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About Maidie HenrodMaidie Henrod
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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
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:
Obscuring mist:
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
-- Summoned giant frog CR 1
-- Summoned Air Elemental CR 1
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. |