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About Matthew KokkoHistory:
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
2 secrets, one known, one not
3 mannerisms or quirks
Familiar (Maggie):
Init +2; Senses low-light vision; Perception +6 DEFENSE AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
OFFENSE Speed 10 ft., fly 40 ft. (average)
STATISTICS Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Familiar specials
Matthew Kokko
Ranged
Light crossbow +2 (base)
Space 5 ft., Reach 5 ft.
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 -------------------- 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 Level 1 (4/day), DC= 15:
Level 2 (3/day) DC=16:
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Traits:
Feats:
Skills (7/lvl +2 bkgrnd):
Racial Modifiers:
Languages (5): Common, Elvan, Aklo, Draconic, Hallid, Skald, sign language
weapons/armour
Adventuring gear
Magic/alchemical items
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