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About Laurana KananBasics:
Picture of Laurana Wizard (Favored Class) 20 point buy
Defense:
-------------------- Defense -------------------- AC 13 (17 Mage Armor), touch 13, flat-footed 10 (+3 Dex) hp 8 (1d6+1 Con +1 Favored Class (Wizard)) Fort +1, Ref +3, Will +3; +2 vs. enchantments Immune sleep Offense:
-------------------- Offense -------------------- Base Atk +1; CMB +1; CMD +1 13 Speed 30 ft. Melee rapier +3 (DEX) to attack (1d6+0) (18-20x2) Ranged MW bonded shortbow (named Solace) +4 (+3 DEX, +1 MW) to attack (1d6+0) (x3) Spells:
Arcane School Spell-Like Abilities (CL 2st; concentration +7 (+2 class +4 int +1 trait)) . . 7/Prescience Spell Table Diviner Spells Prepared (CL 2st; concentration +7)
Spellbook:
Spells All 0 level; 1st: 8 (4 + 4 Int) 0 Level: Abjuration Resistance: Subject gains +1 on saving throws. Conjuration Acid Splash: Orb deals 1d3 acid damage. Divination Detect Magic: Detects all spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or small object. Read Magic: Read scrolls and spellbooks. Enchantment Daze: A single humanoid creature with 4 HD or less loses its next action. Evocation Dancing Lights: Creates torches or other lights. Flare: Dazzles one creature (–1 on attack rolls). Light: Object shines like a torch. Ray of Frost: Ray deals 1d3 cold damage. Illusion Ghost Sound: Figment sounds. Necromancy Bleed: Cause a stabilized creature to resume dying. Disrupt Undead: Deals 1d6 damage to one undead. Touch of Fatigue: Touch attack fatigues target. Transmutation Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whisper conversation at distance. Open/Close: Opens or closes small or light things. Universal Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). Prestidigitation: Performs minor tricks. 1st Level: Color Spray Comprehend Languages Enlarge Person Grease Identify Mage Armor Magic Missile Mount Unseen Servant Feats/Traits/Skills:
-------------------- Feats/Traits/Skills -------------------- Feats Improved Initiative, Extend Spell Traits Arcane Temper (magic trait), scholar of the ancients (ROTRL AE PG pg. 4), Guildswoman (Archeology) (caste trait)
Skills Adventuring Skills: (2+INT ranks/level = 6 ranks)
Background Skills: (2 ranks/level = 2 ranks)
*+1 to bluff checks to deceive nobles or clergy from caste
Special Abilities:
-------------------- Special Abilities -------------------- All abilities are either racial or class, no alternate racial traits Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Celestial (Int), Common (starting), Draconic (Int), Elven (racial), Goblin (Int), Sylvan (Int), Thassilonian (trait), Giant (background skill) SQ arcane bond (ring) (class), elven magic (class), forewarned (class) Arcane Bond (ring) (1/day) (Sp) (class) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Divination (class) Diviners are masters of remote viewing, prophecies, and using magic to explore the world. Prescience (7/day) (Sp) (class) At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Elven Immunities - Sleep (race) You are immune to magic sleep effects. Elven Magic (race) +2 to spellcraft checks to determine the properties of a magic item. Enchantment (class) You must spend 2 slots to cast spells from the Enchantment school. Forewarned 1 (Su) (class) Can always act in surprise rounds. Low-Light Vision (race) See twice as far as a human in dim light, distinguishing color and detail. Necromancy (class) You must spend 2 slots to cast spells from the Necromancy school. Gear:
Group Gear List Gear potion of cure light wounds (50 gp) (3); acid flask (1) wand of shocking grasp (CL2) scroll of flaming hands (CL3) scroll of flaming sphere (CL 5th) rapier (20 gp), 2 lbs MW shortbow (named Solace) (arcane bond/free), 2 lbs 10 arrows, .15 lbs 10 cold iron arrows (Acanist's Kit 21 gp) backpack, 2 lbs bedroll, 5 lbs belt pouch, .5 lbs ink, inkpen, waterskin, 4 lbs spell component pouch, 2 lbs wizard starting spellbook (free), 3 lbs explorer's outfit (free outfit) One riding horse (Chestnut) Saddle Bridle 141 gp
Background/Appearance/Party Role/Relations:
-------------------- Sandpoint: My family has dwelt in Sandpoint nearly since its founding. My parents settled there after leaving the Mierani Forest and are considered Forlorn. The decided it would be better to be Forlorn in a small human settlement than lower caste peasant in Elven society. My father, Porthos, was quickly able to find work with the Valdemar family as part of the Shipwrights' Guild, due to his innate perceptiveness, connection to woodworking for shipbuilding, and also his extensive travels along the coastal region. My mother, Tikakana, works at Turandarok Academy, is known for her minor magical abilities, and is part of the Magician's Guild. I was born shortly after their arrival and being around non-Elves has become natural for me. My parents however, still have fits of melancholy. Nothing too serious mind you, as they chose to leave, but they still miss the forests. I have heard that the Valdemars are not doing as well as they put on, perhaps that is why my father is often depressed, more so than the Forlorn. I also have a younger sister by a few years, Kylilirana, who also works for the Valdemars. She is also magically gifted and has taken an apprenticeship as a ship's mage. Ever since I was young, I have a had a fascination with Old Light and some of the older ruins in the region. That is what led me to work with Brodert Quink, he accepted me as his unpaid assistant and has taught me pretty much all I know about the history of Varisia. The two of us have studied these ruins for years. And I cant wait to rebuild Old Light and turn it into a mage tower, for learning of course. Please dont tell Master Quink I said that. He would be horrified that I wanted to disturb the ruins. Of course my parents want me to stop playing and get to work. My mother, specifically, wants me to go study magic in Galduria. I have to admit, it is tempting. But with the celebration coming up, I will make a decision after that. Trait Backgrounds:
My mother's heritage carries magic in it in a strong way for the female line, and I inherited it as well. The family story goes that around the time of Earthfell, a group of female mages from a different world was studying Golarion and the singularity trapped them on this world. Like I noted above, this is a family story and I make no claim to its truthfulness. Our distinct eye color also ties into this family story. I was born lucky, thanks to both my parents being members of their respective guilds, I have been offered apprenticeships but I have yet to commit to one. I do do odd jobs with my magic ability and I have saved up enough to at least consider my mother's desire for me to move to Galduria. I have also earned income as a proficient translator for some of the guilds in Sandpoint. I am a natural polyglot but my time spent pouring over ancient tombs has lead me to study some of Varisian ancient languages, including Varisian, Giant, and Thassilonian, beyond the more common languages of Sandpoint and the languages of my Elven heritage. Appearance/Characteristics:
I am very outgoing, I like to talk, especially about things I find interesting. My friends say my inquisitive and loquacious nature is great, to a point. I am honest and have a hard time not talking in facts. However, I am quick to jump to conclusions and can have a nasty temper when I feel that I am threatened. Relationships map:
bad terms:
Party Role:
She may dip into Chronicler, but I am not sure yet. Bonded Item: My mother gave me a family heirloom when I reached my 77th lifeday. Normally, in Elven culture I wouldn't be considered an adult yet but living among other races for so long has given my parents new perspective on things like time. The bow is an ancient family heirloom shortbow that was crafted before Earthfall and was given then ame "Solace," I don't know why - it has something to do with the family legend. She also taught me how to unlock its power to strengthen my spell casting, plus I am an elf, which means I am a pretty good shot. *(If possible, I would like the bow to have some latent magical ability. Later on the PC could "discover" the power and I would pay the requisite SP for the magic.) |