![]() About Jonhilda SkaldirName: Jonhilda Skaldir
15 point buy for stats:
Stats*: final = base + race + age (cost)
Hit Points: 14/14 (6,6+2FC)
Melee: +1
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
Spells
Memorized Spells 3 0 lvl/3+specialist 1st lvl:
Elven racial abilities and traits
Defense Racial Traits
Feat and Skill Racial Traits
Magical Racial Traits
Offense Racial Traits
Senses Racial Traits
Evocation(Admixture Subschool)
Intense Spells (Su)
Associated School: Evocation.
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)
TRAITS:
Dinosaur, Compsognathus familiar
Compsognathus CR 1/2 XP 200 N Tiny animal
DEFENSE AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
OFFENSE
STATISTICS
SPECIAL ABILITIES
Poison (Ex)
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