Full Name |
Kiera Videns |
Race |
Human |
Classes/Levels |
Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1 |
Gender |
Female |
Size |
Medium |
Age |
24 |
Alignment |
Neutral Good |
Deity |
Soralyon |
Location |
Sandpoint |
Languages |
Common (Taldane); Abyssal, Aklo, Celestial, Draconic, Dwarven, Elvish, Giant, Goblin, Gnomish, Hallit, Orc, Thassilonian, Varisian |
Occupation |
Scholar, arcanist |
Homepage URL |
Image |
Strength |
8 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
14 |
Charisma |
14 |
About Kiera Videns
Kiera Videns
Wizard (exploiter) 8
NG Medium humanoid (human)
Init +2; Perception +10
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection)
HP 54 (max 3d6 + 5d6, +8 Con, +8 favored class)
Fort +4 (+2 base, +1 Con, +1 resistance), Ref +5 (+2 base, +2 Dex, +1 resistance), Will +7 (+4 base, +2 Wis, +1 resistance)
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Offense
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Speed 30 ft.
Melee Dagger +3 (1d4-1/19-20/x2)
Thrown Dagger +6 (1d4-1/19-20/x2)
Ranged Masterwork light crossbow +7 (1d8/19-20/x2)
Spells Prepared (CL 8th; concentration +17, +21 when on the defensive or grappled)
• 4th (3/day)—ball lightning (Ref DC 19), greater invisibility, ride the waves
• 3rd (4/day)—fireball (Ref DC 18), fly, halt undead (Will DC 18), silver darts (Ref DC 17)
• 2nd (4/day)—acid arrow, acid arrow, burst of radiance (Ref DC 17), glitterdust (Will DC 17)
• 1st (6/day)—burning hands (Ref DC 16), burning hands (Ref DC 16), mage armor, magic missile, magic missile, protection from evil
• 0 (4, at will)—acid splash, detect magic, disrupt undead, prestidigitation
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Statistics
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Str 8, Dex 14, Con 12, Int 18 (20 with +2 enhancement bonus), Wis 14, Cha 14
Base Atk +4; CMB +3; CMD 15
Languages: Common (Taldane); Abyssal, Aklo, Celestial, Draconic, Dwarven, Elvish, Giant, Goblin, Gnomish, Hallit, Orc, Thassilonian, Varisian
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Feats
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Level 1
Combat Casting: You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Human
Fast Learner: You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Wizard 1
Scribe Scroll (Item Creation): You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
See magic item creation rules for more information.
Level 3
Craft Wondrous Item (Item Creation): You can create wondrous items, a type of magic item.
Prerequisite: Caster level 3rd.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
See magic item creation rules for more information.
Level 5
Uncanny Concentration: You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.
Prerequisites: Combat Casting.
Benefit: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.
Wizard 5 bonus feat
Craft Magic Arms and Armor (Item Creation): You can create magic armor, shields, and weapons.
Prerequisite: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
See magic item creation rules for more information.
Level 7
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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Traits
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Focused Mind (Magic): Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
Scholar of the Ancients (Campaign): Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
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Adventuring Skills
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Total skill ranks: 64/16 (16 wizard, +32 Int, +8 human, +8 fast learner feat; 16 background)
Climb +0 (1 rank, -1 Str)
Disable Device +10 (8 ranks, +2 Dex)
Fly +7 (2 ranks, +2 Dex, +3 class skill)
Knowledge (arcana) +17 (8 ranks, +4 Int, +1 Int enhancement,+3 class skill, +1 trait)
Knowledge (dungeoneering) +9 (1 rank, +4 Int, +1 Int enhancement,+3 class skill)
Knowledge (local) +16 (8 ranks, +4 Int, +1 Int enhancement, +3 class skill)
Knowledge (nature) +9 (1 rank, +4 Int, +1 Int enhancement, +3 class skill)
Knowledge (planes) +9 (1 rank, +4 Int, +1 Int enhancement, +3 class skill)
Knowledge (religion) +9 (1 rank, +4 Int, +1 Int enhancement, +3 class skill)
Perception +10 (8 ranks, +2 Wis)
Spellcraft +16 (8 ranks, +4 Int, +1 Int enhancement, +3 class skill)
Survival +3 (1 rank, +2 Wis)
Swim +0 (1 rank, -1 Str)
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Background Skills
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Craft (alchemy) +16 (8 ranks, +4 Int, +1 Int enhancement, +3 class skill)
Knowledge (architecture & engineering) +9 (1 rank, +4 Int, +1 Int enhancement, +3 class skill)
Knowledge (geography) +9 (1 rank, +4 Int, +1 Int enhancement, +3 class skill)
Knowledge (history) +17 (8 ranks, +4 Int, +1 Int enhancement, +3 class skill, +1 trait)
Knowledge (nobility) +9 (1 rank, +4 Int, +1 Int enhancement, +3 class skill)
Linguistics +16 (8 ranks, +4 Int, +1 Int enhancement, +3 class skill)
Profession (sailor) +6 (1 rank, +2 Wis, +3 class skill)
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Untrained Skills
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Acrobatics +2 (+2 Dex)
Bluff +2 (+2 Cha)
Diplomacy +2 (+2 Cha)
Handle Animal +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Sense Motive +2 (+2 Wis)
Stealth +2 (+2 Dex)
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Gear
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Starting wealth: 30,000 gp
Scholar's outfit (free starting outfit)
+1 cloak of resistance (1,000 gp, 1 lb.)
Dagger (2 gp, 1 lb.)
Headband of vast intelligence +2 (4,000 gp)
Masterwork light crossbow (335 gp, 4 lbs.)
Cold iron bolts, 20 (4 gp, 2 lbs.)
Pearl of power (1st level) (1,000 gp)
Pearl of power (2nd level) (4,000 gp)
Ring of protection +1 (2,000 gp)
Scarf (5 gp, 1/2 lb.)
Spell component pouch (5 gp, 2 lbs.)
Tattoo (20 gp)
Wayfinder (500 gp, 1 lb.)
Adventurer's sash (20 gp, 3 lbs.)
[
• Blessed book (12,500 gp, 1 lb.; 72/1,000 pages used)
• 4th (4)—ball lightning, greater invisibility, ride the waves, scrying
• 3rd (4)—fireball, fly, halt undead, haste, silver darts
• 2nd (5)—acid arrow, burst of radiance, flaming sphere, glitterdust, pilfering hand
• 1st (12)—burning hands, comprehend languages, detect secret doors, endure elements, heightened awareness, identify, mage armor, magic missile, protection from evil, shield, sleep, unseen servant
Cantrips (22)—acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue
Spent on scrolls for spells added to spellbook: 4 1st, 1 2nd, 1 3rd (625 gp)
• Alchemist's fire, 4 (20 gp ea., 1 lb. ea.)
• Bedroll (1 sp, 5 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Masterwork artisan's tools (Craft: Alchemy) (55 gp, 5 lbs.)
• Rations, trail, 3 days (5 sp ea., 1 lb. ea.)
• Scroll of comprehend languages (25 gp, cl 1)
• Scroll of detect secret doors (25 gp, cl 1)
• Scroll of heightened awareness (25 gp, cl 1)
• Scroll of pilfering hand (150 gp, cl 3)
• Sunrods, 3 (2 gp ea., 1 lb. ea.)
• 52 gp, 4 sp
]
Stored in Sandpoint: 5,000 gp
Cutter—"Summer Fancy" (500 gp)
[
• Barrels, 2 (2 gp ea., 30 lbs. ea.)
• Blankets, 4 (5 sp ea., 3 lbs. ea.)
• Buckets, 2 (5 sp ea., 2 lbs. ea.)
• Chest, medium (5 gp, 50 lbs.)
• [
•• Rations, trail, 10 days (5 sp ea., 1 lb. ea.)
• ]
• Compass (10 gp, ½ lb.)
• Grappling hook (1 gp, 4 lbs.)
• Map of Sandpoint coast (50 gp, 2 lbs.)
• Rope, silk, 50' (10 gp, 5 lbs.)
]
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Special Abilities
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Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Wizard (exploiter) 8
Arcane Reservoir (Su): At 1st level, the exploiter wizard gains the arcanist's arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level.
This ability replaces arcane bond.
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when the arcanist prepares spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcane reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcane Reservoir: 5 (max. 8)
Exploiter Exploit: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits.
This ability replaces arcane school.
Level 1 exploit: Quick Study (Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Level 5 exploit: Potent Magic (Su): Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.
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Backstory
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Description: Dressed as a scholar in a simple shift, skirt, stockings, ankle boots, and bodice, this woman is unassuming but bright-eyed. She has dark hair that tends toward unruly, managed with a colorful kerchief topped with a black tricorne hat. She carries her personal possessions in a satchel with several small pouches along the length of its shoulder strap, and has a simple dagger at her broad belt.
Kiera is lanky and, though not tall, she is skinny and long-limbed. She has a dash of freckles over her nose and a happy expression that rarely flags.
Hair: Dark Brown
Eyes: Brown
Height: 5' 7"
Weight: 146 lbs.
Background: Kiera is originally from Magnimar, where her family was a prosperous and well-regarded mercantile family, providing services in scribing, tutoring, literature, book-binding, paper-making, and translation. She grew up not far from the seashore and early on learned to appreciate the seabreezes and boats on the river and in the harbor. Her parents had children late in life, and died shortly after Kiera left her teens; Kiera, having picked up a variegated education (both mundane and magical) from her family, decided to set out and forge a new future for herself. She chose the town of Sandpoint as her new home because of the stories of its unusually intriguing book shop and vibrant local academia. Her hope was that the town would prove more invigorating and less stultifying than the much more staid and politically stagnant city of Magnimar. Thus far, she has lived for a year in Sandpoint, working as an alchemist and scholar. Her two younger brothers still live in the large city, conducting family business, but Kiera is happy now in the smaller but still invigorating environs of Sandpoint.
Though she hasn't made a name for herself yet, Kiera is known to some of the locals as a very bright arrival from the "big city."
Personality Traits: Kiera is cheerful and eager. She has a healthy sense of curiosity balanced by enough common sense to avoid getting into too much trouble. Her generally happy nature means that she is pleasant to be around and she is often empathetic to her peers and friends, always willing to lend a friendly ear or help to make a bad day better.
Kiera's extraordinary intellect sometimes makes it difficult for her to relate to other people and she can become frustrated when people don't understand something that she considers "simple."
Kiera likes reading (of course), talking about history and magic, and swimming and boating.