Kwava

Vanaira Makanya's page

8 posts. Alias of bookworm422.


Full Name

Vanaira Makanya

Race

Elf

Classes/Levels

Wizard 2 | Init +8 | Perception +7, low-light vision | AC 13 T 13 FF 10 | HP 14/14 | F +1 R +3 W +4 | 7/7 Diviner's Fortune | 1st 4/4

Gender

Female

Languages

Celestial, Common, Draconic, Elven, Gnome, Sylvan

Strength 8
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 12
Charisma 8

About Vanaira Makanya

Background:
An elf from Kyonin Vanaira had access to some of the finest education available, and her curiosity and bright mind ensured she took full advantage of. Upon reaching adulthood she was accepted into a specialist divination school and begun what was to be many, many years of study.

However Vanaira found that while the theoretical education offered was truly excellent, it lacked the depth and detail that true experience provided. As such Vanaira has taken the rather unusual step of putting her course of study on hold to travel, and learn from something other than books and spells. She’s recently arrived in Belhaim, alongside a trade caravan, and with the recent events in town has decided to stay awhile.

Vanaria knows the mentor who told her about the human wizard Hunclay told her that he was, "brilliant, but deeply troubled and angry. Very erudite, and an avid collector of books."

Yuelral The Wise (NG) Elven deity of crystals, jewelers, and magic. Edicts: Practice herbalism, use and enchant gems, encourage and teach magicians and jewelers, preserve elven magic and knowledge. Anathema: Cut a gem for aesthetic purposes, defile nature, allow the irresponsible use of magic

Vanaira Statblock:

Vanaira Makanya
Elf wizard 2
NG Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +7
Forewarned (Su): you can act in a surprise round, though you are flat-footed until you do

---------- DEFENSE ----------
AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 14 (1d6 (max) + 1d6 (higher or rolled or average) +2 Con +2 FCB)
Fort +1, Ref +3, Will +4
Elven Immunities immune to magic sleep, +2 racial to saves vs enchantment spells & effects

---------- OFFENSE ----------
Speed 30 ft. (20 ft. with backpack)
Melee dagger +0 (1d4-1 P/S 19-20)
Ranged dagger (10ft) +4 (1d4-1 P/S 19-20); light crossbow (80ft) +4 (1d8 P 19-20)

Diviner’s Fortune (Sp) 7/day: as a standard action touch a creature and grant it +1 insight (½ wizard level) to all attack rolls, skill ckecks, ability checks, and saving throws for 1 round

Spells Prepared (CL 2nd)
Concentration +8; +10 to cast defensively
Caster Level +2; +5 to overcome spell resistance
1st – color spray, grease, mage armor, heightened awareness (div)
0th – detect magic, message, prestidigitation, read magic

---------- STATISTICS ----------
Str 8, Dex 16, Con 13, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +0; CMD 13
Feats Alertness, Breadth of Experience, Scribe Scroll
Skills Kn (arcana) +12, Kn (dungeoneering) +11, Kn (engineering) +10, Kn (geography) +10, Kn (history) +10, Kn (local) +10, Kn (nature) +10, Kn (nobility) +10, Kn (planes) +10, Kn (religion) +10, Perception +7 (+5 if familiar out of arms reach), Profession (all) +3, Sense Motive +3 (+1 if familiar out of arms reach), Spellcraft +9 (+11 to identify magic items), Use Magic Device +0
Languages Celestial, Common, Draconic, Elven, Gnome, Sylvan

Coin 157 gp, 11 sp, 5 cp
Worn ioun torch, scholar's outfit, belt pouch (coin, earplugs, magnet, charcoal, chalk)
Combat Gear spell component pouch, spellbook, dagger, light crossbow, 10 bolts, haramaki
Consumables potion of cure light wounds
Scrolls comprehend languages, identify, unseen servant
Backpack masterwork backpack, familiar satchel, bedroll, grooming kit, mess kit, waterskin, 5 trail rations, flint and steel, scroll box, journal, scriveners kit, 1 charcoal, 1 chalk, 3 vial
Encumbrance medium load with backpack

---------- SPELLBOOK ----------
1st Level (3+1): color spray, comprehend languages (div), ear piercing scream, grease, heightened awareness (div), identify (div), mage armor, magic weapon, obscuring mist, silent image, unseen servant, vanish
Cantrips (4): acid splash, arcane mark, chameleon scales, dancing lights, detect fiendish presence, detect magic, detect poison, flare, ghost sound, grasp, haunted fey aspect, light, mage hand, mending, message, oath of anonymity, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener’s chant, spark, vacuous vessel

Honey Statblock:

Honey
Rabbit familiar 2
N Tiny magical beast
Init +3; Senses low-light vision; Perception +1

---------- DEFENSE ----------
AC 16, touch 16, flat-footed 13 (+3 Dex, +2 Size, +1 natural armor)
HP 7 (½ master’s hp)
Fort +1, Ref +5, Will +4
Improved Evasion take no damage on a successful Reflex save and half damage on a failure

---------- OFFENSE ----------
Speed 50 ft.
Melee bite +4 (1d3-4)
Space 2.5 ft., Reach 0 ft.

---------- STATISTICS ----------
Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +2; CMD 8
Feats Run
Skills Acrobatics +0 (+8 when jumping), Perception +5, Stealth +15
Share Spells your master can cast spells with a target of ‘you’ on you, and your master can cast spells on you that would not normally effect a magical beast
Empathic Link (Su) you can communicate empathically with your master up to a mile away

Character Creation:

---------- ELF ----------
Abilities +2 Dexterity, +2 Intelligence, -2 Constitution
Size Medium
Speed 30 feet
Low-Light Vision see twice as far as humans in dim light
Elven Immunities immune to magic sleep and +2 racial to saves vs enchantment spells and effects
Elven Magic +2 racial to caster level checks to overcome spell resistance & Spellcraft checks to identify the properties of magic items
Keen Senses +2 racial to Perception checks
Arcane Focus +2 racial to concentration checks to cast spells defensively (replaces Weapon Familiarity)
Languages know Common & Elven and when choosing bonus languages choose from Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan

---------- ABILITY SCORES ----------
Strength 8 (+2 points)
Dexterity 16 (-5 points, +2 racial)
Constitution 13 (-7 points, -2 racial)
Intelligence 18 (-10 points, +2 racial)
Wisdom 12 (-2 points)
Charisma 8 (+2 points)

---------- WIZARD 2 ----------
Hit Die 2d6
Skill Points 2+INT per level +2 background per level
Base Bonus BAB +1; Fort +0; Ref +0; Will +3
Spells Per Day 0th-level 4; 1st-level 2 + 1 for high Int +1 for divination only
Favored Class Bonus +2 hp
Starting Wealth 575 gp
Class Skills Appraise, Craft, Fly, Knowledge (all), Linguistics, Profession, Spellcraft
Weapon Proficiency club, dagger, heavy crossbow, light crossbow, quarterstaff
Bonus Languages add Draconic to list of bonus language options
Arcane Bond familiar
Arcane School divination; opposition schools enchantment, necromancy
Cantrips prepare cantrips, cast without expending the spell
Scribe Scroll gain Scribe Scroll as a bonus feat
Spellbook gain a spellbook for free, it contains all 0-level wizard spells (except those from opposition schools) and 3 + INT 1st-level spells; add 2 spells of a level you can cast each level.

---------- DIVINATION SCHOOL ----------
Opposition Schools enchantment, necromancy; preparing a spell from these schools requires twice the normal number of spell slots; -4 penalty to any skill checks to craft a magic item that has a spell from these schools as a prerequisite
School Spell Slots you gain an additional spell slot of each level you can cast (except cantrips) that can only have a school spell prepared in it
Forewarned (Su) you can always act in a surprise round, though you are flat-footed until you act; +1 untyped (½ wizard level) to initiative
Diviner’s Fortune (Sp) as a standard action touch a creature and grant it +1 insight (½ wizard level) to all attack rolls, skill ckecks, ability checks, and saving throws for 1 round. You can do this 3 + Int modifier times per day

---------- FAMILIAR ----------
Type Rabbit
Master Ability +4 initiative checks
Alertness while the familiar is in arms reach the master gains the Alertness feat
Share Spells you can cast spells with a target of ‘you’ on your familiar as a touch spell; you can can cast spells that do not normally effect a magical beast on your familiar
Empathic Link within 1 mile you can communicate empathically with your familiar, you share the same connection to an item or place as your familiar

---------- TRAITS ----------
Focused Mind (magic) +2 trait to concentration checks
Magic’s Might (religion) +1 trait to caster level checks to overcome spell resistance
You've got Local Connections (campaign) +1 untyped to Kn (arcana) & Use Magic Device, both are class skills

---------- FEATS ----------
Alertness +2 to Perception & Sense Motive (while familiar in arms reach)
Breadth of Experience +2 to all Knowledge & Profession and can use those skills untrained
Scribe Scroll you can create spell scrolls

---------- SKILL RANKS ----------
Total Ranks 16 = 6 + 2 background* per level
2 ranks Kn (arcana), Kn (dungeoneering), Perception, Spellcraft
1 rank Kn (engineering)*, Kn (geography)*, Kn (history)*, Kn (local), Kn (nature), Kn (nobility)*, Kn (planes), Kn (religion)