Kenjakana hails from the distant land of Minkai. A long time ago, she was actually born a full-blooded Forlorn Elf, who was adopted into a vassal clan to the ruling dynasty. However, an uprising from the other nobles and the resulting purge sent Kenjakana's lords and ladies fleeing from Minkai. The stress of the incident caused powerful latent magic in her blood to awaken. Now able to perfectly blend with the shadows, she spent many decades waging a one woman guerrilla war against the usurpers. While surprisingly effective, the Elf ultimately met her end after being overwhelmed by the sheer numbers of the enemy.
However, instead of her soul going to the Boneyard, some powerful entity of the First World instead reincarnated her into a new body: a much younger Half-Elven one. Greatly weakened from the experience, instead of continuing her fight, Kenjakana decided to instead seek out the survivors of her superior family. As they traveled over the Crown of the World when fleeing Minkai, she is currently in the Lands of Linnorm Kings investigating leads about what happened to them. In the meantime, she slowly recovers her old strength. As a result, Kenjakana tends to pursue adventures unrelated to her larger objective.
While she is generally a kind, friendly, and good natured person, due to her immense intelligence, Kenjakana tends to think that she knows everything, so the Half-Elf can be impulsive and somewhat arrogant. That said, being aware of these flaws, she tries to use magic downplay those characteristics. She mostly succeeds.
Kenjakana
Female half-elf sorcerer (wildblooded) 16
NG Small humanoid (elf, human)
Init +10; Senses darkvision 90 ft., low-light vision, see in darkness; Perception +23
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Defense
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AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 117 (16d6+51)
Fort +15, Ref +12, Will +15; +4 profane bonus vs. mind-affecting effects, +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 dueling spiked gauntlet +9/+4 (1d3) or
. . cold iron dagger +8/+3 (1d3-1/19-20)
Special Attacks shadowstrike
Sorcerer (Wildblooded) Spells Known (CL 16th; concentration +26)
. . 8th (4/day)—summon monster VIII
. . 7th (6/day)—limited wish, mage's magnificent mansion, summon monster VII, greater teleport
. . 6th (8/day)—chains of light (DC 29), disintegrate (DC 26), greater dispel magic, flesh to stone (DC 26), summon monster VI, true seeing
. . 5th (8/day)—dominate person (DC 25), feeblemind (DC 25), icy prison[UM] (DC 25), overland flight, summon monster V, teleport, wall of stone
. . 4th (8/day)—boneshatter (DC 24), charm monster (DC 24), dimension door, dimensional anchor, enervation, greater invisibility, summon monster IV, wall of ice (DC 24)
. . 3rd (8/day)—dispel magic, fly, haste, heroism, magic circle against evil, paragon surge[ARG], penumbral disguise, slow (DC 23)
. . 2nd (9/day)—blindness/deafness (DC 22), false life, glitterdust (DC 25), invisibility, mirror image, resist energy, see invisibility, tears to wine (DC 22)
. . 1st (9/day)—blend[ARG], blood money, enlarge person (DC 21), grease, heightened awareness[ACG], identify, liberating command[UC], magic missile
. . 0 (at will)—acid splash, detect magic, detect poison, ghost sound (DC 20), light, mending, message, prestidigitation, read magic, spark[APG] (DC 20)
. . Bloodline Sage, Shadow
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Statistics
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Str 8, Dex 12, Con 16, Int 30, Wis 8, Cha 15
Base Atk +8; CMB +6 (+8 disarm); CMD 17 (19 vs. disarm)
Feats Augment Summoning, Eldritch Heritage[UM], Eschew Materials, Improved Eldritch Heritage[UM], Improved Initiative, Silent Spell, Skill Focus (Stealth), Spell Focus (conjuration), Spell Penetration, Still Spell, Superior Summoning[UM], Versatile Spontaneity
Traits resilient, trap finder
Skills Bluff +6 (+8 to Feint), Diplomacy +18, Disable Device +23, Fly +22, Knowledge (arcana) +26, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +11, Knowledge (planes) +25, Knowledge (religion) +25, Perception +23, Sense Motive +15, Spellcraft +21, Stealth +35, Survival +15, Use Magic Device +20; Racial Modifiers +2 Perception
Languages Aklo, Celestial, Common, Draconic, Elven, Giant, Infernal, Minkaian, Skald, Sylvan, Tien
SQ arcane bolt, elf blood, metamagic adept (4/day), new arcana, school power (conjuration), shadow well
Combat Gear hand of glory, ring of invisibility; Other Gear +1 shadow silken ceremonial armor[UC], +1 dueling spiked gauntlet, cold iron dagger, belt of mighty constitution +2, belt of mighty constitution +4, blessed book, boots of the earth, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (saves), eye piercings (greater), eyes of the eagle, handy haversack, head piercings (major), headband of vast intelligence +6, page of spell knowledge (penumbral disguise)[UE], ring of freedom of movement, ring of spell knowledge ii (negate aroma)[UE], ring of sustenance, robe of components[UE], tome of clear thought +1, canteen[UE], flint and steel, masterwork thieves' tools, silk rope (50 ft.), waterskin, 599 gp, 5 sp
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Special Abilities
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Arcane Bolt (1d4+8 force damage, 13/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Darkvision (90 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metamagic Adept (4/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
New Arcana - level (4) (Ex) Add 1 spell to your list of spells known
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
School Power (Conjuration) (Ex) Add +2 to the DC of spells from the Conjuration school.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadow Well (1/day) (Sp) Stealth when observed if you are within 10' of a shadow.
Shadowstrike (5/day) (Sp) Melee touch attack deals 1d4+7 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Still Spell You can cast a spell with no somatic components. +1 Level.
Superior Summoning When summoning more than one creature, summon an extra one
Versatile Spontaneity Cast a spell from your spell list you don't know at +1 slot level.