Raistlin

Matthew Kokko's page

221 posts. Alias of Angie H.


Race

MP 4/5 | FE: CON | spear 7/7 | MM wand 13 | Spells 0 - *Light, Daze, Detect Magic, Jolt, Resistance. 1 - *Charm Person, Protection from Evil, Magic Missile (2), Sleep | 2 - *Web, Flaming Sphere, Invisibility, Scorching Ray

Gender

Wizard 4 | HP 23 | AC 12, T 11, F 11| CMB +2, CMD 13 | F+2, R +2, W +4 | Init +5, Per +4

About Matthew Kokko

History:

Matthew and Madison Kokko are 20 year old twins. They grew up in rural Taldor, not far from the Verduran Forest. They have a 12 year old sister called Margaret. Their parents and extended family ran a ranch in a small village, and though he was surrounded by cousins and neighbours, he never had much experience with new people. He always loved it when travelers, tinkers or bards would stop at the ranch for a night or two, and loves talking to new people.

When Matty started showing magical ability in his teens, his parents rallied the funds to send him to Oppara to attend wizard training. It was a difficult transition for both him and Maddy, who had never been separated before. Many of his wizarding cohort were of noble families, and he was teased mercilessly as an unbearded hick from the mountains. However, his easy-going nature and natural magical ability won him many friends, and he though he missed his family, he enjoyed his time in Oppara.

A few months ago, his sisters were attacked at their home. Madison remembers little of the struggle, but when she regained her senses, she was covered in blood with a dagger in her side. Maggie was gone. The loss of Maggie has torn the family up. Maddy came to Oppara to tell Matt what happened, and together they are determined to find Maggie. The dagger was of strange design and had a pentagram-style symbol on it that Matt has decided is a witch symbol. The bag of animal bones that accompanied it further convinced him that a witch had their sister. They headed south following a story of witches in the Border Wood.

10 minute background:

5 concepts.
• Twins Matty and Maddy fought often, and both doted on little sister Maggie. Though the twins are often adversarial, they are completely devoted to each other, and don’t stand for anybody else bothering their twin.
• The discovery of his wizarding talent came as a surprise to his family. His parents never hesitated supporting him, and came up with the money to send him to the capital for proper training.
• Though he enjoyed his wizard training, he has missed his family, and especially his twin, terribly. Though terribly worried about Maggie, he is secretly relieved to be reunited with Maddy.
• As a frail child and teen, he often relied on Maddy to stand up for him when he was teased by the larger, rougher cousins and villagers. Now that he has mastered magic, he is pleased to be able to use it to defend his sister from harm.
• His great great grandfather hailed from the north, which accounts for the twins strange colouring. They have the bronzed skin of the local Taldan, but the pale hair and eyes of the north.

2 goals
• His goal: To discover what happened to his sister, Maggie, and rescue her if possible, or revenge her if not.
• My goal: To have the game last long enough for him to get to an interesting level. :)

2 secrets, one known, one not
• Known – Was really hoping to be a fire-wizard, and is secretly disappointed that his talents tend to run in another direction.
• Unknown – His parents are not entirely honest, and stole the money needed for his education.

3 mannerisms or quirks
• Irrepressible flirt. After growing up so isolated, he finds new women fascinating, and loves to interact and flirt. He wouldn't know what to do if one actually responded with interest to his advances.
• Takes great pride in his long, pale hair, and is happy to braid and decorate it as a girl might. Comes from being surrounded by sisters.
• Picked up some ceremonial silken armour from a friend in wizarding school, and wears it all the time. He thinks it makes him look mysterious.

Familiar (Maggie):

Init +2; Senses low-light vision; Perception +6

DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
HP 11
Fort +1, Ref +4, Will +2

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Atk +2; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6

Familiar specials
Alertness - when she is in arm's reach, Matt gets Alertness feat (+2 perception/sense motive).
Improved Evasion
Share spells
Empathic link - Communicate empathically within 1 mile
Deliver touch spells
+3 to inimidation

Matthew Kokko
Male human wizard - wood specialist
Level 4, Archmage 1
Init +5; Perception +4
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DEFENSE
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AC 12, touch 11, flat-footed 11
HP 23
BAB +2
Fort +2, (base 1 +1 CON) Ref +2 (base 1 +1 REF), Will +4 (base 4 +0 WIS)
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OFFENSE
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Speed 30 ft.
Melee
Dagger +2 = 2 (base)
Damage 1d4, 19-20 x2

Ranged
Splintered Spear +6 (2 (base) +4(Int))
Damage 1d6+4, 100 feet, x2
7/day

Light crossbow +2 (base)
Damage 1d8, 19-20 x2

Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
Wood Elementalist
(Earth is opposition - any spell takes two spell slots)

Flexible Enhancement:
A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.

Splintered spear:
As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

MYTHIC: Archmage
*Mythic feat: Improved Initiative.
*Hard to kill
*Mythic power 5/day
****Surge 1d6
***Wild arcana: Use one mythic power to cast any one arcane spell - uses no spell slot, CL+2, swift action.
***Flexible counterspell. Immediate action, use one MP to attempt to counter a spell. You expend a spell or spell slot of a level equal to or higher than the target spell
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SPELLS
* bonus spell slot for wood elemental spell
Level 0 (4/day), DC= 14:

*Light
Acid splash
Arcane Mark
Bleed
Breeze
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Ghost sound
Haunted Fey Aspect
Jolt
Mage Hand
Mending
Message
Open/close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Spark
Touch of Fatigue

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STATISTICS
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Str 10, Dex 12, Con 12, Int 19, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 13

Traits:
Winter survivor. Cold resistance 5 against the first cold damage you take each day, +2 bonus on saving throws against the fear effects of creatures with the cold subtype.
Vigilante Witch Hunter. Sense motive is a class skill with a +1, start with 3 Hex Nails

Feats:
Scribe Scroll (Wizard bonus feat)
Improved Initiative
Spell Penetration
Brew Potion (see Item creation)

Skills (7/lvl +2 bkgrnd):
Acrobatics (D) +1
(b)*Appraise (I) +4
Bluff (C) -1
(b)*Craft (alchemy) (I) +4+3r +3c = +10
Diplomacy (C) -1
Disguise (C) -1
Escape Artist (D) +1
*Fly (D) +1
(b) Handle Animal (C) -1 +2r = +1
Intimidate (C) -1
*Knowledge (arcana) +4+4r +3c = +11
*Knowledge (dungoneering) +4+4r +3c = +11
*Knowledge (nature) +4+4r +3c = +11
*Knowledge (planes) +4+4r +3c = +11
*(b)Linguistics (I) +4 +2r = +6
Perception (W) 0 +4r = +4
Ride (D) +1
*Sense Motive (W) 0 +1(trt) +3r +3c= +7
Spellcraft (I) +4 +4r +3c = +11
Stealth (D) +1 +1r = +2
* class skill
(b) background

Racial Modifiers:
+1 skill point per level
extra feat
+2 on one ability (Int)

Languages (5): Common, Elvan, Aklo, Draconic, Hallid, Skald, sign language
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GEAR/POSSESSIONS
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Wealth
Coin: 412

weapons/armour
silken ceremonial armour 30 gp, +1AC
dagger 2gp
light crossbow 35 gp
10 bolts 1gp

Adventuring gear
alchemy kit 40 gp
cold weather outfit 8gp

Magic/alchemical items
scrolls:
*glitterdust 150gp
*rope trick 25 gp
*shocking grasp (CL1)
*levitate
potions:
*2xCLW
*bull's strength in progress
wand of protection from evil, 10 charges, 150 gp
wand of magic missiles, 15 charges, 225gp
blackfire clay 20
meditation tea 30gp
tanglefoot bag x2 100gp
smoke pellet 25 gp
smoke pellet pepper 60gp
smoke pellet smog 40 gp
thunderstone 25gp
3 hexnails