Rillka Cloudhopper's page

242 posts. Alias of Grenfax.

Full Name

Rillka Cloudhopper




CN Female Halfling Sorcerer 3 HP:17/17 AC:14 T:13 FF:11 F:+3 R:+5 W:+2 Perc:+4 Init:+5 CMB:-1 CMD:+12 | Spells 0|~ 1|6


Small 2'10" 27lb






Gozreh, Desna and others




Halfling Common Dwarven Elven



Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 14
Charisma 17

About Rillka Cloudhopper

Rillka Cloudhopper
Chaotic Neutral Small Halfling
Level 3 Sorcerer (Stormborn Bloodline) (Favored Class-Sorcerer)
Init +5 (+2 Trait); Perception +4

AC 14 (+1 Armor,+2 Dex,+1 Size), touch 13, flat-footed 11
hp 17|17 (1d6+1)~(6+4+4)+3 |

Mite dart-2, Orc Falchion -4

Fort +3, Ref +5, Will +5 (+2 vs Fear-Racial)
Resist Electricity 5; Resist Sonic 5

Speed 30ft.
Special Attacks: Spells

Str 10, Dex 16, Con 12, Int 14, Wis 14, Cha 17
Base Atk+0; melee+0; ranged+3; CMB=-1; CMD=+12
Feats C=Eschew Materials, 1=Combat Casting (+4 Concentration Check to cast defensively), 3=Spell Focus Evocation


Adventuring Skills
2+INT(2)+1FC =15
+3 Acrobatics* (Dex) | +3a
+9 Bluff (Cha) | +3a +3r +3cs
+0 Climb* (Str) | +0a
+2 Craft: (Int) | +2a
+10 Diplomacy (Cha) | +3a +1 Trait +3r +3cs
X Disable Device* (Dex) | +3a
+3 Disguise (Cha) | +3a
+3 Escape Artist* (Dex) | +3a
+3 Fly* (Dex) | +3a
+2 Heal (Wis) | +2
+3 Intimidate (Cha) | +3a
Knowledge: (Int)
+8 Arcana | +2a +3r +3cs
Dungeoneering |
+3 Local | +2a +1 trait
+6 Nature | +2a +1r +3cs
Planes |
Religion |
+4 Perception (Wis) | +2a +2 Racial
+4 Ride* (Dex) | +3a +1 Trait
+2 Sense Motive (Wis) | +2a
+8 Spellcraft (Int) | +2a +3r +3cs
+7 Stealth* (Dex) | +3a +4 Racial
+3 Survival (Wis) | +2a +1r
+0 Swim* (Str) | +0a
+4 Use Magic Device (Cha) | +3a +1r

Background Skills
+2 Appraise (Int) | +2a
+2 Artistry (Int) | +2a
Craft: (Int)
+8 Cartography | +2a +3r +3cs
X Handle Animal (Cha) | +3a
Knowledge: (Int)
+5 Geography | +2a+3r
+2 Linguistics (Int) | +2a
X Lore (Int) | +2a
+3 Perform: (Cha) | +3a
+2 Profession: (Wis) | +2a
X Sleight of Hand (Dex) | +3a

* Armor check penalty applies X- Trained only

Languages: Halfling, Common, Dwarven, Elven



Small: +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 to CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: +1 racial bonus on all saving throws.
Keen Senses: +2 racial bonus on Perception skill checks.
Fleet of Foot replaces Sure-Footed: Base speed 30'

Bloodline power:

Bloodline Arcana: Whenever you cast a spell with the electricity or sonic descriptor, increase the save DC by 1.

Bloodline Powers: Your mastery of the storm is reflected in the unique panoply of powers you manifest.

Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet.

Ride the Lightning (Sp): At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level.

Storm Lord (Ex): At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt.

Weapon and Armor Proficiency:
All simple weapons. Not proficient with any type of armor or shield.
Weapon Familiarity(Racial): Proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.


Friend in Every Town: +1 trait bonus Knowledge (local) and Diplomacy checks. Diplomacy is always a class skill for you.
Reactionary: +2 trait bonus on initiative checks.
Pioneer: You begin play with a horse (riding Dog per GM). Gain a +1 trait bonus on the Ride skill.


Carrying Capacity: L=0-25 M=26-66 H=67-100 lbs
Calculated by: Str10, Small Biped X.75

Combat Gear:
Dagger (2gp|.5lb) 1d3 19-20/X2 10'
Sling (-|-) 1d3 X2 50'
Bullets(10) (1sp|2.5)
Halfling Slingstaff (20gp|1.5lb) 1d6 X3 80' As club= 1d4 X2 10'
Masterwork Cold Iron Sickle/s (-|1lb) 1d4 X2

Bracers Armor/s +1

Carried Gear
Map Case (1gp|.5lb) (Sacred Keepsake): See Below
Compass (10gp|.5lb)
Scroll Case (1gp|.5lb):

Scrolls (in Scroll Case):
Magic Missle (CL1) - Red rune
Light (CL1) - White rune
Flaming Sphere (CL3) - Red-orange rune
Corrosive Touch (CL1) - Gray rune
Endure Elements - Greenish brown seal
Guidance - Gold seal

Magic Missile (32Ch)

Cure Light Wounds (50gp|.0625lb)
Cure Light Wounds (50gp|.0625lb)


Map Case::

Party map of the Stolen Lands - Game Map
Stag Lord's Fort map -
Map of the Temple of Erastil
City Map of New Stetven - Well made and recent, can use it to take 20 to find named locations in New Stetven with 2 minutes of review.
Regional Map of Numeria-Galt-Brevoy-River Kingdoms -
Kobold made lure map – obvious fake (would have for novelty of item)
Nautical map of the Sellen River - +4 on attempts to navigate the river, aid another attempts provide +4 bonus instead of +2 bonus
Partial map of Kyonin - A map of the western regions of Kyonin, provides normal map bonii
Map of Hellknight Citadel - unknown citadel with a picture showing what it looks like from the north, I will provide if it becomes relevant
Castle map - Unnamed castle map, rumoured to be lost in the Stolen Lands
Regional map of Thuvia referencing Lamasara and the Junira River.
Nautical map of the Inner Sea Region - Provides normal nautical map bonii
Mwangi expanse expedition map - provides normal map bonii
Map of a region of the Darklands with notations - The map shows no entrance points to the Darklands, but is well notated and could be verified to show a region if someone also knew the area of the Darklands
Map depicting the Taldan Empire @4000 AR - Mainly ornamental at this point
Depiction of trade routes across Avistan/Garund - Provides a +4 bonus on checks to figure out where goods may have come from, and normal map bonii for navigating

Draft (Heavy) Horse:

N Large animal
Init +4; Senses low-light vision, scent; Perception +8
AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Perception +8
SQ docile
Docile (Ex): Unless specifically trained for combat (see the Handle Animal skill, a horse’s hooves are treated as secondary attacks.
Heavy horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.

Carrying Capacity: L=0-400 M=401-800 H=801-1200 lbs
Calculated by: Str20, Large Quadruped X3

bit and bridle (2gp|1lb)
saddle-pack, a saddle blanket (5gp|15lb)
saddlebags (4gp|8lb)

Saddlebags: These sturdy, weatherproof bags are draped over a saddle to add extra carrying capacity. Each side of a saddlebag can typically carry 20 pounds of items that can fit in the bags. Saddlebags do not increase the amount of weight a mount can carry; they merely give riders a place to stow their equipment. Empty Weight: 8 lbs. Capacity: 20 lbs.

Masterwork Artisan’s Tools (55gp|5lb): These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

Bedroll/s (1sp|1.25lb)
Hammock/s (1sp|.75lb)
Winter Blanket/s (5sp|.75lb)
Small Tent/m (10gp|20lb)

Scroll Box 0/10 (5gp|1lb)

Bullseye Lantern - Continual Flame (312gp|3lb)
Hooded Lantern - Continual Flame (307gp|2lb)

Halfling Trail Rations (2gp|.25lb) 7 Day= 1.75lb
Canteen (2gp|1lb)

Small MWK Backpack (50gp|1lb)
Journal (10gp|1lb)
Ink Vial X3 (8gp|-)
Quill (1sp|-)
Chalk (1cp|-)Empty Ink Well
Ink Pen (-|-)

Grooming Kit/s (1gp|.5lb): This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Mess Kit (2sp|1lb): This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Pathfinders Kit/s (12gp|4.5*): This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone.
For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Feed/Day (5cp|10lb) 7 Day= 35cp|70lb
Carnivore Feed/Day (5cp|5lb) 7 Day= 35cp|35lb

Riding Dog:

N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check.

Carrying Capacity: L=0-100 M=101-200 H=201-300 lbs
Calculated by: Str15, Medium Quadruped X1.5

bit and bridle (2gp|1lb)
saddle-riding, a saddle blanket (10gp|25lb)
saddlebags (4gp|8lb)

Bullets(20) (-|10lb)
Spear/s (-|

Mapmakers Kit (10gp|2lb): This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.

-----Spells Known-----:

Cantrips 0(5)
Detect Magic
Read Magic
Light (E)

Level 1(3)
Windy Escape
Ear Piercing Scream (E)
Snowball (PPC:PotN)
Shocking Grasp (E) | Bloodline Spell

-----Spells Per Day-----:

Cantrips do not consume any slots and may be used again.
Level 1 = 6 |5 Spells/day + 1 CHA Bonus
Level 2 = 0 |0 Spells/day + 1 CHA Bonus
Level 3 = 0 |0 Spells/day + 1 CHA Bonus

-----V Components and Command Words-----:

MM wand = Aireratzea
Windy Escape = Emoyeni
Snowball = Ibhola Leqhwa
Detect Magic = Thola Umlingo/blue sigils float in front of eyes

-----At Oleg's-----:

Map of orc compound, with additional post combat notes.

Physical Description:
2'10"; 27lbs; almond skin, blondish hair and blue eyes. Rillka wears dark blue robes and uses a strong hickory wand as a walking stick.


Rillka is cheerful and optimistic, happy and easygoing. She has a fondness for maps and the places they show.

Rillka was born at the roadside camp of trade caravan, where exactly she isn't sure, but what everyone remembers is the terrible storm that raged while her mother was in labor and believe that the power of the storm at her birth causes thunder and lighting to course in her veins. Currently serves Lord Mayor Sellemius providing mapping for a group of adventurers in the Stolen Lands.
Mentioned family memebers: Grandma Kenza; Aunt Bellis