Orkoral

Jo'no Screaminghawk's page

276 posts. Alias of Kor - Orc Scrollkeeper.


About Jo'no Screaminghawk

JO'NO SCREAMINGHAWK
Human (Shoanti) Male
Medium-sized Humanoid (Human)
Wizard 4
____________________________________________________________________
STATISTICS
Str 10 (+0); Dex 14 (+2); Con 12 (+1); Int 19 (+4); Wis 13 (+1); Cha 10 (+0)
Alignment: Neutral Good
Deity: Sarenrae
Movement: Ground 30'; Run x4
Languages: Abyssal, Common, Draconic, Giant, Goblin, Infernal, Shoanti, Undercommon, Varisian
Initiative :+8
____________________________________________________________________
SKILLS
Acrobatics +2, Appraise +8, Bluff +0, Climb +0, Craft (untrained) +4, Diplomacy +0, Disguise +0, Escape Artist +2, Fly +6, Heal +1, Intimidate +0, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +11, Perception +1, Perform (untrained) +0, Ride +4, Sense Motive +1, Spellcraft +11, Stealth +2, Survival +1, Swim +0
____________________________________________________________________
FEATS
Combat casting, Improved initiative, Scribe Scroll, Spell Penetration
____________________________________________________________________
TRAITS
Reactionary, Focused Mind
____________________________________________________________________
DEFENSE
HP: 27, Current HP: 27
AC: 12, touch 12, flat-footed 10 (Base +10; Dex +2) Current AC: 16

CMD: 12 (Base +10; Dex +2)
Saves: Fort +2, Ref +3, Will +4
____________________________________________________________________
OFFENSE
Base Attack: +3; CMB +3
Melee: quarterstaff +3 (1d6 / x2)
Melee: +1 dagger +4 (1d4 +1 / 19-20/x2)
____________________________________________________________________
SPECIAL ABILITIES
School Specialty: [ ][ ][ ][ ][ ][ ][ ] Conjuration (Teleport School); Opposed Schools: Necromancy and Illusion;
[ ] Bonded Object [staff]
____________________________________________________________________
SPELLS
Wizard Spells Prepared (CL 4, concentration +6):
2nd [DC 16]
- [ ] Hideous Laughter
- [ ] Flaming Sphere
- [ ] Cusioning Bands
- [ ] Web (s)
1st [DC 15]
- [ ] Ear Piearcing Scream
- [ ] Feather Fall
- [ ] Burning Hands
- [ ] Sleep
- [ ] Mage Armor (s)
0th [DC 14]
- Daze
- Light
- Acid Splash
- Detect Magic
____________________________________________________________________
GEAR
Arms:
- quarterstaff;
- dagger
- +1 dagger
General Gear:
- explorer’s outfit;
- backpack;
- bedroll;
- blanket, winter;
- ink (1 oz. vial);
- inkpen;
- rope, silk (50 ft.),
- 20 parchment sheets
Potions:
- Cure Light Wounds
Magic:
- Wand of Magic Missiles (10 ch)
- Wand of Magic Missiles CL3 (15 ch)
- Scroll of Sleep (CL1)
- Scroll of Mount (CL1)
- Scroll of Flaming spehere (CL5)
- Tome: 1st level spells - Summon Monster I, Shield, Sleep, Cause fear, Ray of Enfeeblement, Burning hands; 2nd level spells - Hideous Laughter, Flaming Sphere, Scare.
- Tome: 1st level spells - comprehend languages, detect secret doors, ear-piercing scream, floating disc, identify, obscuring mist; 2nd level spells - cushioning bands, locate object, minor image, mirror image, spider climb

Wealth:
- 479 gp
- 12 sp
____________________________________________________________________
SPELLBOOK
0th Level Spells: Read Magic; Acid Splash; Arcane Mark; Dancing Lights; Daze; Detect Magic; Detect Poison; Flare; Light; Mage Hand; Mending; Message; Open/Close; Prestidigitation; Ray of Frost; Resistance
1st Level Spells: Alarm; Burning Hands; Cause Fear; Comprehend Languages; Detect Secret Doors; Ear Piercing Scream; Enlarge Person; Expeditious Retreat; Feather Fall; Floating Disc; Grease; Identify; Mage Armor; Magic Missile; Mount; Obscuring Mist; Ray of Enfeeblement; Summon Monster I; Shield; Sleep;
2nd Level Spells: Cusioning Bands; Flaming Sphere; Glitterdust; Hideous Laughter; Locate Object; Minor Image; Mirror Image; Scare; See Invisibility; Spider Climb; Summon Monster II; Web
____________________________________________________________________
BACKGROUND
Jo'no was born to the Shriikirri-Quah. A few days after his birth, his tribe was savaged by a pack of wyverns which decended and decimated his tribe, killing the entire camp.

A few days later a guide from Sandpoint was leading some traders back from the Storval Plateau when they heard what sounded like the high pitched call of a hawk. The sound echoed endlessley through the tattered remains of the tribe's camp. The guide was shocked to find that this ear preircing sound was being emitted from such a small child.

The guide brought the child to Sandpoint and provided it to his sister, Lita who was overjoyed with the opportunity to raise the child. Lita was not an attractive woman by any definition, and doubted her ability to meet a man that would want to help her start a family. Raising the child did prove challenging, as she was also apprenticing to be a wizard, but out of sheer love for the child she easily overcame the burdens.

Honoring Jo'no's people's traditions, she gave him an appropriate Shoanti name. While raising Jo'no, Lita realized he was very intuitive and quickly picked up some of the magic tricks she taught him. As Lita became an accomplished wizard, she took on Jo'no as an apprentice. Lita ensured that Jo'no understood the importance of knowledge in his studies. At the age of 16, he decided that he wanted to seek out his people and learn of his origin.

Lita was very concerned about this as she knew too well what the Shoanti often did to outsiders in their lands. Jo'no was clever though, and she had faith that he would be able to convince the tribes to not kill him. The guide that had saved him had taught him the language of the Shoanti, so Lita knew that would be a great asset.

Jo'no traveled into the Storval Plateau and first encountered another clan. The clan deemed Jo'no's bastardization of the Shoanti lanuage as a great offence and were about to kill him, had it not been for a Shriikirri-Quah elder visiting the clan. Jo'no spoke the tale of his finding by the guide, to the elder. The elder knew of Jo'no's tribe and did confirm that they had all been killed in the wyvern attack.

Jo'no travelled with the elder to the Shriikirri-Quah lands and was introduced to the elder's tribe. The tribe seemed intrigued by him and after a time welcomed him. His magical talents were given great respect by the tribe. A witchdoctor of the tribe took Jo'no on as an apprentice. It was difficult for the witchdoctor to understand why Jo'no needed a spellbook and could not just cast magic naturally. Because of this, they always thought of Jo'no as having very little potential as a witchdoctor so he was never involved in some of the more important ceremonies.

Jo'no spent two years living with the tribe. Occasionally he was able to send letters to his mother via guides that passed through their lands. They were fairly deep within the Storval Plateau though, so not many opportunties afforded themselves. Although he became very accustomed to tribal life, he felt that his capacity to learn was not being utilized. In truth, he grew bored. He departed the clan and decided to return to his magical studies in Sandpoint.

Personality:
Jo'no was raised to be mentally disciplined, cool-headed and non-judgemental. His mother truely was ugly, and given that she studied magic it was not uncommon to hear children in the streets calling out "old witch" and "night hag". Jo'no was taught to be patient and in control of his emotions. Jo'no did not feel anger towards those voicing their hurtful words, but rather felt pity for them, that they could not appreciate the wonderful person his mother was.

In the two years he spent with his people, he learnt to be proud of his origin and of the importance of honor.
____________________________________________________________________
CONTACTS

Sheriff Hemlock Viskali - Shoanti who has embraced civilisation fully. Jo'no would have gotten along well with Hemlock, especially since Jo'no would have not been a mischievious child. Jo'no probably would have visited Hemlock on several occasions to gather lore on his people. I imagine after a few visits though Jo'no would have picked up on his general disinterest in speaking about that past.

Garidan Viskali - Sheriff's brother and tries to keep the Shoanti traditions alive. Jo'no would have visited him several times to talk of the Shoanti traditions. He may have even helped Jo'no with his language training. He probably would have been the last person Jo'no visited prior to leaving Sandpoint 2 years ago.

Veznutt Parooh - local cartgrapher and a gnome with some wizard ability. Jo'no finds maps to be most fascinating and found Veznutt's maps most alluring. They also would have had some conversations about studying magic.

Ilsoari Gandethus - the town's teacher (runs the local school and orphanage), and also quite a competent wizard. Seeing Ilsoari as a great reasource of knowledge, I probably would have pestered him constantly for information on various subjects, including arcane magic studies.

Tania Teg - attended school with her and spent a lot of time playing together and seeking random knowledge. Her mother knew a lot of tales about ancient Thassilon and the two would be entranced forever listening to her tales. Tania became restless in Sandpoint and left a few years before Jo'no left. Jo'no greatly missed her friendship, and her leaving Sandpoint kind of sparked his interest in leaving too.