Telandia Edasseril

Laurana Kanan's page

272 posts. Alias of L Kanan.


Full Name

Laurana Kanan

Race

weapons:
MW shortbow +5 (1d6+0) (x3); Rapier +4 (1d6+0) (18-20x2); Cracked Tangerine Pentacle (Ioun Stone) 7 charges MM 1d4+1
CONDITIONS: blessing, Mage Armor

Classes/Levels

Spells:
Prescience 7/7 (CL 2st; concentration +7) 1st (6)—identify, mage armor, unseen servant, color spray, EP, spontaneous spell; 0 (at will; Spell Power 4)—detect magic, light, read magic, prestidigitation

Gender

Female Wizard (Diviner/Foresight) 2 | HP 12/12 | AC 13 (17 w/ MA) : T 13 : FF 10 : CMD 14 | FC 12 : RC 14 : WC 14 : IDC 11 : BDC 10 | Init +9 | Per +4 : S.M. +0 : Low-light vision | Move 30'

Size

M

Age

77

Alignment

NG

Location

Sandpoint

Occupation

Archeologist

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

About Laurana Kanan

Basics:

Picture of Laurana

Wizard (Favored Class) 20 point buy
Female Elf Diviner Foresight 1
NG Medium humanoid (elf)
Init +9 (+3 Dex +4 Feat +1 Forewarned +1 Trait); Senses low-light vision; Perception +4
Str 10 (0), Dex 16 (+3), Con 12 (+2), Int 18 (+4), Wis 10 (0), Cha 10 (0)


Defense:

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Defense
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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:

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Offense
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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)
. . 1st—identify (spell school), mage armor, magic missile, color spray, enlarge person, spontaneous spell (arcane bond) (+3 level +1 bonus +1 spell school +1 arcane bond)
. . 0 (at will)—detect magic, light, read magic, prestidigitation
. . Opposition Schools Enchantment, Necromancy

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:

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Feats/Traits/Skills
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Feats Improved Initiative, Extend Spell

Traits Arcane Temper (magic trait), scholar of the ancients (ROTRL AE PG pg. 4), Guildswoman (Archeology) (caste trait)
**no alternate racial traits**

Skills

Adventuring Skills: (2+INT ranks/level = 6 ranks)
Appraise +8 (+1 rank, +3 class, +4 INT))
Craft (shipbuilding) +8 (+1 rank, +3 class, +4 INT)
Escape Artist +5 (+2 rank, +3 DEX)
Knowledge (arcana) +10 (+2 rank, +3 class, +4 INT, +1 trait)
Knowledge (planes) +9 (+2 rank, +3 class, +4 INT)
Perception +4 (+2 rank, +2 race)
Spellcraft +9 (+10 to identify magic item properties) (+2 rank, +3 class, +4 INT)

Background Skills: (2 ranks/level = 2 ranks)
Knowledge (history) +10 (+2 rank, +3 class, +4 INT, +1 Trait)
Linguistics +8 (+1 rank, +3 class, +4 INT)
Knowledge (Geography) +8 (+1 rank, +3 class, +4 INT)

*+1 to bluff checks to deceive nobles or clergy from caste

Special Abilities:

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Special Abilities
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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
80 sp .08 lbs
Weight Carried: 20.73 lbs
Limits: 33/66/100

Background/Appearance/Party Role/Relations:

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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:
With Master Quink, I had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, I know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From my life of study and dogged research, I have pieced together the language and partial history of this once-great empire.

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 would describe myself as medium build, for an Elven female, about 5'6", so a little taller than elf average, and 100 lbs, with a fair complexion, blond hair shoulder length hair, and platinum eyes. I am usually wearing an explorers outfit that is always dirty from archeology digs with Master Quink. I get cold easily and during the winter months the tip of my nose turns a redish/pinkish hue - this is a dead give away that I am cold. I also sunburn easily due to my complexion and usually wear a wide-brimmed hat while on outdoor studies.

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:
good terms:
Mother Tikakana
Father Porthos
Sister Kylilirana
Valdemar family - employer of my father
Master Quink - associate and teacher
Shelalu - with few elves in Sandpoint, Shelalu is like a cousin
Ilsoari Gandethus - employer of my mother

bad terms:
Kaye Tesarani - This is probably more a one sided issue, she approached me and offered employment, said I could do more than just read dusty toms all day and that I would give a nice flare to her establishment. No thank you. I am not a harlot.
Shayliss Vinder - She should work at the Pixie's Kitten. She gets all the attention of the boys these days, she knows it, and she flaunts it in front of the rest of us.
Scarnetti family - The Scarnettis are trouble. Their lack of ethics have led to the Valdemars' recent troubles, and thus to my father's issues.

Party Role:
Being a gifted diviner, I expect that I will always (hopefully) be the first to act in any situation. That means I can control the battle field, buff, or debuff all equally well. I realize that I cannot bring the pain as easily as some other mages, but I can hold my own. Not to mention, and not to brag, but I know stuff, lots of stuff, especially about old things.

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.)