Thief

Jonhilda Skaldir's page

156 posts. Alias of Chainmail.


About Jonhilda Skaldir

Name: Jonhilda Skaldir
Race: Elf
Class: Wizard (Invoker)
Level 2
Perception +9(+11 w/ familiar): Initiative +2 (+6 w/ familiar
Gender: Female
Age: 212
Alignment: NG
Deity: None
Languages:Common, Elvish, draconic, goblin, undercommon, dwarvish, auran

15 point buy for stats:

Stats*: final = base + race + age (cost)
STR: 12 = 13 + 0 - 1 (3)
DEX: 14 = 13 + 2 - 1 (3)
CON: 10 = 13 - 2 -1 (3)
INT: 18 = 15 + 2 + 1 (7)
WIS: 14 = 13 + 0 + 1 (3)
CHA: 8 = 7 + 0 + 1 (-4)

Hit Points: 14/14 (6,6+2FC)
Init: +2

Melee: +1
Range: +2

Class features, Feats, Traits and Racial Traits:

Gear:

5 sheets of parchment(.1/-)
inkpen(.1/-)
.5 oz vial of ink (4/-)
Carried on dog:
Scholar's outfit (-/6)
Mule
Alchemists kit (40/24)
2 torches (.02/2)
Chalk * 10 (.1/-)
Blue book (5/1)
Flint and Steel(1/-)
Sack (1/2)
Sewing Needle *4 (2/-)
50' twine (.01/.5)
Water skin (1/4)
mess kit (.2/1)
10 iron vials (1/10)

Description:

Physical Description:
You see a cloaked figure wearing billowy, layered clothing obscuring its form. A scarf is around the neck and lower face leaving all but crystal blue eyes and silver eyes to see.
Her face is elfin and quite thin. She moves with a natural grace.

Background:

Jonhilda was born in the elven court of a large family of influential mages and artisans. She was tutored for years at the court and learned the finer points of magic and culture. After many years she became bored with the finer things in the society she began to feel was in stasis and decay.
Jonnie left to pursue her own ambitions to see if the greater world was truly the drab and barbaric environment her superior elf masters claimed. Keeping her features mostly covered, she wanted to move through the human lands as an observer, cataloguing her discoveries to relate to her family. Maybe she could even find some good to do and some magic artifacts to procure. She did not feel isolation was the way forward for elves--interaction with the lesser races was necessary at some level.

OFFENSE
Dagger +2, d4+1, x2 S19-20
Club +2, d6+1, x2 B19-20
Base Atk: +1, CMB: +2
DEFENSE
AC 12, touch 12, flat-footed 10 CMD12
hp 12 (2d6+2)
Fort +0, Ref +2, Will +5

Spells
Opposition Schools: Necromancy, Abjuration
Known Wizard Spells/Spellbook (CL 2nd):
0 - All.
1st - Read Magic/Sleep/Protection from Evil/Charm Person/Grease/Enlarge Person/Color Spray/Magic Missile/Burning Hands

Memorized Spells 3 0 lvl/3+specialist 1st lvl:
X=used
0 DC 15 Ray of Frost(touch for 1d3+1)/Detect Magic/Daze(DC14)
1 DC 16 Burning Hands(S)/Enlarge Person/Grease/Grease

Elven racial abilities and traits
Standard Racial Traits
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
•Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits
•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense Racial Traits
•Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Senses Racial Traits
•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light[/spoiler]

Evocation(Admixture Subschool)
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

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.

Associated School: Evocation.
Replacement Powers: The following school powers replace the force missile and elemental wall powers of the evocation school.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive

FEATS: Spell Focus (Evocation); Scribe Scroll (Class); Alertness(from familiar)

SKILLS: 6pts/level

Acrobatics +2 (+2 Dex)
Appraise +4 (+4 Int)
Climb -1 (-1 Str)
Concentration +8 (+2 lv1, +4 Int, +2 trait)
Craft Alchemy +8 (+1 Rank, +4 Int, +3 CS)
Diplomacy -1
Handle Animal -1
Heal +1 (+1 Wis)
Knowledge (Arcana) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (Religon) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (Nature) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (History) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (Dungeoneering) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (Local) +9 (+1 Ranks, +3 Class, +4 Int +1 blue book)
Knowledge (Engineering) N (+0 Ranks, +3 Class, +4 Int)
Knowledge (Nobility) +8 (+1 Ranks, +3 Class, +4 Int)
Knowledge (Planes) +8 (+1 Ranks, +3 Class, +4 Int)
Linguistics +8 (+1 Ranks +3 Class, +4 Int)
Perception +9[+11] (+1 +3 Class +2 Wis, +2 race +1 trait) [+2 w/familiar]
Sense Motive +2[+3] (+2 Wis) [+2 w/familiar]
Spellcraft +8 (+1 Ranks, +3 Class, +4 Int)

TRAITS:
Reactionary (+2 init)
Magic Lineage (Fireball = 1 less caster level penalty metamagic)
Campaign Trait Looking for Work (+1 Perception, Perception Class Skill)
Drawback: Power-Hungry
You’re addicted to power.
Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power

Dinosaur, Compsognathus familiar
This small reptile has a snake-like neck and head, a bird-like body with strong legs for running, and a whip-like tail.

Compsognathus CR 1/2

XP 200 N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +4, Will +0

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Perception +4, Swim +10

SPECIAL ABILITIES
Familiar
The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.