Wild Elf

Ku'ada's page

120 posts. Alias of Itsgottabeodin.


About Ku'ada

Ku'ada BrightTree
XP(Fast) 3,515; Next: 6,000
Male Elf Wizard 3
CG Medium Humanoid
Init +4; Senses Low-light vision, Perception +5
Languages Common(Taldane), Polygot, Undercommon, Elven, Sylvan, Draconic, Celestial, Orc, Giant, Gnoll, & Goblin
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DEFENSE
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AC 12, touch 12, flat-footed 10, AC with Mage Armor 16
(+2 Dex)
HP 20 (3d6 +3CON +3Fav. Class) current 20
Fort +2, Ref +3, Will +3 (+2 vs. enchantment)
Immune Sleep Effects
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OFFENSE
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Speed 30'
Melee Dagger +1, 1d4(P or S), 19-20/x2, Range 10'
Ranged Longbow +3, 1d8(P), x3, Range 100'
Spells Prepared
1st(1+1+1) --- Glitterdust, Invisibility, Invisibility (DC 17)
1st(2+2+1) --- Color Spray, Color Spray, Silent Image, Magic Missile, Obscuring Mist (DC 16)
0th(4) --- Read Magic, Detect Magic, Dancing Lights, Prestidigitation (DC 15)
Arcane Bond(ring) 1/day cast any one spell that the wizard has in his spellbook and is capable of casting except opposition school spells.

Illusion School Abilities:

Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round).

Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier(8/day).


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STATISTICS
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STR 11, DEX 14, CON 12, INT 20, WIS 10, CHA 10
BAB +1; CMB +1; CMD 13
Feats Magical Aptitude, Craft Wondrous Item, Bonus Feats: Scribe Scroll
Skills:

armor check penalty 0
Appraise +9 (ranks 1, attribute +5, trained +3)
Know(arcana) +11 (ranks 3, attribute +5, trained +3)
Know(history) +9 (ranks 1, attribute +5, trained +3)
Know(Mwangi Expanse) +9 (ranks 1, attribute +5, trained +3)
Know(nature) +9 (ranks 1, attribute +5, trained +3)
Know(planes) +9 (ranks 1, attribute +5, trained +3)
Know(religion) +9 (ranks 1, attribute +5, trained +3)
Linguistics +11 (ranks 3, attribute +5, trained +3)
Perception +5 (ranks 3, attribute +0, racial +2)
Spellcraft +13 (+15 to identify) (ranks 3, attribute +5, trained +3, feat +2)
Use Magic Device +5 (ranks 3, attribute +0, feat +2)
Total Ranks 21 (7/lvl)
Skills to train next:Know(geography, engineering, nobility)

Traits Reactionary (+2 to Initiative), Focused Mind (+2 on Concentration Checks)
SQ Elven Magic (+2 vs. SR & +2 to identify items)
Load 36.5 lbs.; Light 0-38 lbs.
Gear:

Dagger 1lb
Longbow 3lb
x10 Durable Arrows 1.5lb
2x Potion of Cure Light Wounds -

Scroll Case 0.5lb
Scrolls
1st Level
Magic Missile
Expeditious Retreat
2x Mage Armor

MW Ring -
Spell Component Pouch 2lb
Spellbook 3lb
Extra Spellbook 3lb

Everburning Torch 1lb
Backpack 2lb
trail rations (10 days) 10lb
Waterskin 4 lbs
Ink -
Inkpen -
x24 Parchment -
Traveler's Outfit 5lb

Wealth: 1213gp 9sp


Spellbook:

0th Level
Abjuration -------- Opp
Conjuration ----------- Acid Splash
Divination ------------- Detect Magic, Detect Poison, Read Magic
Enchantment --- Opp
Evocation ------------- Dancing Lights, Flare, Light, Ray of Frost
Illusion -------- Focus Ghost Sound
Necromancy ---------- Bleed, Disrupt Undead, Touch of Fatigue
Transmutation ------- Mage Hand, Mending, Message, Open/Close
Universal -------------- Arcane Mark, Prestidigitation

1st Level
Abjuration ------- Opp Protection from Evil
Conjuration ----------- Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant
Divination ------------- Identify
Enchantment --- Opp Charm Person
Evocation ------------- Floating Disk, Magic Missile
Illusion -------- Focus Color Spray, Silent Image
Necromancy ----------
Transmutation ------- Enlarge Person, Expeditious Retreat, Feather Fall, Jump

1st Level
Abjuration ------- Opp
Conjuration ----------- Glitterdust
Divination -------------
Enchantment --- Opp
Evocation -------------
Illusion -------- Focus Invisibility
Necromancy ----------
Transmutation -------

Backup Spellbook
0th Level
As Spellbook
1st Level
As Spellbook


Appearance
Ku'ada definitely comes from Wild Elf stock, with dark skin and sharp angular features. His dark gray hair is bound up in dreadlocks, and his body and face are covered in shamanistic tattoos and dotted with piercings of bone and base metals. Ku'ada dresses in plain brown traveling clothes, but his person is rife with various talismans made of bone and dried ...things. Ku'ada is 5'10", 118 lbs and currently 121 years of age.

Backstory
Ku'ada is a local shaman, traveling among the various Ekujae clans that are scattered throughout the Mwangi expanse.

Full Backstory:

The day Ku'ada was born, his village, Bright Among the Trees, was attacked by Lizardfolk. Half of the elves that lived near Bright Among the Trees were killed, including his father, who attempted to defend the tree in which the birth had taken place, and his mother, too weak to defend herself. Whether by accident or otherwise, the squalling Ku'ada was left untouched, unnoticed in the crook of a tree limb.

Thought to have been touched by some demon, devil, or angel, Ku'ada was placed in the care of the village's shaman, raised to harness such power as the old shaman knew and use it for the good of the people. Due to de-population and the danger so nearby the village was disbanded, the elves fled to other clan-homes of the Ekujae, and the shaman (now redundant among another clan with its own head shaman), devoted himself to teaching the young pup and to his own personal quests.

At his coming of age, Ku'ada was sent out into the Mwangi wilderness alone with only the Shaman's Vision, an herb that gave insight into the spirit world. After three days and nights of the ritual life as an animal, Ku'ada was given a spirit vision of darkness and evil coming to Mwangi-land from the ruins below it.

Upon Ku'ada's return, Ku'ada's mentor, in old age and surety of purpose, left to focus on his search for the brightness. Ku'ada then took to traveling among the other clans of elves, and even among the humans, to practice his art wherever it might be needed. As he crossed the land in a quest to uncover the dark secrets of the ruins, Ku'ada found common interest with a field operative of the Pathfinder Society, Korf Dorbrin. Korf, eventually persuaded that if Ku'ada truly wanted answers he should have the proper training, and suggested he become a member of the Society himself. Ku'ada left to make his way towards Nantambu, directed towards the only active Pathfinder lodge in the Mwangi expanse, to learn what he could.

TACTICS

Before Combat Ku'ada often prefers non-violent solutions to most situations, and before combat attempts to ascertain if he can solve the situation without bloodshed, either through guile or diplomacy. If a violent confrontation seems imminent, Ku'ada will cast any buffing spells he has prepared based on the assumed level of danger.
During Combat Ku'ada, while trying to use spells that best fit the situation, often uses his spellcasting to detain foes or enable his allies. When he begins to run low on spells, or if he feels the situation warrants it, Ku'ada will draw his bow to inflict damage upon the enemy. When roused to violence, Ku'ada does not shy away.
Morale Ku'ada can be a steadfast friend and ally, but when things start to turn south, and his spellcasting has failed to prove its utility, Ku'ada tends to hide behind his more sturdy allies.