![]()
About Mara CortescuName: Mara Cortescu
Initiative: +6
-----DEFENSE-----
-----OFFENSE-----
Traits and Feats:
TRAITS: Intrigued by Thassilon: Thassilonian as bonus language; +1 skill point at 1st and every 2 levels afterwards only to be used on Kn(Arcana), Kn(History), Linguistics, or UMD; once per adventure can take 20 on UMD or activate a charged item without using charges. Suspicious: +1 Sense Motive, is a class skill FEATS:
Hexes:
Cackle: As a move action, extend the duration of other hexes by 1 rd Misfortune: (1 round, DC 14) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg) Special Abilities:
Empathic Link with Familiar: You have an empathic link with your Arcane Familiar. Familiar Bonus: +2 to Reflex saves if familiar within one mile; You gain the Alertness feat (+2 Perception and +2 Sense Motive) while your familiar is within arm's reach. Share Spells with Familiar: Can cast spells with a target of "You" on the familiar with a range of touch. Witch's Familiar: Gain the services of a special familiar that stores spells. Ability Scores and Skills:
Strength 10 (+0) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 18 (+4) Wisdom 10 (+0) Charisma 10 (+0) ----------- Acrobatics +0 Appraise +4 Bluff +0 Climb +0 Diplomacy +0 Disguise +0 Escape Artist +0 Fly +0 Heal +4 (+6 if using healer's kit) Intimidate +4 Knowledge(arcana) +8 Knowledge(nature) +8 Knowledge(planes) +8 Knowledge(religion) +5 Perception +0 Ride +0 Sense Motive +5 Spellcraft +8 Stealth +0 Survival +0 Swim +0 ----------- Background Skills: Linguistics +5 Know (History) +8 Spellbook:
LVL0 (at will): All (DC 14) LVL1 (2/day; DC 15): Chill Touch, Command, Comprehend Languages, Cure Light Wounds, Mage Armor, Obscuring Mist, Sleep Gear:
Combat Gear: cold iron dagger dagger (2) alchemist's fire (2) Other Gear: backpack, masterwork bedroll belt pouch candle (5) familiar satchel flint and steel hooded lantern ink and inkpen oil (5) parchment (2) scroll case soap spell component pouch traveler's outfit 1/2 pound smoked beef Currency: 56g 5s 4c Encumbrance: 24.5 lbs (light) Weight Limits: 38/76/115 Weasel Familiar:
Name: Nibbles N Tiny magical beast (animal) Init +2; Senses low-light vision, scent; Perception +1 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) hp 4 (1d8) Fort +2, Ref +4, Will +3 Defensive Abilities improved evasion -------------------- Offense -------------------- Speed 20 ft., climb 20 ft. Melee bite +4 (1d3-4) Space 2 ft.; Reach 0 ft. Special Attacks attach -------------------- Statistics -------------------- Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5 Base Atk +0; CMB +0; CMD 6 (10 vs. trip) Feats Weapon Finesse[B] Tricks Come, Fetch, Heel, Perform, Seek, Track Skills Acrobatics +10 (+6 to jump), Climb +10, Escape Artist +3, Heal +2, Intimidate -2, Linguistics -1, Sense Motive +2, Spellcraft -1, Stealth +14; Racial Modifiers +8 Acrobatics, +4 Stealth SQ come, empathic link, fetch, heel, perform, seek, track -------------------- Special Abilities -------------------- Attach (Ex) If you hit with the listed attack, you can latch on to your opponent. Climb (20 feet) You have a Climb speed. Come [Trick] The animal will come to you on command. Empathic Link (Su) You have an empathic link with your master. Fetch [Trick] The animal will get a specific object. Heel [Trick] The animal will follow you. 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. Perform [Trick] The animal will perform tricks. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Track [Trick] The animal will track a scent. Description and Personality:
Mara is a sullen young woman. She usually does not dress with the flair and color of a typical Varisian but instead wears simple traveling clothes and keeps her hair pulled back in a plain tail. She is not initially very friendly with others but once she warms up to a group she works very well with them. Background:
Mara was the daughter of a historian in Sandpoint who unfortunately passed away of natural causes when she was relatively young. She began traveling with a caravan as an apprentice and aid to a fortune-teller to make her way once she realized she did not have enough knowledge to survive as an academic. While traveling she learned some of the arcane arts of her new mentor as well as kept her eyes open for any opportunity to expand her knowledge so that she could eventually follow in her father's footsteps. The rediscovery of Thassilon's legacy interested her as a study she could be on the forefront of to jumpstart her academic career, and as her lack of real social skills did not bode well for a potential career as a fortune-teller she looked for any opportunity to study Thassilon. When the rumors of activity in Roderick's Cove began which supposedly was associated with Thassilon, she took all of her existing finances and left the caravan at Roderic's Cove hoping to be involved in any way. Sihedron Hero:
Glenlim "Nightwraith" Male half-elf bard (archaeologist) 18 (Pathfinder RPG Ultimate Combat 32) NG Medium humanoid (elf, human) Init +9; Senses darkvision 60 ft.; Perception +27 -------------------- Defense -------------------- AC 34, touch 17, flat-footed 31 (+9 armor, +4 deflection, +3 Dex, +4 natural, +4 shield) hp 147 (18d8+54) Fort +12, Ref +20, Will +15; +2 vs. enchantments Defensive Abilities improved evasion, trap sense +6, uncanny dodge; Immune sleep Weaknesses light blindness -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +3 cunning dueling keen horacalcum rapier +22/+17/+12 (1d6+5/15-20) or +3 spell storing whip +22/+17/+12 (1d3+5 nonlethal) Ranged +1 distance composite shortbow +19/+14/+9 (1d6+3/×3) Space 5 ft.; Reach 5 ft. (10 ft. with +3 spell storing whip) Special Attacks archaeologist's luck 10 rounds/day (+4) Spell-Like Abilities (CL 18th; concentration +24) 1/day—dancing lights, darkness, faerie fire Bard (Archaeologist) Spells Known (CL 18th; concentration +24) 6th (4/day)—analyze dweomer, dance of a thousand cuts[UM], getaway[APG], greater shout (DC 22) 5th (5/day)—bard's escape[APG], greater dispel magic, ki shout[UM] (DC 21), mislead 4th (6/day)—dance of a hundred cuts[UM], dimension door, discordant blast[APG], legend lore, shocking image[UC] 3rd (6/day)—arcane concordance[APG], dispel magic, displacement, gaseous form, haste, jester's jaunt[APG] (DC 19) 2nd (7/day)—acute senses[UM] (DC 18), allegro[UM], ghostbane dirge[APG] (DC 18), heroism, mirror image, pilfering hand[UC] 1st (7/day)—comprehend languages, ear-piercing scream[UM] (DC 17), hideous laughter (DC 17), identify, timely inspiration[APG] (DC 17), vanish[APG] (DC 17) 0 (at will)—detect magic, mage hand, mending, prestidigitation, read magic, sift[APG] -------------------- Statistics -------------------- Str 14, Dex 20, Con 14, Int 16, Wis 10, Cha 22 Base Atk +13; CMB +15; CMD 34 Feats Dimensional Agility[UC], Dimensional Assault[UC], Dimensional Dervish[UC], Improved Initiative, Improved Whip Mastery[UC], Lingering Performance[APG], Weapon Finesse, Weapon Focus (whip), Whip Mastery[UC] Traits ruin raider, vagabond child (urban) Skills Acrobatics +17 (+13 to jump), Appraise +8, Diplomacy +15, Disable Device +32 (+37 vs. magical traps), Knowledge (arcana) +27, Knowledge (dungeoneering) +21, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +33, Knowledge (local) +25, Knowledge (nature) +21, Knowledge (nobility) +12, Knowledge (planes) +21, Knowledge (religion) +21, Linguistics +10, Perception +27, Perform (sing) +20, Sense Motive +12, Spellcraft +15, Stealth +14, Survival +0 (+2 to avoid becoming lost), Use Magic Device +27; Racial Modifiers +2 Perception Languages Aklo, Azlanti, Common, Draconic, Elven, Sylvan, Thassilonian, Undercommon, Varisian SQ bardic knowledge +9, clever explorer +9, elf blood, jack-of-all-trades, lore master 3/day, rogue talents (hard to fool[APG], improved evasion, peerless maneuver[APG], trap spotter) Combat Gear concussive metamagic rod[UE], mnemonic vestment[UE], spectral shroud[UE], staff of understanding[UE], veil of fleeting glances[UE]; Other Gear +4 mithral kikko armor[UC], +3 arrow deflection buckler, +1 distance composite shortbow (+2 Str), +3 cunning dueling keen horacalcum rapier, +3 spell storing whip, amulet of natural armor +4, belt of incredible dexterity +6, bracers of falcon's aim[UE], cloak of resistance +4, daredevil boots[ARG], efficient quiver, glyphbane gloves[UE], handy haversack, headband of mental prowess +4 (Int, Cha), pink rhomboid ioun stone, ring of protection +4, ring of spell knowledge iv (fly)[UE], treasure hunter's goggles[UE], wayfinder[ISWG], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], masterwork thieves' tools, mess kit[UE], mirror, pot, soap, torch (10), trail rations (5), waterskin, 47,914 gp -------------------- Special Abilities -------------------- Archaeologist's Luck +4 (10 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills. Bardic Knowledge +9 (Ex) Add +9 to all knowledge skill checks. Clever Explorer +9 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps. Darkvision (60 feet) You can see in the dark (black and white only). Dimensional Agility May take any additional actions remaining after using dimension door or abundant step Dimensional Assault May use dimension door or abundant step as part of a charge action Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Hard to Fool (4/day) (Ex) Can roll 2d20 for Sense Motive check and take the better result. Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam. Improved Whip Mastery Threaten with your whip and grasp Tiny objects Jack-of-all-trades (use any skill, all skills are class skills) (Ex) All skills are class skills and may be used untrained. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Lore Master (3/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action. Peerless Maneuver (4/day) (Ex) Can roll 2d20 for Acrobatics check and take the better result. Trap Sense +6 (Ex) +6 bonus on reflex saves and AC against traps. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Whip Mastery Using a whip does not provoke attacks of opportunity |