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About Nngara Erebrian___________________________________________________________
+0 CMB (+0 BAB, +0 Str)
+3 Crossbow, Light (+0 BAB, +3 Dex) Damage: (1d8) (+1 att/damage if < 30')
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AC 13 [+3 Dex, +10]
+2 Fort (+0 base, +1 Con, +1 Trait) (+0 Wizard)
Special Abilities:
Special Abilities Available: Racial:
+2 racial bonus on CL to overcome SR Physical Enhancement (Su):
Augment (Sp): - 7/7
Spells Memorized:
Wizard Spells
1st Level - 2+1/day
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:
Racial:
+2 to Int, +2 Dex, -2 Con Speed: 30' Racial
Alternate Racial Traits:
Favored Class & Notes:
Favored Class: Wizard
Wizard Spells:
+2 racial bonus on caster level checks made to overcome spell resistance. 0th Level --> 3
--> Plus bonded item spell. Wizard:
+2 racial bonus on caster level checks made to overcome spell resistance.
Arcane Bond: Familiar - Compsognathus - +4 Init Transmutation Arcane School
Physical Enhancement (Su):
Augment (Sp):
Perfection of Self (Su):
Spellbooks:
Spellbook #1 0 Level Spells
1st Level Spells
2nd Level Spells
^ - Arcane School Spell
Familiar:
Eekai - Compsognathus
N Tiny animal
DEFENSE
OFFENSE
STATISTICS
Skills:
SPECIAL ABILITIES
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
______________________ 19 lbs In Backpack Spell Components Pouch, 2 lbs.
Potions
Scrolls:
_________ Belt Pouch Chalk, 3 pieces p.p.
Carrying Capacity Current Weight: 24 lbs Light Load: x < 26 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.
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