Ninja

Kili Klippenshell's page

51 posts. Alias of michaelane.


Full Name

Kili Klippenshell

Race

Gnome

Classes/Levels

Oracle (Dual-Cursed Time) 1

Gender

Female

Size

Small (3', 32 lbs.)

Age

44

Special Abilities

Dancing Lights (1/day), Erase from Time (1/day), Eternal Hope (1/day), Gnome Magic, Haunted, Illusion Resistance, Low-Light Vision, Prestidigitation (1/day), Speak with Animals (1/day), Tongues

Alignment

Chaotic Neutral

Deity

Sivanah

Location

Sandpoint

Languages

Aklo, Common, Gnome, Sylvan

Strength 8
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 10
Charisma 18

About Kili Klippenshell

The 40,000 foot view or in Kili's case, the 3 foot view:
Welcome to the gnomish whirlwind Kili Klippenshell. A young gnome from Whistledown by way of Magnimar, Kili has come to Sandpoint to seek out the famous mapmaker Veznutt Parooh and his maps and to see where they lead. Kili is an Oracle of Time and has come by some rather disturbing abilities including the ability to cause people to vanish at her touch and a couple little problems with invisible sprites that steal her things and a terrible habit of falling into speaking Aklo when she gets stressed out.

Appearance:

You can see Kili's unrelenting positive nature from a Prismati pitch away. Her bright yellow hair makes a sunflower dull by comparison. Her pale complexion is interrupted by a perfect rosy glow across her delicate cheekbones. Her eyes are the bright fuchsia of a tropical flower. Kili wears a kelly green tunic and always wears carries four veils representing her worship of Sivanah, usually wearing her yellow one since "it complements my hair so nicely." Unless she is deliberately trying to be quiet, she wears a variety of colorful wooden charms hung from her hair, ears, tunic and belt. Whether due to her movement or her mischievous sprites, they often click and clack together or whistle with sounds from high shrills to low moans.

Her Misspent Youth:

Kili was born in Sanos Forest to a mother native to the wood and an adventurer father passing through with his band on their way to Viperwall. Her father never returned so whether dead or simply on to his next adventure, Kili never knew him and didn't really miss him. Kili loved playing with other young gnomes throughout the Sanos.

It was one of those days, playing hide and seek with her friends, that Kili's gift emerged. She was dancing through the woods, when a particularly promising hiding spot presented itself - a beautiful, secluded pool with a narrow waterfall. Kili darted toward the waterfall, hoping to find a cave to hide within. Instead, she emerged into a perfect summer day, a beautiful glade filled with wildflowers within an otherworldly wood. To her delight, tiny sprites flew up out of the flowers, swirling around her tugging at her hair and clothes. A melodious voice in a language, Kili had never heard before, but suddenly understood spoke, "Welcome home Kili. You may now know this place, but it was home to your ancestors of old. They have called you back to bear their gifts back to your world. A great destiny awaits you once you have found the path. Good luck." Moments later, Kili found herself back in the Sanos, standing under the waterfall, drenched to the skin.

A few years later, Kili and her friends were again playing in the Sanos, having not learned her lesson. Deeper and deeper into the wood they went not noticing as the woods grew darker and more menacing. Somehow, Kili found herself separated from the rest of the group. This time, the presence in the woods was not so benign. She started to hear strange sounds in the surrounding wood and suddenly, a goblin launched itself at her from out of the wood. A wicked dogslicer slashed her arm and the goblin laughed wickedly moving in for the kill. Suddenly, an elf emerged out of the darkness, pulling Kili behind her and at the same time, stabbing the goblin through the heart.

It didn't take long for Kili's wanderlust to manifest. With a couple young friends, she made her way to Whistledown where she took great delight in the gnome-human town and particularly, the many travelers that made their way through the settlement on the shores of Lake Syrantula. She particularly loved the crowds that gathered in the town every year during the annual Convocation.

Eventually tiring of Whistledown, Kili made her way to Magnimar, briefly considering Korvosa and the south, but not liking the sound of royalty in Korvosa and the devils of Cheliax.

In Magnimar, Kili heard of The Way North, a famous map shop in Sandpoint. As soon as she heard it was run by a gnome, she knew she had to make her way to Sandpoint.

The Questions:

1. Which NPC does your character know? What is your character's attachment to said character?

Shalelu - Kili was saved from a goblin by Shalelu in the Sanos Forest when she was much younger. She continued to see Shalelu from time to time in the Sanos and Whistledown before making her way to Sandpoint, knowing that Shalelu spends a lot of time in that area.

2. What motivation would your character have to join the caravan?

Kili is fascinated by travel, well...travel and maps. But, the maps are really just about travel anyway. She is just starting to explore the world, but has big plans and a caravan to Tian Xia would be unbelievably interesting to Kili.

3. What will your character contribute to the group?

Kili is super-optimistic, never going to be at a loss for energy or words. She will be a little bit comic relief, but also ready to do her part when the doo doo hits the fan.

4. What are your plans for your character mechanically?

I'm thinking of Kili as an unusual boss-killer. Plan to get her lots of ways of getting to the BBEG, especially squishy ones and knocking them out, at least long enough to tackle their minions. At lower level this will be via Acrobatics. At higher levels, blink and teleport come into play.

5. What are your plans for your character from a story-perspective?

Kili is quite attached to Shalelu at the start, but from what I know of Ameiko, she is going to love Ameiko as well. Not romance love, but both great people to be around. Of course, as a gnome, who knows what she might try. I think the whole adventure to Tian Xia will be one big thrill ride for Kili and she plans to enjoy it. No bleaching worries here.

6. What do you think of the Caravan mechanic presented in the Jade Regent Player's Guide? Does it seem unnecessary, or do you think it will add to the campaign?

I think its a different idea and suspect it will be the foundation for pirate ships in Skull and Shackles. As a possible GM for that, I'd like to see how this plays out. I also have that caravan map pack and while I may have to dig it out of my moving stuff, I can probably scan it in if that would help.

7. What is your opinion on the concept of romances in a roleplaying game? Would you pursue one, or prefer that they remain an untouched subject?

I'm fine with it. Romance itself, flirting, attraction, rejection, etc. are all good. If things get...ahem...more serious, I think its best to take it off scene.

Stat Block:

KILI KLIPPENSHELL CR 1/2
Female Gnome Oracle (Dual-Cursed Oracle) 1
CN Small Humanoid (Gnome)
Init +5; Senses Low-Light Vision; Perception +2
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DEFENSE
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AC 17, touch 14, flat-footed 14. . (+3 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +2
Resist Tongues (Aklo)
Weakness Haunted
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OFFENSE
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Spd 20 ft.
Melee Dagger +4 (1d3-1/19-20/x2) or Unarmed Strike +4 (1d2-1/20/x2)
Ranged Sling +4 (1d3-1/20/x2) or Dagger +4 (1d3-1/19-20/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle (Dual-Cursed Oracle) Spells Known (CL 1, +0 melee touch, +4 ranged touch):
1 (4/day) Shield of Faith, Cure Light Wounds (DC 15), Bless
0 (at will) Read Magic, Ghost Sound (DC 15), Detect Magic, Mage Hand, Enhanced Diplomacy, Guidance
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STATISTICS
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Str 8, Dex 16, Con 12, Int 10, Wis 10, Cha 18
Base Atk +0; CMB -2; CMD 11
Feats Weapon Finesse
Traits Excitable, Rescued (Shalelu)
Skills Acrobatics +7, Climb -2, Diplomacy +8, Escape Artist +2, Fly +4, Knowledge: History +4, Knowledge: The Planes +6, Perception +2, Ride +2, Spellcraft +4, Stealth +6, Swim -2
Languages Aklo, Common, Gnome, Goblin, Sylvan
SQ Erase from Time (1r) (1/day) (DC 14) (Su), Eternal Hope (1/day), Gnome Magic, Illusion Resistance
Combat Gear Dagger, Sling, Studded Leather; Other Gear Bright yellow satchel with green leaves embroidered in the borders, 76 gp.
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SPECIAL ABILITIES
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Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Erase from Time (1r) (1/day) (DC 14) (Su) As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Ghost Sound (1/day) (Sp) Cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) Cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Tongues: Aklo You can only understand and speak Aklo in combat.

Spells

Bless:

1st-level spell (Kili gets 4 1st-level spells a day)
School enchantment (compulsion) [mind-affecting]; Level cleric 1, paladin 1
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered
on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane.


Cure Light Wounds:

1st-level spell (Kili gets 4 1st-level spells a day)
School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


Dancing Lights:

Gnome ability, can cast 1/day.
School evocation [light]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.


Detect Magic:

0-level spell, Kili can cast unlimited times/day.
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Spell or Object Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.


Enhanced Diplomacy:

0-level spell, Kili can cast unlimited times/day.
School divination; Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)

You imbue the subject with divine diplomacy skills. The creature
gets a +2 competence bonus on a single Diplomacy or Intimidate
check. It must choose to use the bonus before making the roll to
which it applies.

Spoiler:

[spoiler=Ghost Sound]
0-level spell and Gnome ability, can cast unlimited/day.
School illusion (figment); Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a bit of wool or a small lump of wax)
Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon isequal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.


[spoiler=Guidance]
0-level spell, Kili can cast unlimited times/day.
School divination; Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes

This spell imbues the subject with a touch of divine guidance.

The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.


Mage Hand:

0-level spell, Kili can cast unlimited times/day.
School transmutation; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.


Prestidigitation:

Gnome ability, can cast 1/day.
School universal; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.


Read Magic:

0-level spell, Kili can cast unlimited times/day.
School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level

You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.


Shield of Faith:

1st-level spell (Kili gets 4 1st-level spells a day)
School abjuration; Level cleric 1
Casting Time 1 standard action
Components V, S, M (parchment with a holy text written on it)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).


Speak with Animals:

Gnome ability, can cast 1/day.
School divination; Level bard 3, druid 1, ranger 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level

You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.