About Ku'adaKu'ada BrightTree
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). ______________________________________________________________________ STATISTICS ______________________________________________________________________ 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
MW Ring -
Everburning Torch 1lb
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
1st Level
Backup 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
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.
|