Technic League Hireling

Njeri Kantanga's page

No posts. Alias of rdknight.


Full Name

Njeri Kantanga

Race

Human

Gender

Female

Size

Medium

Alignment

NG

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

About Njeri Kantanga

Statistics:
Female Human Magaambyan Initiate Arcanist 1
NG Medium Humanoid (Elf)
Init +2; Senses Perception +1
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 dex)
hp 9
Fort +2, Ref +2, Will +3
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OFFENSE
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Speed 30 ft.

Melee -1

Ranged +2
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STATISTICS
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Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 111
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TRAITS

Monument Scholar (Campaign):
As a child in Magnimar, the city’s ancient monuments inspired you with wonder. Your fascination with these relics has only grown in the years since, encouraging you to join the ranks of the Pathfinder Society so you can further quench your thirst for knowledge. Though you know little about the actual lore of the monuments, you’ve studied these colossal works extensively, developing an in-depth knowledge of some of the city’s most famous landmarks. You gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments (see Magnimar, City of Monuments for more details).

Forlorn (Race):
Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak.
Benefit: You gain a +1 trait bonus on Fortitude saving throws.

Slippery (Combat):
You have escaped from so many dangerous situations in your life that you’ve gotten quite good at not getting caught. You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.

Pragmatic Activator (Magic):
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Pride: (Drawback):
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

FEATS

Breadth of Experience:
Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

SKILLS (12 points; 4 class, 8 INT)

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Acrobatics* +3 = DEX 3+0+0
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Appraise +4 = INT 4+0+0
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Bluff +2 = CHA 2+0+0
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Climb* -1 = STR -1+0+0
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Craft +4 = INT 4+0+0
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Diplomacy +3 = CHA 2+1+0
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Disable Device*† +3 = DEX 3+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +2 = CHA 2+0+0
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K (Arcana)† +11 = INT 4+2+3+2 (+2 Feat)
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K (Dungeoneering)† +6 = INT 4+0+0+2 (+2 Feat)
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K (Engineering)† +6 = INT 4+0+0+2 (+2 Feat)
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K (Geography)† +10 = INT 4+1+3+2 (+2 Feat)
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K (History)† +11 = INT 4+1+3+1+2 (+1 Trait) (+2 Feat)
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K (Local)† +10 = INT 4+1+3+2 (+2 Feat)
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K (Nature)† +6 = INT 4+0+0+2 (+2 Feat)
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K (Nobility)† +6 = INT 4+0+0+2 (+2 Feat)
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K (Planes)† +10 = INT 4+1+3+2 (+2 Feat)
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K (Religion)† +6 = INT 4+0+0+2 (+2 Feat)
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Linguistics† +9 = INT 4+2+3 (+2 Bonus)
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Perception +3 = WIS 0+1+0+2+ [elf]
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Perform +2 = CHA 1+0+0
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Profession (Librarian)† +1 = WIS 0+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +0 = WIS 0+0+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +9 = INT 4+2+3
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Stealth* +8 = DEX 3+1+3+1 (+1 Trait)
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Survival +0 = WIS 0+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +8 = INT 4+1+3
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ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Elf)
+2 Spellcraft for Magic Item Properties (Elf)
+1 K History

Languages Elven, Taldane, Sylvan, Draconic, Celestial, Abyssal, Thassilonian, Varisian

Special Abilities:

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SPECIAL ABILITIES
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Elf

Low-Light Vision 60'

Elven Immunities:
Immune to magic sleep effects. +2 to saves vs. enchantment

Elven Magic:
+2 to caster level checks vs. spell resistance. +2 to Spellcraft (magic item properties)

Keen Senses:
+2 Perception

Arcane Focus:
+2 racial bonus on concentration checks made to cast arcane spells defensively. (This racial trait replaces weapon familiarity.)

School Abilities (Void):

Void Magic:
Add the following spells to your wizard spell list at the listed spell level: 1st—keen senses, 3rd—twilight knife*, 4th— wandering star motes*, 6th—true seeing, 8th— moment of prescience.

Void Awareness (Su):
Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess. At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Reveal Weakness (Su):
When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Aura of Prescience (Su):
At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

Void School Spell List
0 - guidance
1st - gravity bow, keen senses, shield, true strike
2nd - continual flame, haunting mists, invisibility, masterwork transformation, see invisibility, share memory
3rd - arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts, tapestry's embrace, twilight knife
4th - minor creation, moonstruck, wandering star motes
5th - fabricate, major creation, mind fog, telepathic bond, teleport
6th - dispel magic, greater, legend lore, mage's lucubration, true seeing
7th - simulacrum, teleport, greater, vision
8th - mind blank, moment of prescience, orb of the void, whirlwind
9th - foresight, mage's disjunction, time stop

Opposition School: Metal

Spells:

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Spells
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0th Spells Prepared: (4/day) Spells Cast: (at will)

Acid Splash
Arcane Mark
Bleed
Breeze
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Ghost Sound
Guidance
Haunted Fey Aspect
Jolt
Light
Mage Hand
Message
Oath of Anonymity
Open/Close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Scrivener's Chant
Sotto Voce
Spark
Touch of Fatigue
Vacuous Vessel

1st Prepared: (2/day) | Cast: (2+1/day)

Burning Hands
Blend
Color Spray
Enlarge Person
Grease
Keen Senses (School)
Mage Armor
Magic Missile
Monkey Fish
Protection from Evil

Gear/Possessions:

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GEAR/POSSESSIONS
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Scroll: Shield
Wand: Mage Armor (8)

Spellbook
Traveller's Outfit
Haramaki
Spell Component Pouch
Belt Pouch
Dagger
Light Crossbow
20 Crossbow Bolts
Backpack
Candle x4
Vial of Ink
Pen
Parchment x5
Scroll Case
Sealing Wax
Soap

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 18 lb.

Money 13 GP 8 SP 3 CP

Background:

Appearance and Personality:

Height: 5'10" Weight: 114 Hair: Black Eyes: Emerald Green