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About Amira Starbrow

Amira Starbrow
Transmuter (favored) 1
Female Human
Neutral
Deity: None
Init +3; Senses Perception +2

Amira Starbrow is an academy trained wizard, taking honors in her transmutation classes, while she is adept at all forms of magic her abilities with transmutation is unparalleled.

Amira is a human, though there is a slight amount of elf blood in her, as her great great great grandmother (Amirae) is an elf. She Amira has never met Amirae, since after her great great great grandfather died, Amirae went into seclusion, not wanting to love those of such short lives. Amira is very elflike, her intellect, agility and even her looks are elven, though she lacks the pointed ears of elves and half-elves.

Amira stands 5'3" in height, weighs 112 lbs, she has reddish hair, and blue-green eyes.

Amira wears a fashionable robe, which is bright red, and looks like cords. She wears the symbol of her school. The Acadamae Arcane in Blackcliff.

I'm working on a Family tree, that traces back to Amirae, Amira's namesake, and in her background she just so happens to have a grandmother (Aquara) that had a little tryst with a Silver Dragon (Malkan)...resulting in a pair of half-dragon twins, one male and one female, that are her great uncle (Maldak) and great aunt(Kadlam)...whether or not that plays into the game is up to the DM. (Since they're not directly related by blood, except through Aquara.).

I think I'm gonna do this from now on, create a family tree, kinda fun.

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==STATISTICS==
13 STR +1
14 STR +2 (+1 enhancement Transmutation bonus)
16 DEX +3
11 CON +0
19 INT +4
12 WIS +1
15 CHA +2

Languages Common, Goblinoid, Draconic, Infernal, Sylvan.
Special Qualities Spellcasting, Arcane Bond, Human traits, Transmutation bonuses, Telekinetic Fist

BAB +0
CMB +1 [0BAB+1STR] +1 transmutation STR bonus=+2
CMD 16 [15+CMB] 17
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==FEATS==
Human Proficiency: Long Spear
Human Bonus Feat: Combat Reflexes
Level 1 Feat: Shall Not Pass
Wizard: Scribe Scroll
Arcane Bond: Weapon

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==DEFENSE==
ACTF 14/13/11 (10,+3 dex, +1 buckler)
HP 12
FRW +0/+3/+3 [+0/+0/+2CLASS][+0/+3/+1STATS]
Defensive Abilities Combat Reflexes

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==OFFENSE==
Spd 30ft (6 squares)/x5
Melee +2ATK MW Long Spear 1-8+1 (20/x3)P
Melee +1ATK Jambiya 1d4+1 (19-20/x2)S
Ranged +3 telekinetic fist 1d4+1 (20/x2)B
Special Attacks

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Caster Level1
spell Penetration=d20+1
prohibited: none
0:3 DC14
1:1+1 DC15
2:x
3:x
4:x
5:x
6:x
7:x
8:x
9:x

Memorized Spells:

Spoiler:

O Level:
Prestidigitation
Detect Magic
Light

1st:
O Color Spray
O Mage Armor

Specialist Bonus: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution).
This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells.
Caster

Level Ability
1st:Telekinetic Fist (Su): As a standard action, you can strike with a telekinetic fist targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage +1 for every two caster levels you possess.

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Skills (2+int=6/level)=6(+1 favored,+1human)=8
Armor check penalty: 0
TRAINED
+ 4 Acrobatics [1R,+3DEX]
+ 8 Appraise [1R,+3CL,+4INT]
+ 8 Knowledge (arcane)[1R,+3CL,+4INT]
+ 8 Knowledge (dungeon)[1R,+3CL,+4INT]
+ 2 Perception [1R,+1WIS]
+ 4 Profession (Diviner)[1R,+3CL,+0WIS] 6
+ 8 Spellcraft[1R,+3CL,+4INT]7
+ 3 Use Magic Device [1R,+2CHA]8
UNTRAINED (Max DC10 for untrained Knowledge skills]
+ 1 Climb [1STR]
+ x Disable Device
+ 4 Knowledge (nature)[0R,+3CL,+4INT]
+ 4 Knowledge (engineering)[0R,+3CL,+4INT]
+ 4 Knowledge (planes)[0R,+3CL,+4INT]
+ 4 Knowledge (religion)[0R,+3CL,+4INT]
+ 4 Linguistics [0R,+3CL,+4INT)
+ 0 Perform (any) [0R,+2CHA]
+ 3 Stealth[0R,+3DEX]
+ 1 swim [+1STR]

The wizard’s class skills are Appraise (Int), Craft (Int), Fly(Dex), Knowledge (all) (Int), Linguistics (Int), Profession(Wis), and Spellcraft (Int).

Spellbook:
0 level spells:

Spoiler:
0-Level Sorcerer/Wizard Spells (Cantrips)
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Aburation
Resistance: Subject gains +1 on saving throws.
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Conjuration
Acid Splash: Orb deals 1d3 acid damage.
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Divination
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
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Enchantment
Daze: Humanoid creature of 4 HD or less loses next action.
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Evocation
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
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Illusion
Ghost Sound: Figment sounds.
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Necromancy
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
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Transmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
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Universal
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1st Level Spells (7):
Burning Hands
Color Spray
Enlarge Person
Mage Armor
Magic Weapon
Shield
Summon Monster I

Equipment
"Eloquencia" MW Long Spear w/Alchemical silver tip.
Buckler
Red Robes with lots of little pockets.
Red Woolen Cloak (Grey interior)
Ancient Order of Magi "Neophyte" necklace
Red Sash
Jambiya (curved dagger)
Leather-bound Spellbook w/Arcane Acadamae markings.
Leather Scroll satchel
scroll: Mage armor
scroll: Summon Monster I
scroll: Mage armor
scroll: Summon Monster I
Quill
2 vials of ink
Leather bound journal
Spell component pouch
3 fresh apples
half a loaf of bread
1# of Dried beef
small pouch of tobacco
ivory long-pipe

12gp
13sp
9cp

LINKS:
OOC
Game Thread