Undrella

Nngara Erebrian's page

367 posts. Alias of Tirion Jörðhár.


Full Name

Nngara Erebrian

Race

Mwangi Elf

Classes/Levels

Wizard(Enhancement)/1 - HP 10/11; AC13,T13,FF10; F+1,R+3,W+2/+4

Gender

Female

Size

M - 6', 155lbs

Age

138

Alignment

Chaotic Good

Deity

Gozreh

Location

Sargava

Languages

Common, Elven, Sylvan, Draconic, Celestial, Gnome, Polygot

Occupation

Escaped Slave/Alchemy

Strength 10
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 10
Charisma 8

About Nngara Erebrian

___________________________________________________________
Offense:
___________________________________________________________
+7 Initiative (+3 Dex, +4 Familiar)
+0 BAB (+0 Wizard)

+0 CMB (+0 BAB, +0 Str)
+13 CMD (+0 BAB, +0 Str, +3 Dex, +10)

+3 Crossbow, Light (+0 BAB, +3 Dex) Damage: (1d8) (+1 att/damage if < 30')
+0 Dagger (+0 BAB, +0 Str) ) Damage: (1d4)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 11
Max hp: 10 (+6; +1 FC; +1 Con; +3 Toughness)

AC 13 [+3 Dex, +10]
Flatfoot AC 10 [+10]
Touch AC 13 [+3 Dex]

+2 Fort (+0 base, +1 Con, +1 Trait) (+0 Wizard)
+3 Ref (+0 base, +3 Dex, +1 Trait) (+0 Wizard)
+2/+4 Will (+2 base, +0 Wis) (+2 Wizard)(+2 racial vs enchantment/charm)
Immune to magical sleep
+2 (racial) Concentration when casting Defensively

Special Abilities:

Special Abilities Available:

Racial:
Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

+2 racial bonus on CL to overcome SR

Physical Enhancement (Su):
Currently --> +1 Strength

Augment (Sp): - 7/7
As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells Memorized:

Wizard Spells
0-Level - 3/day


  • Detect Magic
  • Detect Poison
  • Mage Hand

1st Level - 2+1/day


  • Endure Elements
  • ^Enlarge Person
  • Color Spray

2nd Level - 0+0/day



^ Wizard School Spell

Skills:

+3 Acrobatics (Dex +3, Ranks 0),
+4 Appraise (Int +4, Ranks 0, Class Skill +3),
-1 Bluff (Cha -1, Ranks 0)
+0 Climb (Str +0, Ranks 0)
+8 Craft(alchemy) (Int +4, Ranks 1, Class Skill +3)
-1 Diplomacy (Cha -1, Ranks 0)
+* Disable Device (Dex +3, Ranks 0)
-1 Disguise (Cha -1, Ranks 0)
+4 Escape Artist (Dex +4, Ranks 0)
+* Fly (Dex +4, Ranks 0, Class Skill +3)
+0 Heal (Wis +0, Ranks 0)
-1 Intimidate (Cha -1, Ranks 0)
+8 Knowledge, Arcana (Int +4, Ranks 1, Class Skill +3)
+* Knowledge, Dungeoneering (Int +4, Ranks 0, Class Skill +3)
+* Knowledge, Engineering (Int +4, Ranks 0, Class Skill +3)
+* Knowledge, Geography (Int +4, Ranks 0, Class Skill +3)
+* Knowledge, History (Int +4, Ranks 0, Class Skill +3)
+8 Knowledge, Local (Int +4, Ranks 1, +3 Class Skill)
+8 Knowledge, Nature (Int +4, Ranks 1, +3 Class Skill)
+* Knowledge, Nobility (Int +4, Ranks 0, Class Skill +3)
+* Knowledge, Planes (Int +4, Ranks 0, Class Skill +3)
+0 Knowledge, Religion (Int +4, Ranks 0, Class Skill +3)
+8 Linguistics (Int +4, Ranks 1, +3 Class Skill)
+2/+4 Perception (Wis +0, Ranks 0, Race+2) (+2 Alertness when with familiar)
-1 Perform (Cha -1, Ranks 0)
+* Profession, Scribe (Wis +0, Ranks 0, Class Skill +3)
+3 Ride (Dex +3, Ranks 0)
+0/+2 Sense Motive (Wis +0, Ranks 0) (+2 Alertness when with familiar)
+* Sleight of Hand (Dex +3, Ranks 0)
+8/10 Spellcraft (Int +4, Ranks 1, Class Skill +3)(+2 race to identify magic items)
+3 Stealth (Dex +3, Ranks 0)
+0 Survival (Wis +0, Ranks 0)
+0 Swim (Str +0, Rank 0)
-1 Use Magic Device (Cha -1, Ranks 0, Class Skill +3)

Skill points gained 6/level (+2 Class, +4 Int) + FC

Traits:

• Boarded in the Shackles - +1 Reflex Saves
• Forlorn - +1 Fort Saves

Feats:


  • Toughness (level 1)
  • Scribe Scroll (Wizard Bonus)

  • Simple Weapon Proficiency

Racial:

+2 to Int, +2 Dex, -2 Con

Speed: 30' Racial
Size: Medium
Sight: Low Light Vision
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity --> See Alternate Traits

Alternate Racial Traits:
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Favored Class & Notes:

Favored Class: Wizard
Lvl 1 (Skill)
Lvl 2 ()
Lvl 3 ()
Lvl 4 ()
Lvl 5 ()
Lvl 6 ()
____
Stats - initial + modifiers:
Str 9 +1 (class ability)
Dex 14 +2 (race)
Con 14 -2 (race)
Int 17 +2 (race)
Wis 10
Cha 8

Wizard Spells:

+2 racial bonus on caster level checks made to overcome spell resistance.

0th Level --> 3
1st Level --> 2+1
2nd Level --> 0

--> Plus bonded item spell.

Wizard:

+2 racial bonus on caster level checks made to overcome spell resistance.
+2 racial bonus on concentration checks when casting defensively

Arcane Bond: Familiar - Compsognathus - +4 Init

Transmutation Arcane School
Opposition Schools: Necromancy, Enchantment

Physical Enhancement (Su):
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). 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 physical ability scores of your choice.

Augment (Sp):
As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Perfection of Self (Su):
At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.

Spellbooks:

Spellbook #1
0 Level Spells

  • ^Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible).
  • Dancing Lights - Creates torches or other lights.
  • Detect Magic - Detects all spells and magic items within 60 ft.
  • Detect Poison - Detects poison in one creature or small object.
  • Flare - Dazzles one creature (–1 on attack rolls).
  • Ghost Sound - Figment sounds.
  • Haunted Fey Aspect - You surround yourself with disturbing illusions.
  • ^Jolt - Deal 1d3 electrical damage with a ranged touch attack.
  • ^Mage Hand - 5-pound telekinesis.
  • ^Mending - Makes minor repairs on an object.
  • ^Message - Whisper conversation at distance.
  • ^Open/Close - Opens or closes small or light things.
  • ^Prestidigitation - Performs minor tricks.
  • Ray of Frost - Ray deals 1d3 cold damage.
  • Read Magic - Read scrolls and spellbooks.
  • Resistance - Subject gains +1 on saving throws.
  • Spark - Ignites flammable objects.

1st Level Spells


  • Comprehend Languages - You understand all spoken and written languages.
  • ^Enlarge Person - Humanoid creature doubles in size.
  • ^Feather Fall - Objects or creatures fall slowly.
  • Endure Elements
  • Mage Armor - Gives subject +4 armor bonus.
  • Mount - Summons riding horse for 2 hours/level.
  • Shield - Invisible disc gives +4 to AC, blocks magic missiles.
  • Color Spray
  • Grease

2nd Level Spells



^ - Arcane School Spell

Familiar:

Eekai - Compsognathus
+4 to Initiative

N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +1 natural, +2 size, +2 Familiar Natural Armor)
hp 10 -- 3HD
Fort +4, Ref +4, Will +4
Better of norm or master.

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +3 (1d3–1 plus poison) Use master's BAB + Dex bonus
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +0; CMD 9 Use master's BAB + Dex bonus
Feats Improved Initiative

Skills:
Acrobatics: +6 (Dex +2, Ranks 1, Class Skill +3)
Climb: -1 (Str - 1, Ranks 0, Class Skill +3)
Fly: * (Dex +2, Ranks 0, Class Skill +3)
Perception +6 (Wis +0, Ranks 3, Class Skill +3) +3 from master
Stealth: +6 (Dex +2, Ranks 1, Class Skill +3)
Swim: +7 (Str -1, Ranks 1, Class Skill +3, Swim Speed +8)

SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Natural Armor Adj. - +2

Int - +1

Alertness (Ex) - While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su)

Improved Evasion (Ex) - no damage on reflex save, 1/2 damage if save failed

Share Spells - The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells

Deliver Touch Spells (Su) - If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Equipment:

Arms, Armor, and Clothing
Traveler's Outfit - 5 lbs.
Crossbow, Light - 4 lbs.
40 Bolts - 6 lbs. (3 lbs/20)
20 Bolts, Silver - 3 lbs. (3 lbs/20)

______________________

19 lbs

In Backpack

Spell Components Pouch, 2 lbs.
Oil, Flask, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
10 days of trail rations, 5 lbs.
Waterskin, 4 lbs
Spellbook(x2)

Potions
Potion of CLW
Potion of Water Walking

Scrolls:
(35)Color Spray --> scribed into spellbook
(35)Grease --> scribed into spellbook

_________

Belt Pouch

Chalk, 3 pieces p.p.
0 g.p.
3 s.p.
9 c.p.

Carrying Capacity

Current Weight: 24 lbs

Light Load: x < 26 lbs.
Medium Load: 27 < x < 53 lbs.
Heavy Load: 54 < x < 80 lbs

Appearance:

You see a tall dark skinned woman. The pointed ears show her elvish heritage. Most likely among her own people she would not be considered pretty. While her build is not as slim as most elves, her face has a gaunt almost boney look to it. Furthermore, her bare arms are covered in tribal tattoos of some unknown type which further distinguish her from her fair skinned northern cousins.

Background:

The Mwangi has never been an easy place to live, but the Ekujae elves have lived in the steamy jungles for over 100 centuries. Despite the disparate populations native to the Mwangi, the Gorilla King and his followers, pirates, demon worshippers, lizardfolk, and others, the Ekujae have survived, century after century.

It was into this world of danger that nearly 150 years ago Nngara was born. The small Ekujae tribe in which she was born, as with many, was a combination of warriors and mages. Nngara's mother was a sorceress, her father a wizard. Thus, she grew up knowing nothing but magic. While her friends were learning to fight with rapiers, bows and swords, she was learning to craft arcane energies into potent effects making people bigger and stronger, making her weapons when she was forced to use a crossbow, to strike much harder.

In the slow society that is the Ekujae, things change little. Thus, for well over 100 years, Nngara lived in her village. Then, twenty years ago, the unthinkable happened. Her village was attacked by slavers. Although the slavers goal was to capture slaves, the Ekujae resisted, and resisted with deadly force. Through the night the village fought, but when the sun rose, Nngara was in chains as were many of her friends. Her parents were dead as were the majority of the elders of the village. Nngara did not know what happened to her friends, but she was sold and taken to Cheliax where she was purchased by a diabolist named Gellius Jaegare. Over the next decade, she quietly followed his instruction and was on occasion ill from the horrid creatures her summoned. Then nine years ago, Gellius summoned a devil that he could not control. The devil grabbed Gellius and dragged him back to Hell.

Seeing her master dragged off to another plane, Nngara grabbed what she could. A few gold she had acquired and hidden over the years together with a spellbook she had created over the years. She then fled Gellius' estate and over a number of years slowly has made her way back south. First travelling from Cheliax to Osirian, then across the hot deserts of Thuvia and Rahadoum. Stopping in each nation to learn about the land and earn enough to continue her travel. For the past several years she has worked in Port Peril as an assistant to an alchemist making tanglefoot bags, alchemist's fire and similar items enjoyed by their pirate clientele. Just as her body toughened to the poisons and diseases in the Mwangi while growing up, so to did she quickly learn in Port Peril to be ever vigilant and prepared to run as scoundrels and worse often sought to catch lone women, even ones without the charm of a bard. Thus, every day she has watched the ships come and go while simultaneously watching her back for a dagger or worse. And now, after so many years, she has decided that the time has come to return to the true south.

Knowing that her village was long since destroyed and the few survivors likely spread across Cheliax and other slaving nations, she is unsure of where to start and has decided that the more civilized nation of Sargava will be her beginning. She has not planned from there, but as an elf, she has all the time in the world to figure her next step.

Thus, Nngara has booked passage on the Jenivere, and the future awaits.