Little Girl

Syardis Verkirk's page

3 posts. Alias of rdknight.


Full Name

Syardis Verkirk

Race

Half-Elf

Classes/Levels

Wizard 1

Gender

Female

Size

Medium

Age

21

Alignment

NG

Deity

Nethys

Location

Andoran

Languages

Taldane, Elven, Draconic, Sylvan, Celestial, Ancient Azlanti

Occupation

Student

Strength 10
Dexterity 13
Constitution 14
Intelligence 18
Wisdom 13
Charisma 13

About Syardis Verkirk

Syardis Portrait

Statistics:
Female Half-Elven Wizard 1
NG Medium Humanoid (Elf)
Init +5; Senses Perception +7
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DEFENSE
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AC 12, touch 11, flat-footed 11 (+1 armor, +1 dex)
hp 9
Fort +4, Ref +1, Will +5 (+2 vs Enchantments)
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OFFENSE
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Speed 30 ft.

Melee +1

Ranged +1
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STATISTICS
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Str 10, Dex 13, Con 14, Int 18, Wis 12, Cha 13
Base Atk +0; CMB 0; CMD 11
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TRAITS

Clever Wordplay (Social):
Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Use Magic Device

Craft All:
You've always been a crafter. You have a deep passion for your profession. Supplies in Passbog may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

FEATS

Improved Initiative:
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Scribe Scroll:
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

SKILLS (8 points; 2 class, 4 INT, 2 background)

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Acrobatics* +1 = DEX 1+0+0
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Appraise +4 = INT 4+0+0
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Bluff +1 = CHA 1+0+0
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Climb* +0 = STR 0+0+0
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Craft (Calligraphy) +9 = INT 4+1+3+1 (+1 Background) (+1 Trait)
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Diplomacy +2 = CHA 1+1+0
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Disable Device*† +1 = DEX 1+0+0
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Disguise +1 = CHA 1+0+0
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Escape Artist* +1 = DEX 1+0+0
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Fly* +1 = DEX 1+0+0
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Handle Animal† +1 = CHA 1+0+0
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Heal +1 = WIS 1+0+0
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Intimidate +1 = CHA 1+0+0
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K (Arcana)† +8 = INT 4+1+3
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K (Dungeoneering)† +4 = INT 4+0+0
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K (Engineering)† +4 = INT 4+0+0
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K (Geography)† +4 = INT 4+0+0
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K (History)† +8 = INT 4+1+3 (+1 Background)
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K (Local)† +4 = INT 4+0+0
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K (Nature)† +4 = INT 4+0+0
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K (Nobility)† +4 = INT 4+0+0
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K (Planes)† +8 = INT 4+1+3
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K (Religion)† +4 = INT 4+0+0
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Linguistics† +4 = INT 4+0+0
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Perception +7 = WIS 1+1+3+2 (+2 Half-Elf)
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Perform +1 = CHA 1+0+0
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Profession† +1 = WIS 1+0+0
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Ride +1 = DEX 1+0+0
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Sense Motive +1 = WIS 1+0+0
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Sleight of Hand*† +1 = DEX 1+0+0
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Spellcraft† +8 = INT 4+1+3
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Stealth* +1 = DEX 1+0+0
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Survival +1 = WIS 1+0+0
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Swim* +0 = STR 0+0+0
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Use Magic Device† +8 = INT 4+1+3 (INT for UMD - Trait)
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ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Half-Elf)
+1 Craft (Craft All Trait)
INT for UMD (Clever Wordplay Trait)

Languages Elven, Taldane, Sylvan, Draconic, Celestial, Ancient Azlanti

Special Abilities:

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SPECIAL ABILITIES
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HALF-ELF

Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Dual Minded:
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Fey Thoughts:
Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.

WIZARD

Arcane Bond (Ex): Flit the mongoose familiar coming soon!

School Abilities (Conjuration / Teleportation Sub-School):

Summoner's Charm (Su):
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. This increase is not doubled by Extend Spell.

Shift (Su):
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Opposition Schools: Enchantment, Necromancy

Spells:

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Spells
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0th Spells Prepared: (4/day) Spells Cast: (at will)

Acid Splash
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Ghost Sound
Guidance
Haunted Fey Aspect
Light
Mage Hand
Message
Oath of Anonymity
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Scrivener's Chant
Sotto Voce
Spark
Touch of Fatigue

1st Prepared: (2/day) | Cast: (2+1/day)

Color Spray
Ear-Piercing Scream
Expeditious Retreat
Grease
Mage Armor
Protection from Evil
Vanish

Gear/Possessions:

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GEAR/POSSESSIONS
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Consumables
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Alchemist's Fire (2)
Crossbow Bolts (20)
Torches (10)
Trail Rations (5)
Candle (4)
Parchment (5)

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Spellbook
Traveller's Outfit
Haramaki
Spell Component Pouch (2)
Belt Pouch
Dagger (Cold Iron)
Light Crossbow
Wizard Kit:
-Backpack
-Bedroll
-Belt Pouch
-Flint & Steel
-Ink & Inkpen
-Iron Pot
-Mess Kit
-Soap
-Waterskin
Scroll Case
Sealing Wax
Grooming Kit
Spare Outfit

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 18 lb.

Money 5 GP 8 SP 3 CP

Background:

Appearance and Personality:

Height: 5'7" Weight: 120 Hair: Black Eyes: Gray-Blue