parnell that took
Over the Domas Pomegranate farm and Jasrella continued her training for another sixteen years. Once released from her training Jasella was once again alone and unsure of her direction.

Jasrella looked for a way to make a living as a Evoker, but there were not many jobs available for a mage of destruction as it was called. For weeks and weeks she searched for a way to support herself, with
No success she was getting desperate. Then she was contacted by a man that was looking for help in making sure a certain person would rethink his personal objectives. The job was to help two other men
Scare away a person that is known to be a bad influence on the Higher ups of House Anjou. This person was described as a evil and vile thing that wants nothing but power for himself, he even is holding
His own sister against her will so the rest of the house does not move against him. This list of grievances went on and on ad the accusations got more and more bold. After some time of listening to the
Stories of this “Mister Fancy Pants” as he is know to be called. Jasrella was ready to take the job and the one hundred gold was a good incentive to boot.

The target was known to frequent the tavern known as the vulgar unicorn. This was a tavern that Jasrella knew of but has never been there before. She met up with the two other men and made the arrangements
That she would lore the target to the ferry shed that was being refurbished by some noblemen as a surprise for his mistress. The target was there of course but the description did not say anything about how
Attractive this young man was or how confident he was. Jasrella found she attracted to the target almost instantly even thought she was much older than him. Shaking the silliness away she sent a drink over
This young lord and followed up with a personal visit. It did not take him time to accept her offer of a night cap at her place. Once inside she proceeds to let him talk as she got into position. The two other men
Stepped out of the shadows
Look I might be a Courtenay but I am not my father son. I like my women to be well....a woman. Jasrella is taken aback as the target makes this bold statement. Her mind is reeling with the
New information that was just blurted out. [b]What did you say, you are a courtenay and not anjou? Is all she can blurt out as the two men start their attacks. Why are the two men being so aggressive,
They were to just scare this person away not to do any harm. This is the Christian of the houses Courtenay and Anjou. He is not vile and evil. Jasrell is concerned as to what she has gotten herself into. Seeing
That her attention is drifting Jasrella makes up her mind about her target, this Christian. She begins casting a spell of Flare Burst, She does not have much time as the barbarian is about to close this chapter in
Her short career as an assassin. She is able to get the spell off in time but Christian is to close to the barbarian. Jasrella starts to cast another spell, this one is to do some damage and hopefully keep Christian
Alive.
Unfortunately she is not able to get her spell off in time and is knock unconscious from the collapse of the second floor balcony. As jasrella starts to regain consciousness she sense that things are not right in her
World. The cold touch of metal on her throat was the first indication. Her eyes open up with concern with her wellbeing and immediately calms herself as she sees Christian looking down at her. The next thing
Jasrella knows is she spilling everything to this young lord. She can not help herself and continues to tell him everything she knows. Could it be a sense of remorse or maybe a bit of guilt for what she got
Involved in. What ever the reason, it would seem that it saved her life. The young lord sent her on her way to collect the bounty on his head. She wants to stay and help him but in the end Christian would not
Have any of it. His plan to fake his death to save and protect his mother is a noble one.

Jasrella decides that after this chance encounter with the young lord that she is unwittingly tied to. Several days go by and she is able to find him. He is so easy to talk to even when he is hurting. The spend the
Next couple of hours just talking about everything and nothing at all. It made her decision that much easier. That decision was to travel with this man and see the world. Jasrella has found that her life is intertwined
With this young lord. Over the next nine years they would fight beside each other. Always on the cusp of something more but never more than that. They became leaders of the mercenary group ArgentaLupe.
Jasrella know that Christian was getting restless with his lot in life. He yearned for a place to call home, a place for his family to call home. It was weighing heavily on hid shoulders and Jasrella did not know what
To do about it. The day the calling came for heroes to take back the stolen lands was a day Jasrella will remember for a very long time.