Samaritha Beldusk

Rosy Trill's page

46 posts. Alias of lexibean.


Full Name

Rosy Trill

Race

Halfling

Classes/Levels

Wizard / 1

Gender

Female

Size

Small

Age

35

Alignment

CG

Deity

Cayden Cailean

Location

Sandpoint

Languages

Common, Halfling, Goblin, Draconic, Elven, Thassilonian

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

About Rosy Trill

Rosy Trill
Female Halfling Wizard 1
CG small humanoid
Init +4 Senses Normal Vision Listen +9 Spot +9

DEFENSE
AC 15, touch 15, flat-footed 11
hp 8
Fort 2 ,Ref 4 ,Will 5

OFFENSE
Speed 20 ft
Space 5 Reach 5

STATISTICS
STR 8 DEX 18 CON 12 INT 18 WIS 14 CHA 12

Base Atk 0 Grp-20

FEATS
Spell Focus (Evocation)

SKILLS
Knowledge (arcana) +9, Perception +9, Spellcraft +8, Stealth +5, Bluff +9

LANGUAGES
Common, Halfling, Draconic, Goblin, Elven, Thassilonian

TRAITS
Scholar of the Ancients
Focused Mind
Fast-Talker

Familiar (Petal):

Viper (+3 Bluff) - 4 HP
Init +3, Spot +13
Str: 4, Dex: 17, Con: 18, Int: 6, Wis: 13, Cha: 2
AC:19, Flat-footed: 17, Touch: 15
Fort: 1, Reflex: 7, Will: 3
Acrobatics +5, Climb +11, Escape Artist +5, Perception +13, Stealth +23, Swim +11

Features:
Low Light Vision (Scent)
Improved Evasion
Share Spells

Spells(Book):

Arcane School: Evocation
Prohibited Schools: Necromancy, Illusion

0 level: All, except Necromancy and Illusion

1st level: Magic Missile, Shield, Comprehend Languages, Summon Monster I, Identify, Featherfall

Spells (Prepared):

0 level: Mage Hand, Read Magic, Acid Splash, Daze

1st level: Magic Missile, Shield

GEAR
Quarterstaff (Small), Dagger (Small), Potion of Cure Light Wounds

[spoiler=Abilities]

Halfling Traits

• Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

• Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.*

• Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.*

• Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.* • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.*

• Jump Modifier (Core 88): You gain a -4 to jump checks.

Traits

Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
• Focused Mind (APG 329): You gain a +2 trait bonus on concentration checks*. • Fast-Talker (APG 330): You gain a +1 trait bonus on Bluff checks*, and Bluff is always a class skill for you*.

Benefits of Familiar

• You gain +3 on Bluff checks*
• Alertness (Ex) (Core 83): The familiar provides you with the Alertness feat.

• Empathic Link (Su) (Core 83): The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.

Class Features

• Weapon Proficiency: You are proficient with the following weapons: Club; Crossbow, heavy; Crossbow, light; Dagger; Quarterstaff; Sling; Sling staff,
• Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Familiar (Viper) • Arcane School (Core 79): You are a specialist in arcane spells of the Evocation spell school. Your Prohibited schools are: Necromancy Illusion
• Intense Spells (Su) (Core 81): Whenever you cast an evocation spell that deals hit point damage, add +1points of damage). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.
• Force Missile (Sp) (Core 81): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability 6 times a day.
Feats
• Spell Focus (Evocation) (Core 134): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic

• Alertness (Core 117): You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.*

• Scribe Scroll (Core 132): You can create a scroll of any spell you know

Background:
Rosy was born and raised in Sandpoint, one of the few halflings that has lived there consistently over time. She had a fairly idyllic childhood with several siblings that moved away to Magnimar or Riddleport as they grew older. The youngest of the children, Rosy was always somewhat lost in her own world anyway.

Her parents were killed five years ago (by the Chopper). By then, Rosy was of course already an adult, but her obsession with the arcane reached its peak around then, and she spent a lot of time at the orphanage with some of the children who were orphaned by her parent's killer ... and incidentally with Ilsoari.

It was the old wizard that finally fanned Rosy's interest in magic into an open flame ... and the treasures that he kept below the orphanage that sparked her curiosity into the ruins and goings on around Sandpoint.

Since then, Rosy hasn't traveled far, spending most of her time reading and re-reading what information she can find of the history of the small town, studying her magic, hanging out with Broderick Quink, and still helping Isoari out with the orphans.

Description:
Rosy is a typical halfling in that she is quite short. She might be unusual in that she has some tattoos on her face and arms - like Varisian arcane tattoos, though she is no sorcerer. She has bright red hair usually drawn up in a bushy bundle behind her head, and she likes to wear varying colors of green. She is often seen with a tiny green snake wrapped around her wrist, though where it goes when its not there is anyone's guess.