Kyra

Telula, The Lightning Bearer's page

231 posts. Alias of Fallen_Mage.


Race

Majar

Classes/Levels

Arcanist 3 /\/\ Init: +3 | HP: 19/19 | AC: 13 | FF: 9 | Tch: 13 | Fort: +1 | Ref: +4 | Will: +3 | Perc: +2 | +4 Shield AC for 28 Rds

Gender

Female

Size

Medium

Age

123

Alignment

Chaotic Good

Languages

Auran, Common, Draconic, Dwarven, Elven, Majar, Terran

Strength 8
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 10
Charisma 15

About Telula, The Lightning Bearer

Vital Stats:

Height: 5’ 10”
Weight: 140 lbs
Speed: 30 FT
HP: 19/19
Hair: Blood Red
Eyes: Dark Silver

Traits:

Merchant – You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Self-Taught Scholar – You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

A Story of Bards - +2 Trait bonus to Spellcraft vs Bard Spells (Level 0 - 2)

Saves:

Fort: +1| Ref: +4| Will: +3

Trained Skills:

Acrobatics: +3
Appraise: +9 (+1 when bargaining for good price, +2 on goods valued by weight.
Bluff: +2
Climb: -1
Craft (Jewelry): +10 (+14 w/ MW Artisan’s tools)
Diplomacy: +4
Disguise: +2
Escape Artist: +3
Fly: +3
Handle Animal: -
Heal: +0
Intimidate: +2
Knowledge (Arcana): +10
Knowledge (Local): +9
Knowledge (Noble): +8
Linguistics: +8 (+1 deciphering unknown language)
Perception: +2 (+3 Sight-based and opposed checks in Bright light)
Profession: -
Ride: +3
Sense Motive: +2 (+1 when bargaining for good price)
Spellcraft: +12 (+1 to decipher scrolls; +2 Trait bonus to Spellcraft vs Bard Spells [Level 0 - 2])
Stealth: +3
Survival: +1
Swim: -1
Use Magic Device: +8

Feats:

Magical Aptitude: +2 to Spellcraft & Use Magic Device
Weapon Finesse: Light Weapon, Rapier, Whip, and Spiked Chain use Dex Mod for Attack Roll
Extra Arcanist Exploit

Special Abilities:

Low-Light Vision
See Through the Weave – Constant Detect Magic
Magically Adept – Magical Aptitude as Bonus Feat
Enclave Protector – +1 CL to any abjuration spells, Constant Nondetection, and Faerie Fire, Obscure Object, Sanctuary 1/day.
Skill Training - Spellcraft and Use Magic Device are class skills.
Weapon Familiarity – Scimitars and Bracer Bows.

Simple Weapon Pro
Arcane Reservoir – Fuel exploits or gain +1 to CL or DC while casting spells.
Consume Spells – Move Action: expend spell slot to gain points equal to Spell Level to Arcane Reservoir.
Lightning Lance - Spend 1 Point of Reservoir to make a Ranged Touch Attack of 30 ft that does 1d6+Charisma Bonus Electrical Damage. Fort save against 10 + 1/2 the Arcanist's level + Charisma modifier or target treat all other creatures as having 20% Concealment.
Familiar – Myrddin
School Understanding (Air) – Lightning Flash (1d6 Electricity Damage to all creatures within 5 ft and Dazzle for 1d4 rounds. Reflex DC 12 to negate Dazzle and halve damage. Swift Action and 1 Reservoir point to bolster for 2 rounds to increase damage to 1d6+1 per two levels and DC to 13.)

Spellbook 42/100 Pages:

Level 0 – Acid Splash, Arcane Mark, Bleed, Breeze, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Resistance, Root, Scoop, Spark, Touch of Fatigue

Level 1 – Adhesive Spittle, Burning Hands, Color Spray, Endure Elements, Mage Armor, Magic Missile, Memorize Page, Shield, Shock Shield, Shocking Grasp, Vanish

Level 3 - Lightning Bolt

Daily Spells:

Caster Level: 3 | Concentration: +7 | Melee Tch: +4 | Range Tch: +4

0 (DC 14) – Jolt, Light, Mage Hand, Prestidigitation, Read Magic
1 (DC 15, 5/day) – Shield, Magic Missile, Memorize Page

Combat:

Init: +3
AC: 13 / 10 Tch / 13 Fl
Attack Bonus: +1
Melee: +0
Ranged: +4
CMB: +0
CMD: 13 / 10 FL

MW Scimitar – Melee +1 | 1d6-1 | Crit 18-20/x2 | Slashing

Equipment and Possessions:

Light Load: 0 – 26 <<<<
Med Load: 27 - 53
Hvy Load: 54 - 80

Belt Pouch (.5 lbs)
- Black Ink (3)
- Ink Pen

Belt Pouch (.5 lbs)

Sack (.5 lbs) (12.5 Total)
- Scroll Box (1 lbs)
- Parchment (10)
- Artisan’s Outfit (4 lbs)
- Artisan’s Tools, Masterwork (5 lbs)
- Merchant Scale (1 lbs)

Spell Component Pouch (2 lbs)

Traveller’s Outfit (5 lbs)
Fur-Lined Cloak (1 lbs)

Total Weight: 20.5 lbs

Money: 4395 GP | SP | CP | (200 GP worth of inks and materials for spell copying)

Background:

If you were to ask Telula what brought her to this life, the answer might surprise you.

Born to a merchant family that specialized in the jewelry trade, this girl was gifted with a rather inquisitive nature, and the mental capacity to understand much of it. Her father didn’t mind it so much, especially when she started to study other languages, a skill extremely useful in the merchant trade.

Then one day, she happened upon a storyteller who used simple illusions to illustrate the tales he spoke of. Telula was fascinated by this, and wanted to learn more about it. This is where her father put his foot down and forbade her from studying magic. Hoping to discourage her further, he told her of how his sister had become consumed by the Dark Weave, as the Majar call it, losing her mind and going on a murderous spree that nearly destroyed the city they lived in, if it hadn’t been for some adventurers that happened to be passing through.

While the story saddened Telula, it really only served to increase her thirst for understanding The Weave. So in secret, the young girl studied old tomes and stories trying to decipher the mystical force. Her studies were well rewarded as she learned about the difference between arcane and divine magic, how some individuals were born with an innate talent for wield its power, while other had to work hard for it. Eventually, she learned how to use magic. As she learned more, it grew harder and harder to keep her secret from her father. But the day soon came that her abilities revealed themselves.

One day, three men came into the shop with a sinister air about them. When her father asked politely asked them to leave, they responded with fist and foot, nearly beating him to death. It was then that Telula intervened. Coming from the back room and seeing her father viciously beaten, the young woman reacted. Raising her hand above her head, she brought conjured forth a spear of lightning and threw it at the largest man. Hitting him square in the chest, he collapsed to the floor, not moving. Eyes wide with surprise, the other two ran for their lives. Soon after, the City Watch arrived and questioned what happened. The young woman explained the events and gave a description of the other two men, who were soon arrested. Telula’s father didn’t say a word.

A couple days after the trial, while they were having breakfast, her father plopped a bag on the table. Inside were her possessions. With a steely gaze, he said one word, ”Leave.” His tone left no room for argument or negotiation. With tears in her eyes, Telula picked up the bag and left, never to return.

About three months later the Arcanist found a job working as a jeweler for the Council. And not long after that, when it was discovered she could wield magic, her employer had to sign up for a ‘special assignment’.

Tracked Resources:

Hero Points - 0
Arcane Reservoir - 5/6
Consume Spells - 2/2
Lightning Flash – 5/5
Faerie Fire - 1/Day
Obscure Object - 1/Day
Sanctuary - 1/Day
Spells Cast: Shield, Magic Missile x2

Myrddin:

Hawk (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +15
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 9 (1d8)
Fort +2, Ref +5, Will +5
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Offense
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4-2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 10
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-5 to jump), Appraise +0, Diplomacy +0, Fly +7, Linguistics -1, Perception +15, Sense Motive +4, Spellcraft +1, Survival +3, Use Magic Device -1; Racial Modifiers +8 Perception
SQ improved evasion
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Special Abilities
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Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.