Xol-Nomag

Tiadora Kalevra's page

76 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Classes/Levels

Female Human Magus (Eldritch Archer) 8 | HP: 58/58| AC: 21 (25 W Shield spell) (14 (18) Touch, 16 (20)Flatfooted) | CMB: +8, CMD: 22 | Fort: +7, Reflex: +3, Will: +6 | Init: +3 | Perception: +6

About Tiadora Kalevra

Female Human Magus (Eldritch Archer)
N Medium humanoid (human)
Ht: 5'10 Wt: 157lbs Hair: Black Eyes:Dark Brown

Init +3; Senses .; Perception +6;
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Defense
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AC 21 /(25 with Shield spell) ( touch 14 (18), flat-footed 16 (20) (10 +4 Dex, +6 Armor) Armor Deathless Chainmail: ( absorbs the first 10 points of positive or negative energy damage per attack, a 25% chance to ignore negative levels
hp 58 (5d8+7+7+9) Current:58
Fort +7, Ref +5, Will +6
Defensive Abilities
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Offense
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Speed 30 ft.
Initiative +3
Ranged:Darkwood longbow +12 (+13) 1d8+2 (+3) x3
Ranged (Enhanced):+2 Darkwood longbow +14 (+15) 1d8+4(+5) x3
Ranged (Enhanced): +1 (flaming,frost,shock, distance) +13(+14) 1d8+3(+4) +1d6 (energy type)
Ranged (Bullseye shot): Darkwood longbow +15(+16) 1d8+2 (+7) x3
Ranged (Bullseye shot/Enhanced): Darkwood longbow +17(+18) 1d8+4 (+9) x3

Ammunition:60 arrows, 20 whistling arrows, 20 incendiary, 10 lodestone arrows,
Melee+1 Longsword +8 1d8+3
Ranged: Spell + 9 (+10) Varies
Special Attacks

Magus Spells Prepared (CL 8 ; concentration +14)
. . 3rd (3/day)— Haste, Gloomblind Bolts, Ray of Exhaustion
. . 2nd (5/day)— Acid arrow, Cat’s Grace, Force Anchor, Scorching Ray, Armor Lock
. . 1st (5/day)— True Strike, Shield, Ray of Enfeeblement, Snowball, Mudball, Featherfall
. . 0 (6 at will)—Spark, Mage Hand, Detect Magic, Disrupt undead, Prestidigitation, Light
Magus Spells Known
..3rd (4) –Haste, Flame arrow, Gloomblind Bolts (2 shots 4d6 negative energy/ blind), Ray of exhaustion.
.. 2nd (6) –Acid Arrow (2d4 acid 3 rounds), Armor lock, Cat’s Grace, Scorching ray (4d6 fire up to 3 shots), Force Anchor (4d4, lodged in target), Ablative Barrier
. . 1st (10)— Ray OF Enfeeblement (1d6+4 Str penalty), Snowball (1d6 cold/ fort save DC 14 or staggered), Hydraulic push (+4 bullrush), Shield, True strike, Mudball (blinded), Vanish, Unseen servant, Featherfall
. . 0 (all)—Acid splash, Arcane Mark, Dancing lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
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Statistics
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Str 14, Dex 18 , Con 12, Int 18, Wis 10, Cha 11
Base Atk +6/+1; CMB +8 ; CMD22
Feats Point blank shot, Weapon focus (Longbow), Precise shot, Bullseye shot (spend move action to gain +4 to next range attack), Focused Shot (add Int to damage), Far shot
Traits
Love Lost
Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him.
Orphaned: The murder victim was your only surviving parent. You had to grow up fast to take care of your siblings or to handle your family’s matters and were forced from an early age to support yourself. You gain a +2 bonus on one of the following skills: Craft, Perform, or Profession.
Focused Mind (Magic)
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
Special:Concentartion +14
SkillsAcrobatics +12, Climb +1 , Craft +14, Fly , Intimidate +8, Knowledge (arcana) +13 , Knowledge (dungeoneering) +9, Knowledge (local) +11 , Knowledge(planes) +7, Perception +6, Ride +7 , Spellcraft +15 , Swim +7,

Racial Modifiers +2 to one stat (Dexterity), Bonus feat, Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

Languages Taldane (common), Draconic, Elvish, Dwarven

Gear/ Possessions:

Magus’ kit : This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
50 ft rope, Spellbook, Darkwood longbow, studded leather armor, cloak, quiver, 60 assorted arrows, longsword

Magical Gear
Armor +1 Nimble, Deathless chainmail
Belt +2 Belt of incredible dexterity
Body
Chest
Eyes
Feet:
Hands:
Head: +2 Headband of Vast Intelligence
Headband
Neck:
Rings Ring of Protection+1
Shoulders:
Wrists:

Slotless
Efficient quiver

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Special Abilities
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Arcane pool 8/day the Magus can spend 1 point from her arcane pool as a swift action to grant any ranged weapon she is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, shock, shocking burst, speed, distance, nimble shot, and returning

Ranged Weapon Bond: Longbow At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

Spell Combat full-round action, make all attacks at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.
Ranged Spellstrike (Su)
At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.
If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted.
This ability alters spellstrike.
Editor’s Note: There are two magus arcana that list ranged spellstrike as a prerequisite: distant spellstrike, and reach spellstrike.

Magus Arcana
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
Pool ray- 1 arcane point. Ranged spellstrike add 2d6 (acid, cold, electricity, or fire) as ranged touch attack
Prescient attack expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the magus’s attacks until the end of the magus’s next turn.

Spell Recall (Su)
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
Bonus Feats
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
Toppling spell.
Knowledge Pool (Su)
At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Appearance

Background:

Wealth:

Background Knowledge:

Korvosan politics have a history of being fairly decentralized with unusual interlocking checks and balances dating back to initial colonial days. The castle is controlled by the Seneschal independently of the monarch - this was recently Neolandus Kalepopolis, currently on the missing suspected dead list. Seneschals, when appointed, are selected by the Field Marshal of the Guard - currently Cressida Kroft. Her position is appointed by the monarch. The magistrates also operate substantially free of royal influence. Guilds are banned so there is no centralized control of any profession. And, finally, the churches are also pretty independent - most significantly led by the Church of Abadar with Archbanker Darb Tuttle and Church of Pharasma with High Priestess Keppira d'Bear. Rule has, traditionally, been less by decree and more by coordination and bureaucratic diplomacy.

Kroft is mostly by the book, officially, and negotiates her way through the complex political landscape conservatively. She also has a history of making use of freelancers when faced with trouble her guards can't officially cope with - all with a focus on keeping Korvosa peaceful. With your departure from the ranks of the guards (many of your other female comrades took higher paying opportunities with the Gray Maidens - leading to, I presume, some heated arguments among former coworkers), Kroft has probably contacted you about freelancing since you'd be able to operate without as much official scrutiny.

The Guards are virtually gutted at this point in the story. Relatively high rate of casualties due to the plague, losses in personnel to desertion, losses in personnel to the Gray Maidens, and cuts to resources (in order for Queen Ileosa to fund her Gray Maidens).
Kroft's latest request is to go to Edrin Isle and the Old Korvosa neighborhood and seek out Vencarlo Orisini. A few days ago, he sent her a message (despite the quarantine, he seems to have ways to smuggle out communications) that he had discovered something of vital importance about the queen - rumors of dark magic or a pact with a devil. Something that, given the events involving Marcus Endrin's attempted assassination, Kroft now believes must be true. Vencarlo also said that Seneschal Kalepopolis may be alive and hiding out in Old Korvosa. She has received no further elaboration on the messages and worries for Vencarlo's safety. She asks you to go to Old Korvosa and meet with Vencarlo Orisini.

As for other information your character might know -
Vencarlo Orisini runs a fencing school that has been popular among up-and-coming members of the Guard for decades. Plenty of officers have received at least some of his instruction, though his styles would be of relatively little use to a bow-favoring magus.

Sabina Merrin - former protege of Vencarlo's, also at one point a promising member of the Guard expected to rise quickly in the ranks. When Ileosa came to Korvosa as a young bride for King Eodred II, Merrin was hand-picked to be her bodyguard - a plum assignment that Sabina Merrin jumped at. She's now never seen far from the queen, though in earlier days when she was first posted, she spoke of Ileosa with a considerable amount of reverence and warmth leading many to believe Merrin had fallen deeply in love with the queen. Rumors have since persisted that she is the queen's lover, not just bodyguard.