Kelim Esteban

Kappasc's page

34 posts. Alias of Kjob.


Full Name

Kappasc Eundili

Race

Human

Classes/Levels

Inquisitor of Abadar

Gender

Male

Size

medium

Age

35

Alignment

LN

Deity

Abadar

Location

Absolom

Languages

Common

Occupation

Lawyer

Strength 12
Dexterity 18
Constitution 15
Intelligence 10
Wisdom 14
Charisma 12

About Kappasc

Armor Class: 13 (17 w/ Mage Armor) (10 + 0 Armor + 3 Dex[+4 mage armor])
Touch: 13
Flat-footed: 10 (14 mage armored)

Perception - +7
Initiative - +3

Saves:
Fortitude: +1 (0 +1 Con)
Reflex: +3 (0 +3 Dex)
Will: +2 (2 +0 Wis)

Conjuration Specialization (Divination and Enchantment Schools restricted)

Spells

Spoiler:

Prepared
0-(3)
Dancing Lights
Detect Magic
Mage Hand
1-(1+2 bonus)
Color Spray
Mage Armor
Summon Monster I
School -1
Summon Monster I
--Arcane Bond--

Known
0- All
1-
Burning Hands
Color Spray
Magic Missile
Grease
Summon Monster I
Mage Armor
Ray of Enfeeblement
Enlarge Person


Special Abilities:

Acid Dart - 1d6 +1/2 levels acid damage. (8/Day)
Summoner's charm: Summon spells last 1/2 wizard level rounds longer (1).

Height: 6'0"
Weight: 113 lbs
Eyes: Blue
Hair: Brown
Skin: Pale
XP: 0 of 1300

Description
Kappasc hails from the Elven Kingdom of Kyonin, the city of Greengold, specifically. His father was a magistrate, and traveled frequently to court in the center of Iadara, with Queen Edasseril herself. He shared her views that Elves needed to break their age of Isolationism and branch out to the short-lived species. Shortly after the celebrations surrounding Kappasc's birth, Kappasc's father, Istaril, left on a mission from the Queen herself. Istaril left Kappasc and his mother, Freyalin, alone in the city of Greengold, where Freyalin supported their family as a craftsmen, selling exotic Elvish items to the rich outsiders.
After several decades past, Istaril had still not returned, and Freyalin became increasingly protective of Kappasc...As a result of this coddling behaving, Kappasc focused on his studies. He showed great promise as an aspiring wizard and found he had an intellect unmatched by most of his peers. His focus on studies and rabid curiosity was not without its costs. Kappasc missed out on valuable people skills, and was not very capable in social situations at all. Also, his muscles remained very underdeveloped and Kappasc was, on the whole, rather weak. He realized that the mind was only as healthy as the body, though, and partook in exercises that allowed him to continue his studies. Through various stretching exercises, Kappasc became very limber, and somewhat hearty in health.
His studies did not go unrewarded---he quickly gained admittance to a prestigious magical Academy. Although his lack of social skills and very unintimidating presence often caused him to be the recipient of much ridicule, Kappasc was quick to challenge his would-be bullies to his favorite game: a duel. Kappasc loved any game of skill and strategy, especially the duel arena. In fact, any moment where Kappasc wasn't studying (as few and far between as those were) you could count on finding him in the arena!
Eventually, Kappasc graduated with honors and returned home to his mother. There he found that even after all these decades, his father had still not returned from his mission. Although not necessarily concerned, he was very curious...After searching around for information, and quite a few divinations, he found that his father had originally embarked for the land of Varisia...He bade his mother goodbye, and made his way West, to the land of Varisia...
Although he lacked to people skills, he was able to make up for this with his superior intellect as he traveled the lands. He remained calm, cool, and calculating as he navigated westward. His experience in Greengold taught him to be suspicious of people. Even though he lacked the street smarts to empathize people, he was able to pick up on patterns in a person's face and gestures, and from those observations, he could calculate how someone logically felt. For money, he was an accomplished alchemist and was able to easily survive on the money he made from crafting...
As he approached Varisia, he heard tale of the mysterious Blot. Curious, he decided to investigate the Blot. Realizing he would need time to understand what was going on, he began looking for work, eventually finding his way to the Golden Goblin...

Durability:
Hit Points: 19
Initiative: +3
Armor Check Penalty: -0
Speed: 30 feet
Armor Class: 13 (17 w/ Mage Armor) (10 + 0 Armor + 3 Dex[+4 mage armor])
Touch: 13
Flat-footed: 10 (14 mage armored)

Saves:
Fortitude: +1 (0 +1 Con)
Reflex: +3 (0 +3 Dex)
Will: +2 (2 +0 Wis)

Situational Bonuses: +2 vs Enchantment spells and effects; +2 to sight and sound-based Perception checks.

Combat:
Base Attack Bonus: +0
Melee Attack Bonus: -2 (0BAB-2 Str)
Range Attack Bonus: +3 (0 BAB+3 Dex)
Combat Maneuver Bonus: -2 (0 BAB-2 Str) CM DC: 11 (10+ 0 Base - 2 Str + 3 Dex)
Crossbow, light: +3 Ranged (1D8; 18-20/X2; P; 80 ft)
Longsword: -2 Melee (1d8-1; 19-20/x2; S)
Quarterstaff: -2 Melee (1D6-2/1D6-2; 20/X2; B)
With (su) Hand of the Apprentice
Longsword: +5 Melee (1D8+5; 19-20/X2; S)

Feats

Spoiler:

1. Scribe Scroll

Traits
Spoiler:

Looking for work: Perception
Suspicious (Sense motive is a class skill and +1 bonus)
Undecided

Skills (Skillpoints gained per level 2+ 5 (int)= 7 (+1 if for favored class)
Spoiler:

Acrobatics: +3 (0 ranks; +0 trained; +3 Dex; -0 armor)
*Appraise: +9/+11 (1 ranks; +3 trained; +5 Int; +2 if magical item)
Bluff: -2 (0 ranks; +0 trained; -2 Cha)
Climb: -2 (0 ranks; +0 trained; -2 Str; -0 armor)
*Craft (Alchemy): +9 (1 ranks; +3 trained; +5 Int)
Diplomacy: -2 (0 ranks; +0 trained; -2 Cha)
Disguise: +0 (0 ranks; +0 trained; -2 Cha)
Escape Artist: +3 (0 ranks; +0 trained; +3 Dex; -0 armor)
*Fly: N/A (0 ranks; +0 trained; +3 Dex; -0 armor)
Heal: +0 (0 ranks; +0 trained; +0 Wis)
Intimidate: -2 (0 ranks; +0 trained; -2 Cha)
*Know (Arcana): +9 (1 ranks; +3 trained; +5 Int)
*Know (Planes): +9 (1 ranks; +3 trained; +5 Int)
*Know (Engineering): +9 (1 ranks; +3 trained; +5 Int)
*Know (History): +9 (1 ranks; +3 trained; +5 Int)
*Linguistics: +9 (1 ranks; +3 trained; +5 int)
*Perception: +5 {+7} (1 ranks; +3 trained; +1 trait; +0 Wis; +2 sound and sight based)
Ride: +3 (0 ranks; +0 trained; +3 Dex; -0 armor)
*Sense Motive: +5 (1 ranks; +3 trained;+1 trait; +0 Wis)
*Spellcraft: +9 (1 ranks; +3 trained; +5 int)
Stealth: +3 (0 ranks; +0 trained; +3 Dex; -0 armor)
Survival: +0 (0 ranks; +0 trained; +0 Wis)
Swim: -2 (0 ranks; +0 trained; -2 Str; -0 armor)

Special Abilities
Spoiler:

(Su) Hand of the Apprentice
(Su) Arcane Duelist - Wizards with this ability are trained to "push" a spell. When pushing a spell a wizard may increase DC by 1, add 2 to caster level check, add 2 morale bonus to attack roll. Can use this a number of times/day equal to Int bonus (5) as a swift action.
(Su)Arcane Bond - Quarterstaff

Inventory - 21 lbs
Spoiler:

Longsword 4lbs
Quartertaff 3 lbs
Backpack 2 lbs
Scholar's outfit (blue) 5 lbs
Crossbow, light +10 bolts, 5 lbs
Spellbook (83 blank pages) 2 lbs
1 Scroll of Expeditious Retreat
1 Scroll of Featherfall
1 Scroll of Charm person
11 gp
5 sp