Wizard

Jenise Aldercroft's page

219 posts. Alias of Linnea the Diviner.


Full Name

Jenise Aldercroft

Race

Human

Classes/Levels

Sorcerer (Starsoul) 2 | HP 15/15 | AC 12 (touch 12, ff 10) | CMB +1, CMD +13 | F +2, R +2, W +3 | Init +4 | Perc +6, SM 0 | Speed 30 ft | Minute Meteors 5/6 | 2/5 1st level spells

Gender

F

Size

M

Age

24

Alignment

CG

Deity

Desna

Languages

Common

Homepage URL

https://www.myth-weavers.com/sheet.html#id=2488904

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Jenise Aldercroft

Female human sorcerer (starsoul) 2
CG Medium humanoid
Init +4; Perception +6

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Defense
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AC 12, touch 12, flat-footed 10
HP 15 (2 HD; 2d6+3)
Fort +2, Ref +2, Will +3
Defensive Abilities: none

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Offense
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Speed: 30 ft
Melee: morningstar (+1, 1d8, x2 crit) or dagger (+1, 1d4, crit 19-20/x2)
Ranged: light crossbow with bolts (+3, 1d8, crit 19-20/x2)
Space: 5 ft, Reach: 5 ft
Special Attacks: Minute Meteors (Sp): At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

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Statistics
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Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD +13
Feats: Point-Blank Shot, Precise Shot
Skills: Appraise +5, Craft: Sewing +5, Knowledge (Arcana) +5, Knowledge (Nature) +5, Perception +6, Spellcraft +5
Languages: Common
SQ: Cantrips, Spells, Bloodline Arcana (Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.)
Combat Gear: Light crossbow w/ bolts x36, morningstar, dagger, cold iron bolts x10, alchemical silver bolts x10, potion of cure light wounds, scroll of grease x2, scrolls of comprehend languages, enlarge person, and ant haul, wand of magic missile (24 charges)
Other Gear: Masterwork backpack, bandolier, explorer's outfit (worn), bedroll, waterskin, rations x4, flint & steel, grooming kit, mess kit, sewing needle, scroll case, chalk x10 sticks
Coin: 7 gp, 1 sp

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Traits
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Seeker (Social): +1 to Perception, Perception is always a class skill
Reactionary (Combat): +2 initiative

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Special Abilities
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Bonus Feat
Skilled: +1 skill point/level
Eschew Materials
Bloodline: Starsoul
Bloodline Skill: Knowledge (Nature)
Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.
Bloodline Powers:
-Minute Meteors (Sp): At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Spells Per Day: 1st level- 5
Favored Class Bonus (Human): +1 spell known, must be one level lower than the highest you can cast

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Spells Known
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Cantrips:
Light
Prestidigitation
Detect Magic
Ray of Frost
Read Magic
Mage Hand
Message

1st level:
Mage Armor
Color Spray

Background:
Andoran is the land of freedom... but not in Darkmoon Vale. There the Lumber Consortium rules with an iron fist, and the People's Council lets them to ensure the nation's lumber supply. Nowhere is this more true than in the company town of Falcon's Hollow. There the loathsome Thuldrin Kreed keeps the common folk overworked, underpaid, and tied to the town by a combination of contracts, debt, and brutish enforcers. The Aldercroft family was like many others. Korin Aldercroft was a lumberjack, his wife Melida a seamstress, and together they managed to struggle by. The arrival of a baby complicated things, but little Jenise was still a ray of brightness in otherwise dreary lives.

The Aldercrofts' life became even more complicated when Jenise began to manifest magical powers. Children with magic often disappeared once they were noticed by Kreed's men. Nobody knows exactly what becomes of them. Sold into (highly illegal) slavery? Sacrificed to evil gods? Raised to become magically talented enforcers? Whatever the case, it can't be anything good. So Korin and Melida taught Jenise to keep her powers secret, begging the retired bard Jak Crimmy to teach her control. He took pity on them and agreed to do so. But the secrecy made it very difficult for young Jenise to make friends. The times she slipped up only reinforced the other children's opinion that she was spooky and standoffish. When her father died in a logging accident, the resulting poverty made her even less popular.

Jak, being a follower of Desna, taught Jenise about the Song of the Spheres. He saw the influence of the stars in her magic. Jenise eagerly took to religion as a form of solace, often staying up late to gaze at the stars and wonder about the world outside Falcon's Hollow. Both the Aldercroft family and Jenise's mentor saw her magic as a potential ticket out of the dreary town; probably not for themselves, but at least the sorceress might be able to make a living as a mercenary if they could keep her under wraps until she was old enough to strike out on her own. He taught her how to fight with simple weapons, especially the crossbow. The skill of aiming a crossbow can easily translate to aiming spells, after all.

At first Jenise took small jobs with local rangers, helping guard the lumber wagons and camps from animals and hostile fey. She avoided using her magic, relying on her trusty crossbow. Eventually she built up enough of a reputation that a merchant offered her a position as caravan guard. Jenise eagerly accepted, accompanying the caravan to Olfden and quitting when it was time to return to Falcon's Hollow. Free of Kreed's menace, the young sorceress started using her magic openly and landed a job with another caravan. Several jobs later, she's ended up in Belhaim, out of work when her boss Silas Gribb was arrested for smuggling. Great. What now?

Eventually Jenise hopes to save up enough money to buy out her mother's debts and set her up in a community well outside the Lumber Consortium's influence. That day is far off, though, considering the average pay of a caravan guard. There's also the complicating factor of Thuldrin Kreed. Should he hear of a sorceress from Falcon's Hollow who somehow eluded his grasp, the notoriously greedy and vengeful lumber boss might decide to take her back- by any means necessary.

Appearance:
Jenise is a young human woman of mixed ethnicity, like so many in Andoran. In her case, she's probably a throwback to an Ulfen ancestor. She has straight blonde hair that falls a few inches below her shoulders, blue eyes, lightly tanned skin, and a slender figure. Pretty enough, in a fresh-faced country girl kind of way. She's slightly taller than average for an Andoren woman.

Most of the time Jenise favors sturdy, utilitarian clothing in shades of blue, purple, gray and black, with no jewelry or tattooes. She carries a morningstar, dagger, and a light crossbow with a quiver of bolts.

Personality:
Shunned by many of her peers, Jenise turned to religion for solace. The night sky has always called to her, so it was natural to turn to Desna. Despite the oppressive atmosphere of her hometown of Falcon's Hollow, somehow Jenise has managed to retain a sunny temperament and sense of optimism. She's still as canny and sharp-eyed as any Valer, but the town hasn't managed to turn her bitter and jaded. The young sorceress made it out of the Hollow, now she's off to find adventure and fortune!