Caroliss Minerran

Kira Petrilus's page

54 posts. Alias of Merddyn.


Race

Half-elf

Classes/Levels

Unchained Rogue 1/Wizard (Transmutationist) 1 | HP 17/17 | AC 15 T 13 FF 12 | CMB -1 CMD 12 | F +3 R +5 W+4 (+2 vs enchantment) | Int +3 | Perc +9 (+1 to find traps) | Speed 30 ft. | Telekinetic Fist (8/8)

Gender

Female

Size

5' 2" 100 lbs

Age

23

Alignment

NE

Deity

Asmodeus

Languages

Common, Elven, Goblin, Giant, Infernal, Celestial, Draconic

About Kira Petrilus

Str: 8
Dex: 16
Con: 16*
Int: 20
Wis: 15
Cha: 15

*Physical Enhancement in this Ability

Description:
Kira wears a black sleevless coat that goes down to her ankles, usually with a colorfull top and well pressed pants. She keeps her appearance clean and often pulls her dark hair back. Kira is very short, likely the shortest half-elf around, but has a large presence.

Picture of Kira

Stats
Init +3;
Senses Perception +9 (+1 to find traps); Low-light Vision
Speed 30 ft; HP 17/17

Defenses:
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Armor)
CMD 12
Fort +3, Ref +5, Will +4 (+2 vs enchantment)

Offense & Weapons:
Melee Rapier +3 (1d6-1/18-20/x2)
Ranged Hand Crossbow +3 30' (1d4/19-20/x2)
Special Attacks Sneak Attack +1d6
CMB -1

Spellbook:
0-level (DC 15): Resistance, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st (DC 16): Expeditious Retreat, Long Arm, Magic Weapon, Reduce Person, Silent Image, Vanish, Burning Hands, Heightened Awareness

Spells Prepared:
Concentration +6; Spell Failure: 10%
0-Level: Ghost Sound, Dancing Lights, Mage Hand
1st: Heightened Awareness, Long Arm*, Burning Hands, Vanish
*indicates bonus spell for arcane school

Feats:
•(Class)Weapon Finesse
•(Class)Scribe Scroll
•Combat Expertise

Traits:
•Forgery

Racial Traits:
•Elven Immunities
•Adaptability (Stealth)
•Keen Senses
•Elf Blood
•Multitalented (Wizard, Rogue)
•Low-light Vision

Skills:
•Acrobatics +8 (2 Ranks, +3 Dex, +3 Class)
•Bluff +7 (2 Ranks, +2 Cha, +3 Class)
•Diplomacy +7 (2 Ranks, +2 Cha, +3 Class)
•Disable Device +9 (2 Ranks, +3 Dex, +3 Class, +1 Class)
•Disguise +6 (1 Rank, +2 Cha, +3 Class)
•Knowledge (Arcana) +10 (2 Ranks, +5 Int, +3 Class)
•Knowledge (Local) +10 (2 Ranks, +5 Int, +3 Class)
•Knowledge (Religion) +9 (1 Rank, +5 Int, +3 Class)
•Perception +9 (2 Ranks, +2 Wis, +3 Class, +2 Racial)(+1 to find traps)
•Sense Motive +6 (1 Rank, +2 Wis, +3 Class)
•Spellcraft +9 (1 Rank, +5 Int, +3 Class)
•Stealth +14 (2 Ranks, +3 Dex, +3 Class, +3 Skill Focus, +3 Familiar)

Background Skills
•Appraise +9 (1 Rank, +5 Int, +3 Class)
•Linguistics +10 (2 Ranks, +5 Int, +3 Class)(+3 to commit forgery)
•Sleight of Hand +7 (1 Rank, +3 Dex, +3 Class)

Gear:
Combat Gear
•Leather Armor
•Rapier
•Hand Crossbow
•Crossbow Bolts x10

Other Gear
•Potion of Cure Light Wounds
•Unholy Symbol of Asmodeus
•Spellbook
•Backpack, Masterwork
•Spell Component Pouch
•Belt Pouch
•Inkpen
•Ink
•Stationary x3
•Paper x4

Wealth: 100 gp

Special Abilities:
Sneak Attack (1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training: A rogue gains Weapon Finesse as a bonus feat.

Arcane School (Transmutation; Opposed: Necromancy, Conjuration): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.

Arcane Bond (Familiar): Wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic.

Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (8/day): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess.

Familiar:

Name: Tensir
Type: House Centipede
Init: +3; Senses: darkvision 60ft.; Perception +5
-----------------
DEFENSE
-----------------
AC 18, T 15, FF 15 (+3 Dex, +3 Natural Armor, +2 Size)
hp 8 (2d8)
Fort +2, Ref +5, Will +2
-----------------
OFFENSE
-----------------
Speed 40 ft, climb 40 ft
Melee bite +5 (1d3-5 pluss poison)
Space 2-1/2 ft; Reach 0 ft
Special Attacks Poison
-----------------
Statistics
-----------------
Str 1, Dex 17, Con 10, Int 6, Wis 10, Cha 2
Base Attack +0; CMB +1; CMD 6 (can't be tripped)
Feats (B)Weapon Finesse
Skills Acrobatics +8, Climb +11, Perception +9, Sense Motive +1, Stealth +24
-----------------
Special Abilities
-----------------
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Shared Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Alertness: While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Background:
Kira Petrilus was born to a family of elves on an estate in a small village outside of Matharyn. She never got a chance to know her human father--not that she cared, for he also abandoned her--and her elven father, Baron Feurn Petrilus, hated her as the reminder of his wife's infidelity. She was treated poorly, to say the least. With three other siblings who all had their every need taken care of, Kira instead was generally treated like a servant, and often introduced as such. With only her mom treating her well, Kira was miserable. At least, that is until she got sick and died. Despite the seeming impossibility of it, things became worse after that, and eventually Kira ran away.

She went to the nearest big city, thinking things would be better there, but if not, at least she could hide in the crowd. She nearly starved to death on the streets of Matharyn though. Finally she got up the nerve to try to steal from one of the men passing by. Wentzel, as she would later come to know him, caught Kira immediately when a little rat alerted him. Wentzel bent down and found out as much of her story as she would share at the time--which was not much. It was enough, though, for him to decide to bring her into his home. He and his familiar--who turned out not to be a rat, but an imp named Randune--treated her like a daughter. They taught her all they knew, how to survive, how to use people, and about the glories of serving Asmodeus. She learned about magic from Wentzel, and she learned about stealth and manipulation from Randune. But it was not fated to last. Her new family was taken away from her when it was discovered Wentzel was a worshiper of Asmodeus. He was taken and imprisoned. If the worship of Asmodeus was not enough to condemn him, the many guards he murdered while they were trying to capture him was. Kira watched as he was hanged, then the body was burnt at the stake. Kira, lived in fear for some time that she would be connected with him and suffer the same fate, but being as she was not officially part of his home, no one ever knew.

Kira moved on, setting up on her own, but this time she was prepared. She spent her time conning people of what she could. It was not enough though. See, a spark had taken hold in her heart. She wanted revenge. Wentzel and Randune were the only family she had ever had. Now they had been taken away. Mitra and his priests had ruined her family for something as simple as worshiping Asmodeus. Kira sought out jobs and cons that would cause the Church of Mitra to lose credibility or money as often as she could, often impersonating a priest.

She got away with it for some time too, but nothing lasts forever. A man hired her to forge a document to save his brother from prison. Kira forged a document that threw the support of the Mitran church behind the condemned man. Unfortunately, the man who hired her was not as skilled as she had thought. He almost immediatley got caught and pointed directly to Kira as the forger.

However, thinking that they were dealing with just a two-bit con-man, the officer's they sent were not prepared. Kira used her magic to vanish and sneak out the back.

She was not quick enough to get out of the city though. By the time she'd reached the gates, guards were apprised of her description and abilities. Kira could not get out. She spent the next week hiding and just barely staying ahead of those who were looking to catch her. Kira even tried slipping out disguised as a beggar. Her two attempts there were nearly the end of her, but though she didn't escape the city, she still evaded capture.

Kira was getting desperate for escape, when finally it came. A beautiful, yet terrifying woman approached Kira and offered her an escape. In exchange she had to meet with Cardinal Thorn. Suspicious as always, Kira almost decided to try herself one more time, but finally, her curiosity and desperation got the better of her. She agreed, Asmodeus help her.

Personality:
Kira is fierce in her desire for vengeance. She wants above all a place to belong, and that was taken from her. Should she find it agian, she will be extremely loyal to that group. She is calculating and intelligent, and a great strategist and manipulator. She has a soft spot for orphans and others who have been cast aside by those in power. If she can protect them she will, sometimes at great cost to herself. Despite all this, she is sometimes weary about trusting others to do what needs to be done. largely because of her recent experience which lead to her being found out.

Revised Build Plan:
Level 1: Rogue
Level 2-4: Wizard
Level 5-6: Rogue
Level 7-16: Arcane Trickster
Level 17-20: Wizard