About Tera FlindersBlessings:
Spells to Add to Spellbook:
Lyrie's Spellbook: Unknown --Burning Hands Unknown --Comprehend Languages Unknown --Detect Secret Doors Unknown --Floating Disc Unknown --Grease Unknown --Identify Unknown --Invisibility Unknown --Locate Object Unknown --Mage Armor Unknown --Minor Image Unknown --Mirror Image Unknown --Obscuring Mist Unknown --Ray of Enfeeblement Unknown --See Invisibility Unknown --Sleep Unknown --Shatter Unknown --Spider Climb Scrolls:
Background:
Tera's birth was the second most momentous event in the Flinders family's history, second only to the founding of Flinders and Associates trading some two centuries before in Korvosa. It wasn't that she was a scion of the family, she was actually the daughter of one of the branch families, nor was it that her birth was tied to any sort of prophecy, the Flinders being far too astute to truck with such nonsense. No, it was momentous because of the mark she possessed on her back, between her shoulders. It was unmistakably in the shape of Abadar's key, if only as a silhouette. The celebration that night was not very wild by the standards of Magnimar's upper-crust, but for the ever-severe Flinders, it was a wild party. Young Tera spent her childhood under the tuteluge of a series of governesses that drilled the basics of arithmetic, reading, writing, and courtly behavior and etiquette into her head. Soon lessons in culture, the arts, and business followed. Even with the constant assurance that she was receiving the best education money could buy, though, she always felt as if something was missing. She'd been marked by Abadar, hadn't she? What if it was for something more than being another merchant for the family business? She talked to her parents about her concerns, respectfully, of course, and was disappointed to learn they felt she was getting the best she could get anywhere. Tera, on the other hand, wasn't so sure of that. It wasn't until her twelfth birthday that her parents got the first inkling that maybe, just maybe, Tera had a point. A deal that was about as sure as any bet got fell through. A week later, an investment they had made folded. Here and there things started to go sour, not enough to do much at first, but soon the losses begin to add up, and worried about their finances, they enlisted the help of one of the bankers in Magnimar. The Abadarian priest arrived at their home early in the morning, and by lunch, had found a worrying trend. It appeared that Abadar was not pleased with Tera's parents, the priest noted. She had been chosen by him for some purpose, but he was appalled to find her education in Abadar's faith not much better than her parents, and to find that she had apparently been given gifts of speech and fleetness of foot that no one had noticed until he pointed it out. She would need to be trained by one of Abadar's Bankers, that much was certain, but none of the bankers in Magnimar had the time to spare. That left either a long, possibly dangerous, trip to Korvosa, or a much shorter trip to Sandpoint. Not having ever been to the small town, Tera almost instantly choose Sandpoint. The nest week, she rode out on a carriage chartered to take her to Sandpoint and study at the cathedral there. Only to find the building gone and the town in shock at the fire that had devastated the northern quarter of the town. Instead, she began her studies at Turandarok Academy, where she found that she had other gifts besides the ones that the Abadarian banker had noted. It was an accident, really, she'd been invited to have a cup of tea with the headmaster and had arrived at his office a few minutes early. Curiosity had overwhelmed common courtesy and she found herself enthralled at complex patterns and shapes of the arcane arts. The headmaster merely chuckled when he found her pouring over a beginner's primer to cantrips, even offering to teach her how to harness the powers of the arcane and further her own studies on her own time. Tera, feeling something click into place, eagerly agreed. For the next five years she studied as the cathedral was rebuilt, a grand monument to the gods Sandpoint worshiped and to the overwhelming sense of community that they had fostered. Tera continued to grow as an arcanist, but the feeling that something was still missing only made the berating she received from her Abadarian tutors whenever she failed to grasp some fundamental concept or couldn't channel more than a trickle of divine power even worse. About the only one of the tutors that didn't take malicious glee at finding some fault with her was Savah, who was the person that taught her to use a crossbow. As fate would have it, Tera was pretty good at it. Her parents continued to visit her, but as she grew up into a young woman, she found them growing more and more distant from her, which only added to the frustrations caused by her inability to master the divine. She was sharp. She knew she was sharp. All of her instructors made it a point to rub it in that she was sharp, but she just couldn't figure out why she was having so much trouble despite following instructions to the letter. Nor did it help that her views on tyrants tended to waved off as the dreams of an idealist. Five years seemed like too long and too short of a time. The Cathedral had been rebuilt, and Tera was nearly seventeen. Funny, she had often thought in the past few months, that her birthday and the day of the Swallowtail Festival had lined up so well. Perhaps for once she'd be able to enjoy herself instead of listening to the bankers nag her about her inability to be a proper chosen of Abadar.
Crunch:
LG Female Human Arcanist 2/Inquisitor 1 HP: 15 Senses: Perception +10 Init: +3 Speed: 40 Feet
============================ Attributes
============================ Offense
Melee
Range
============================ Defense
Fort: +4.5 (+0 CON, +1 Arcanist, +2.5 Inquisitor, +1 Domain)
============================ Skills
TOTAL:
Acrobatics (DEX)^ +6 Ranks: 3 (+3 Rank, +3 DEX)
* class skill
============================ Feats and Traits
Talented (Social): You are a virtuoso musician, actor, or storyteller.
Magical Knack (Magic): ---------------------------- Feats:
Precise Shot:
Weapon Focus (Longbow):
============================ Combat Options
============================ Arcanist Spells
1st-Level Spells 4/day
Inquisitor Spells
1st-Level Spells 2/day
---------------------------- Spell Book
Cantrips
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Universal
1st-Level Spells
Conjuration
Divination Enchantment
Evocation
Illusion
Necromancy Transmutation
----------------------------
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. Bonus Domain:
Silver-Tongued Haggler (Su) +2 (6/day): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Domain Spell-Like Abilities (1/day):
============================ Arcanist Class Features
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. Exploits:
2nd: Shadow Veil (Su) - By expending 1 point from her arcane reservoir, an arcanist can pull a veil of shadows around her, making her more difficult to spot and strike. The arcanist gains concealment (20% miss chance) and a +5 bonus on Stealth checks. This effect lasts a number of rounds equal to 1 + the arcanist’s Charisma bonus. Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day. 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. 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. 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. Inquistor Class Features
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. Judgement: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). ============================ Racial Traits
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. ============================ Gear
Weapons:
Armor and Shields:
Clothing:
Cleric's Vestments - W: 6 lbs. | Cost: 5 gp
Cloak of Cold Resistance 1 - W: 1 lb. | Cost: 1000 gp
Consumables:
Other Gear:
Magic Items:
---------------------------- Gear Locations
Belt:
Room:
============================ Levels
Level 2: +4 HP
Level 3: +5 HP
Level 4: +4 HP
Sample Post:
Tera flopped onto the bed with a sigh that was more akin to a groan of frustration than an expression of relief. Father Faustwick had kept her from helping set things up for the festival tomorrow, saying she needed to practice more diligently. It was thanks to Father Zantus that she wasn't going to spend tomorrow chanting an incantation to a simple orison over and over again, or meditating and praying to Abadar to forgive what ever sin she had committed. "That bad, huh," her roommate asked, an acolyte of Shelyn named Elizabeth that had fast become her best friend over the past three years. The young woman was a year older than Tera, but they two of them looked even further apart than that, thanks to the well developed figure Elizabeth had been blessed with and the slender one Tera possessed that made her look two or three years younger. "Sometimes I wonder if the mark on my back was because Abadar blessed me or cursed me," Tera confided to Elizabeth as she worked on a sketch. "Father Fusswick decided I was incompetent and lazy and need to practice until my brain felt like it had been replaced with fried eggs. I don't know why it is so hard for me to get this." Elizabeth looked up from her sketch a slight frown on her face as she looked at her friend with slightly worried, brown eyes. This was a familiar conversation to her, and one that was quickly becoming a weekly one between the two of them. "Tera, you aren't incompetent. Maybe there's something else that Abadar wants you to do," she tells her friend, beginning the all too familiar dance. "Maybe, but no one seems to know what it is," came the expected reply. "Well, at least you can enjoy tomorrow," Elizabeth says, trying, predictably, to cheer her friend up. Tomorrow was special for two reasons for Tera. It was not only the day the Cathedral would be consecrated, and the day of the Swallowtail festival, but the Day Tera would turn seventeen. "Thanks to Father Zantus," Tera answers, smiling as thoughts about the next day fill her head. Her parents were too busy to come, as usual, but that hadn't done much to dampen her spirits. She would have plenty of fun without them here, anyway. "Are you busy in the morning," Tera asked as she sat up on the bed, "Jasper's not going to be free until the afternoon and Sam is not all that fun to be around," she explains. "I'm free all day, and I'd be happy to spend it with you on one condition," Elizabeth tells Tera. "What?" "I get to tell Sister Keri about your new nickname for Father Faustwick," the Shelynite tells her with a wickedly gleefully smile. "As long as you realize that I will take my revenge," Tera replies sweetly before receiving a faceful of pillow. "Bring it, sister!" About fifteen minutes later, Father Zantus was busy lecturing the two of them on proper lady-like behavior while they stood sheepishly before him, feathers in their hair.
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