Acadamae Student Korvosa

Maidie Henrod's page

533 posts. Alias of Jacob Trier (RPG Superstar 2012 Top 16).


Race

HP 33/33 | AC 17/17/13 (21/17/17 w/ mage armor), CMD:12 | Fort: +4, Ref:+6, Will: +8 | Perc: +7 , Init:+10

Classes/Levels

| (Shift (10 ft) 7/7) | Hero Points: 3 | Status: mage armor (4 hrs)

Gender

Female human conjurer 4 |

Age

18

Alignment

N

Deity

Nethys

Location

Kassen, Nirmanthas

Strength 6
Dexterity 18
Constitution 14
Intelligence 19
Wisdom 12
Charisma 8

About Maidie Henrod

Maidie Henrod
Female fairy conjurer (teleportation[APG]) 4 (Pathfinder RPG Advanced Player's Guide 147)
N Tiny fey
Init +10; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+4 Dex, +1 enhancement, +2 size)
hp 33 (4d6+12)
Fort +4, Ref +6, Will +8
DR 5/cold iron
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (average)
Melee (M) dagger +4 (1d4-2/19-20)
Ranged (M) +1 light crossbow +5 (1d8+1/19-20)
Space 2½ ft.; Reach 0 ft.
Conjurer Spells Prepared (CL 4th; concentration +10)
. . 2nd—create pit (DC 17), glitterdust (DC 17), stone call, summon monster II
. . 1st—grease, mage armor, mage armor, protection from evil, vanish (DC 15)
. . 0 (at will)—acid splash, detect magic, light, prestidigitation
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 6, Dex 18, Con 14, Int 19, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 12
Feats Agile Maneuvers, Alertness, Augment Summoning, Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Scribe Scroll, Spell Focus (conjuration)
Traits focused mind, reactionary
Skills Acrobatics +4 (+0 to jump), Craft (alchemy) +12, Fly +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +11, Perception +7, Sense Motive +3, Spellcraft +11
Languages Aquan, Auran, Common, Draconic, Dwarven, Goblin, Infernal, Sylvan, Terran
SQ arcane bond (Tanglefoot, hedgehog), finesse weapon attack attribute, shift 7/day (10 feet), summoner's charm (2 rounds)
Combat Gear pearl of power (1st level), potion of cure light wounds (3), wand of magic missile (CL 5th, 44 charges); Other Gear Handy haversack, light crossbow, crossbow bolts (10), dagger, bedroll, blotter (0.2 lb), flint and steel, hemp rope (50 ft.), inkpen, knife for cutting quills into pens (0.5 lb), maidie's spellbook, mess kit[UE], pen nibs, pigment for making ink (0.2 lb), portable alchemist's lab[APG], ruler, small (0.1 lb), spell component pouch, trail rations (6), vial, waterskin (2), winter blanket, 3 fairy-sized outfits (1 artisan's outfit and 2 explorer's outfits), silver bell that can be used once to contact Prince Kernan, magic fairy hat.
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (50 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (10 feet, 7/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

--

Maidie - Human stats:

Maidie Henrod
Female human conjurer (teleportation) 4
N Medium humanoid (human)
Init +8; Senses Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 enhancement)
hp 33 (4d6+12) Current: 33
Fort +4 (+1 circumstance bonus vs. cold weather), Ref +4, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
. . mithral dagger +5 (1d4/19-20)
Ranged +1 light crossbow +5 (1d8+1/19-20)
Conjurer Spells Prepared (CL 4th; concentration +10)
. . 2nd—create pit (DC 17), glitterdust (DC 17), stone call, summon monster II
. . 1st—protection from evil, grease, mage armor, vanish (DC 15)
. . 0 (at will)—acid splash, detect magic, light, arcane mark
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 19, Wis 12, Cha 8
Base Atk +1.5; CMB +3; CMD 13
Feats Agile Maneuvers, Alertness, Augment Summoning, Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Scribe Scroll, Spell Focus (conjuration)
Traits focused mind, reactionary
Skills Craft (alchemy) +12, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +11, Perception +7, Sense Motive +3, Spellcraft +11
Languages Aquan, Auran, Common, Draconic, Dwarven, Goblin, Infernal, Sylvan, Terran
SQ arcane bond (Tanglefoot, hedgehog), finesse weapon attack attribute, shift 7/day (10 feet), summoner's charm (1 round)
Combat Gear pearl of power (1st level), wand of burning hands (49 charges) (given to Betz), wand of protection from evil (17 charges) (in spring loaded wrist sheath)
Other Gear masterwork backpack, crossbow bolts (10), dagger, light crossbow, blotter (0.2 lb), inkpen, knife for cutting quills into pens (0.5 lb), parchment (5), pen nibs, pigment for making ink (0.2 lb), masterwork portable alchemist's lab (+2 to craft alchemy), ruler, small (0.1 lb), scroll case, spell component pouch, spellbook, vial, thick winter cloak (+1 to Survival vs cold weather), bedroll, winter blanket, trail rations (6 days), mess kit, waterskins (2 full), rope (50 ft), Pearl of Power (1st Level), Masterwork Artisan's Tools [Craft(Calligraphy)] (0 use left), waterproof scroll case (4/4 slots used), spring loaded wrist sheath.
Money 0 platinum pieces, 260 gold pieces, 4 silver pieces, 1 copper pieces; Other Wealth None
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (10 feet, 7/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

Spellbook
2nd - create pit (DC 17), euphoric cloud (DC 17), glitterdust (DC 17), mirror image, see invisibility (DC 17), summon monster II, stone call
1st - color spray (DC 15), glue seal (DC 16), grease (DC 16), harrying cihper, mage armor, magic missile, obscuring mist, protection from evil, summon monster I, unseen servant, vanish
0 - acid splash, arcane mark, dancing lights, detect magic, detect poison, drench, flare (DC 14), ghost sound (DC 14), haunted fey aspect, mage hand, mending, message, open/close (DC 14), prestidigitation, ray of frost, read magic, resistance, rope, scrivner's chant, spark (DC 14)

Maidie's Downtime Sheet

Alchemical power components:

Acid splash:
Acid flask (F): The spell deals +1 point of damage.
Acid flask (M): The spell lasts 1 round longer than normal.

Grease:
Acid flask (M): The grease is acidic and deals 1 point of acid damage per round to any creature in the area or holding the greased object.
Alchemical Grease (M): Increase the Reflex save DC for affected creatures and the Escape Artist bonus for greased armor by 1.

Obscuring mist:
Smokestick(M): The spell creates a smoky haze instead of mist. This haze cannot be dispersed by fire spells and dissipates naturally after 1 minute.

Crafting calculator

Consumables:

* Acid (1)
* Alchemical grease (1)
* Smokestick (1)
* Potion of CLW (2)
* Scroll of obscuring mist
* Scroll of color spray (DC 15) - (Given to Betz)
* Scroll of summon monster II

Kassen's Boons:

There are two boons that you have been given. First, when you make an attack roll or cast a spell, you can declare that you are using the Kassen's boon on that attack or spell. If it is an attack, it is an automatic hit and critical hit that does max damage. If it is a spell, all targets affected by the spell fail their saving throws and are affected by the spell for the max duration. If the spell does damage, it does double max damage for the duration of the spell.

The second boon is that if a character with this boon dies, they are instead brought back to 0 HP and affected as if by a sanctuary spell until you are back in a safe place.

Both boons are only usable once.

The Master's Touch - special item:

The Master's Touch
Aura moderate divination; CL 9th
Slot ring; Price 16,000 gp; Weight
Description
This exquisite ring, crafted from silver and cold iron, features intricate patterns and mystic symbols. It sizes itself to fit around a familiar's ankle. When worn, the spellcaster can use a standard action to see through their familiar's senses for up to 1 minute per level. Additionally, as a swift action, the wearer can instantly recall the familiar if it's within 1 mile. The familiar benefits from any protective spells cast on the master, mirroring their effects. This magical link does not function if the familiar is on another plane.
Construction
Requirements Craft Wondrous Item, clairvoyance/clairaudience, summon monster I; Cost 8,000 gp

Tanglefoot - hedgehog familiar:
Tanglefoot CR –
Hedgehog (Pathfinder RPG Ultimate Magic)
N Diminutive magical beast (animal)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 17 (+3 Dex, +3 natural, +4 size)
hp 12 (1d8-2)
Fort +0, Ref +5, Will +4
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 1, Dex 16, Con 6, Int 7, Wis 12, Cha 7
Base Atk +1.5; CMB +0; CMD 5 (9 vs. trip)
Feats Agile Maneuvers, Athletic, Combat Expertise, Deadly Aim, Power Attack
Skills Acrobatics +3 (-1 to jump), Climb +5, Linguistics +0, Perception +7, Spellcraft +1, Stealth +19, Swim +5
SQ empathic link, finesse weapon attack attribute, spiny defense
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. A rolled up hedgehog can take no actions except to unroll as a move action.

Augmented Summon Monster II stats:

Summoned Earth elemental (small) CR 1
XP 400
Small earth elemental (Pathfinder RPG Bestiary 122)
N Small outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune elemental traits
--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft.; earth glide
Melee slam +8 (1d6+11)
Special Attacks earth mastery
--------------------
Statistics
--------------------
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6 (+9 bull rush, +7 overrun); CMD 15 (18 vs. bull rush, 16 vs. overrun)
Feats Improved Bull Rush, Power Attack
Skills Acrobatics -1 (-5 to jump), Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
--------------------
Special Abilities
--------------------
Burrow (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 if either waterborne or airborne.
Elemental Traits Elementals have many immunities.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.

--

Summoned giant frog CR 1
XP 400
Giant frog (Pathfinder RPG Bestiary 135)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +3
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 19 (2d8+10)
Fort +8, Ref +6, Will -1
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee bite +5 (1d6+4 plus grab), tongue +5 touch (grab)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks pull (tongue, 5 ft.), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue
--------------------
Statistics
--------------------
Str 19, Dex 13, Con 20, Int 1, Wis 8, Cha 6
Base Atk +1; CMB +5 (+9 grapple); CMD 16 (20 vs. trip)
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 to jump), Perception +3, Stealth +5, Swim +12; Racial Modifiers +4 Acrobatics, +4 Stealth
--------------------
Special Abilities
--------------------
Grab: Bite or Tongue (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pull (5 feet) (Ex) You can pull targets closer to you.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Swallow Whole (1d4 bludgeoning damage, AC 10, 1 HP) (Ex) You can swallow smaller targets whole.
Swim (30 feet) You have a Swim speed.
Tongue (Ex) Tongue has 3x normal reach and can grab foes.

--

Summoned Air Elemental CR 1
XP 400
Small air elemental (Pathfinder RPG Bestiary 120)
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits
--------------------
Offense
--------------------
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+4)
Special Attacks whirlwind (10-20 ft. high, 1d4+3 damage, DC 14)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 17
Feats Flyby Attack, Improved Initiative, Weapon Finesse
[b]Skills
Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran
--------------------
Special Abilities
--------------------
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Traits Elementals have many immunities.
Fly (100 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Whirlwind (10-20 ft. high, 1d4+3 damage, DC 14) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).

Maidie's Backstory:
For Maidie, growing up in Kassen was a dreary and boring experience. The youngest of four children, she has spent most of her life watching her lumberjack father and housewife mother dote on her siblings. Granted, they doted on her as well, but that was to be expected. From a very early age, it was apparent to anyone that Maidie was smart. Real smart, with a mind that absorbed knowledge and memorized facts at an amazing rate.

But Maidie never really understood why her parents seemed to take such pride in their other children as well. They were all so boring and ordinary. Her oldest brother Jaden, a lumberjack like their father, could swing his axe all day, but so could most of the men in Kassen. And her brother Garth could swing his sword for just as long, and had been part of the Nirmanthi Irregulars during the war. And Elly...All Elly could do was smile, and sing and look pretty. The life in the family's woodland home was so mundane and boring, Maidie was certain she would lose her mind. All she could do was roll her eyes and thank the gods that she hadn't been born a gnome, since she would surely have succumbed to the bleaching long ago.

When the wizard Holgast took notice of her intellect and agreed to take her as an apprentice and teach her magic, she figured her life would finally become somewhat interesting. And for a while it was. Holgast taught her the fundamentals of magic, and helped her form a bond with Tanglefoot, the hedgehog she had found under her family home and adopted. But Holgast's lessons came with a price. She had to endure his mumbling, erratic teaching style, and spend countless hours doing mundane chores in the wizard's crooked tower before she was allowed freedom to explore the books in the overstuffed library.

It wasn't long before Maidie could extract no further learning from her sessions with Holgast. Instead, she turned to his books, and devoured one dusty volume after another. She quickly learned to master simple cleaning cantrips and how to summon unseen servants to do her chores for her, so she had plenty of time to lose herself to the pages with Tanglefoot nestled happily in the folds of her robe.

Maidie is grateful for her hedgehog companion, since she never really got along with people. Lately, she has focused her studies on the arts of conjuration and teleportation, perhaps from a subconscious desire to either summon some interesting company or simply whisk herself away from Kassen, never to return.

Now, as she nears her nineteenth birthday, the prospect of completing the quest of the Everflame serves as a welcome distraction, and perhaps as an opportunity to finally prove to herself and her family that she has outgrown Kassen and is ready to seek out the wonders of Golarion on her own.

NPCs:

Maidie’s family
Heywood Henrod, her father. A big bearlike lumberjack in his mid-fifties. His children like to joke that he is a human incarnation of Erastil (although only when they are absolutely sure he won’t hear them).
Gertrude Henrod, her mother.
Jaden Henrod, her oldest brother. A lumberjack like their father and friend of Grobradon. Married to Mathilda and father to the twins Bryce and Brenna, aged 4.
Garth Henrod, her second-oldest brother. A veteran of the Nirmathas-Molthune skirmish war, where he served in the forward operating unit know as the Foxclaws. Married to Lizzie, who is pregnant with their first child.
Elly Henrod, her older sister. Pretty and charming, Elly is Maidie’s opposite in many ways.