Winter Hag

Quanah Valeria's page

138 posts. Alias of Jesse Heinig.


Full Name

Quanah Valeria

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Alignment

Neutral Good

Languages

Strix; Auran, Common (Taldane), Draconic, Halfling, Orc, Sylvan

Strength 10
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 13
Charisma 12

About Quanah Valeria

Quanah Valeria
Female strix arcanist 4
NG Medium strix
Init +3; Senses Perception +5, low-light vision, darkvision 60'

--------------------
Defense
--------------------

AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 26 (4d6, +4 Con, +4 favored class)
Fort +2 (+1 base, +1 Con), Ref +4 (+1 base, +3 Dex), Will +5 (+4 base, +1 Wis)

--------------------
Offense
--------------------

Speed 30 ft., Fly 60 ft. (20 ft., Fly 40 ft. encumbered)
Melee Dagger +2 (1d4/19-20/x2/piercing or slashing)
Ranged Javelin +5 (1d6/x2/piercing; 30 ft.)
Arcanist Spells Prepared (CL 4th; concentration +7)
• 2nd (3/day)—glitterdust
• 1st (5/day)—mage armor, magic missile, sleep
• 0 (at will)—acid splash, dancing lights, detect magic, disrupt undead, read magic, prestidigitation

--------------------
Statistics
--------------------

Str 10, Dex 16, Con 12, Int 17, Wis 13, Cha 12
Base Atk +2; CMB +2; CMD 15
Languages: Strix; Auran, Common (Taldane), Draconic, Halfling, Orc, Sylvan, Undercommon

--------------------
Feats
--------------------

Level 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Level 3
Craft Wondrous Item (Item Creation): You can create wondrous items, a type of magic item.
Prerequisite: Caster level 3rd.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

--------------------
Traits
--------------------

Brigand (Campaign): You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Spark of Creation (Magic): You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age.
Benefit(s): You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

--------------------
Adventuring Skills
--------------------

Total skill ranks: 20/8 (8 arcanist, +12 Int; 8 background)

Acrobatics +4 (1 rank, +3 Dex)
Fly +10 (4 ranks, +3 Dex, +3 class skill)
Knowledge (arcana) +10 (4 ranks, +3 Int, +3 class skill)
Knowledge (dungeoneering) +7 (1 rank, +3 Int, +3 class skill)
Knowledge (nature) +7 (1 rank, +3 Int, +3 class skill)
Knowledge (planes) +7 (1 rank, +3 Int, +3 class skill)
Perception +5 (4 ranks, +1 Wis)
Spellcraft +10 (4 ranks, +3 Int, +3 class skill)

--------------------
Background Skills
--------------------

Knowledge (history) +10 (4 ranks, +3 Int, +3 class skill)
Linguistics +10 (4 ranks, +3 Int, +3 class skill)

--------------------
Gear
--------------------

Total starting wealth: 220 gp

Traveler's outfit (free)
Dagger (2 gp, 1 lb.)
Javelins, 6 (1 gp. ea., 2 lbs. ea.)
Wand of burning hands (cl 2, 3 charges)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Compass (10 gp, ½ lb.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Ink (8 gp)
• Inkpen (1 sp)
• Journal (10 gp, 1 lb.)
• Trail rations, 4 days (2 gp, 4 lbs.)
• Waterskin (1 gp, 4 lbs.)
• 127 gp, 3 sp
]

Spellbook (free, class; 36/100 pages used)
• 2nd-level spells (2): glitterdust, steal breath
• 1st-level spells (10): comprehend languages, mage armor, magic missile, protection from evil, reduce person, shield, sleep, unseen servant, vanish, winter feathers
• Cantrips (22): acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue

Total weight carried: 39½ lbs.
Carrying capacity with masterwork backpack: 38/76/115

--------------------
Special Abilities
--------------------

Strix

Ability Scores: +2 Dexterity, –2 Charisma: Strix are swift and elusive, but tend to be stubborn and swift to anger.
Medium: Strix are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Strix have a base speed of 30 feet on land.
Flight: Strix have a fly speed of 60 feet (average).
Low-Light Vision: Strix can see twice as far as humans in conditions of dim light.
Darkvision: Strix can see in the dark up to 60 feet.
Hatred: Strix receive a +1 bonus on attack rolls against humanoid creatures of the human subtype because of their special training against these hated foes.
Nocturnal: Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.
Suspicious: Strix receive a +2 racial bonus on saving throws against illusion spells or effects.
Languages: Strix begin play speaking Strix. Those with high Intelligence scores can choose any of the following languages: Auran, Azlanti, Common, Draconic, Giant, Gnome, Goblin, and Infernal.

Arcanist 4

Weapon and Armor Proficiency: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spellcasting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Level 1: Quick Study (Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Level 3: Potent Magic (Su): Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

--------------------
Backstory
--------------------

Description: With night-black skin and twelve-foot wings, Quanah cuts a striking figure - terrifying, if she passes over on a dark night and is silhouetted against the sky. Her nose is narrow and sharp, her eyes large and luminous orange, and her hair white as snow. She is lithe and lean, lightweight and compact, with twitchy fingers and a tendency to tilt her head while she examines subjects.

Hair: White, long
Eyes: Orange, pupilless
Height: 5' 6"
Weight: 105 lbs.

Personality: As with most strix, Quanah is very reserved when not among her own kind. She is highly distrustful of humans, but has a less-guarded attitude toward halflings. She enjoys flight and seeing the world from high above, but has learned the hard way that this is very dangerous during the day because scared humans will try to pick her out of the sky.
Quanah has a quirky sense of humor that's rarely seen outside of interactions with other strix. Her mannerisms make her seem standoffish or shy - she rarely looks people in the eye and she often pauses before speaking, or waits for someone to tell her to speak.
Quanah likes birds (of course), thinks that dogs are rather filthy animals, and is wary around cats. She avoids human children but can be quite doting around strix youngsters.

Background: Quanah hails from the communities of Devil's Perch, but has gone far afield in response to the repression and violence there. Chelaxians have moved in on strix territories and wiped out far too many of her people, including her close relatives. With nobody left and nowhere to turn she eventually took off, simply leaving behind... nothing, and looking for a place to settle and make a new home, far from persecution and war.
Due to her interactions in Cheliax, Quanah has some history with the Bellflower Network - another group dedicated to freeing their people from oppression - and learned the halfling language as a result.