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  #1  
Old Feb 18th, 2013, 11:53 AM
gluckhf's Avatar
gluckhf gluckhf is offline
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The Wizards

Characters are posted here. Please include your back story and a link to your character sheet on your profile (tools -> my characters).

Take your time, flesh him/her out, and post the link (by the way, you have to make the character public or nobody can see it) when you're done.
Following the general formatting of other people's characters is good.

Some things to keep in mind when making your backstory:
-City that your character is from (must be at least 1% the race your character is)
-How was your character influenced by the city when he grew up?
-What events or character traits caused your character to specialize in his field of magic?
-What kind of life did the character grow up in? Was he a noble or a peasant? Did he go to a school for magic or have a private tutor?

Other stuff copied from the main email:
From main emailAs you start out as "youngsters" (level 1), your alignment is
influenced by your home city. The actions you and the party take will
shift the party/personal alignment as we progress.

As for items, you start out with either a familiar or bonded object as
specified in the Wizard class, your spell book, simple school robes, a
silly-looking pointed wizard hat (floppy or not), and a masterwork
staff (if it was not selected as your bonded object). For selections
of bonded objects, please stick to Amulet, Ring, or Staff (no
crossbows, wouldn't make sense story-wise).

You start with no gold.

Stats are 15-point-buy (http://tools.digitalightbulb.com/pbcalc.html)

For races, Human, Dwarf, Gnome, Half-Elf, Halfling, Half-Orc, Elf. As
you are a wizard it makes sense if you're not a "popular" race from
your home town, but make sure it is actually listed as at least 1% of
the population on pathfinderwiki e.g.
(http://www.pathfinderwiki.com/wiki/Riddleport).

You can also "subscribe" to the thread so it emails you when a new
thing is posted (will not email you again until you check the thread)
using Thread Tool -> Subscribe to This Thread on the top of the thread
menu


Also, the reason you post your character is NOT so that your in-game characters can meta-game. The reasons are:
-Players can check the thread before making their character and make sure they aren't (or are, if they want to) playing the same character archetype
-Players can match (or not match) alignments as they see fit
-DM can tailor the campaign to your character, e.g
-if an illusion trap creates an illusion of your greatest nightmare and I don't know anything about your character, I can only make it a giant slug thing or something else boring rather than a tailored nightmare
-if I don't know your schools of magic, I could accidentally make an obstacle that blocks your path that nobody has the spells to get around (right now that would be necromancy) which would put a huge stopper on the campaign
-alternatively, if I want to make an obstacle that is difficult to get around, I couldn't without knowing what each character is capable of/has the drive to do (would you jump into a pit of spiders to pull the lever? How much self-sacrifice does your character have?)

Again, this thread shouldn't be used for meta-gaming, and only post completed characters, please

Schools of magic available:
Abjuration (Cera)
Conjuration (Addison)
Divination
Enchantment (character in progress)
Evocation
Illusion (Lydia)
Necromancy
Transmutation (Howl)
Universal

Last edited by gluckhf; Apr 5th, 2013 at 09:34 AM. Reason: Added stuff
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  #2  
Old Feb 21st, 2013, 02:23 PM
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bgmomb bgmomb is offline
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So I've flushed out Howl 's backstory (had to do some research for this), cleaned up his character sheet (since I chose a feat I wouldn't be able to use) and followed Gluck's snazzy formatting.

Howl Kree (aka Aalandrin Silverfaun)
The Silverfaun house was known throughout Kyonin as the patrons of Arcane knowledge, being the founding family of the Elven school of Arcane Arts -- The Silverspire. With knowledge and studiousness as core tenets of the house, Aalandrin never quite met his families' expectations. Much to the dismay of his family he also never outgrow his fascination with the Fierani Forest and it's strange fey wildlife as most young elves of Iadara have. Instead, he always felt most at peace with the unnatural beasts of the wild. Being a Silverfaun he was expected to excel at his studies in becoming a Wizard. Tedious book knowledge did not suite him, especially as he seen the road his brothers and sisters were led down, never off the beaten path. Aalandrin did however excel at using the arts, specifically transmutation. What little control he had over his structured life in The Silverspire was offset by the knowledge that someday soon he would be in control of his existence, even if it was only physically through transmutation. To Aalandrin, it was the only thought that kept him going through his early monotonous years.

After temporarily disappearing into in the Tanglebriar, the domain of Treerazer the demon lord, the Silverfaun house was at wits end with what to do with him. Their only hope was the relatively new city of Greengold, an effort by Queen Telandia Edasseril to create an environment where elves and non-elves could live together as well as serving as the point of entry into the elvish kingdom for non-elves. As expected, Aalandrin leaped at the opportunity to leave Iadara, the only city he had ever known. After all, he would get to live and interact with Humans - Humans! - the most unpredictable of the strange Golarian inhabitants, or so he had heard.

In Greengold he had a private tutor to continue his studies and enjoyed lavish amenities in the extravagant West district. It wasn't completely what he had hoped for, but he made due. Many nights he would sneak out and visit the common districts. He quickly adapted his personality and mannerisms, even taking on a new identity which he much preferred - Howl Kree, the upstart delinquent commoner. It wasn't until an unexpected letter arrived from a place called the Unseen University that Howl -- and Howl was how you had to address him by to get a response devoid of sarcasm -- seen his opportunity to truly assume his new identity and lead this life the way he wanted. With permission begrudgingly granted by his father, Howl eagerly left home to start an adventure bigger than even he had hoped for.


Racial Traits
  • Tower Elf: Some elven institutions of magical learning date back centuries, and entire clans of elves have lived for generations as caretakers, students, and instructors of these self-sufficient schools of wizardry. These elves have the arcane focus and urbanite alternate racial traits.
    • Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
    • Urbanite: Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.


Favored ClassWizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.


Arcane School (Transmutation-> Shapechange)
  • Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard 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. At 20th level, this bonus applies to two physical ability scores of your choice.
  • Battleshaping (Su):As a swift action, you grow a single natural weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls for every four wizard levels you possess. You can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of your size (see page 302 of the Pathfinder RPG Pathfinder Roleplaying Game Bestiary). At 11th level, you can shape two natural weapons. You may not grow additional limbs or a tail with this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  • Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.


Feats
  • Bonus: Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.
  • Level 1: Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, spiked chain, or natural weapons, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Last edited by bgmomb; Feb 21st, 2013 at 02:25 PM.
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  #3  
Old Feb 25th, 2013, 11:13 PM
syphiliticmind syphiliticmind is offline
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Addison Veronesi

And here's Addison. Sorry the back story is a bit awkwardly written, I wasn't sure how much detail to go into specifically. Also, let me know if something's up/wrong with my mathing. Pathfinder is a new system to me.

The Tall Tale of Addison Veronesi
Though born in a Magnimar temple, Addison’s life really began at sea. It’s an inevitability for those born to seafaring merchants and naval officers, of which Addison had one of each for parents. Her mother was a captain in the border guard and her father a merchant dealing in various sundries. Both were quite busy, but military vessels are no place for children and the brunt of parenting was left to Addison’s father. She travelled with the merchant and his crew and, for the most part, was well-pampered and treated as a sort of mascot by the crew.

It was en route to pick up some textiles that Addison first learned about women from some of the seamen in her fathers employment. She decided then and there, at the tender age of five, that if that was what it meant to be a woman, she wanted absolutely no part in it.

From that day onward, Addison worked hard to do what she could around the boat, as one of the men. She adopted male pronouns, mannerisms, and dress alike. A growth spurt that would have otherwise made the blossoming young’un awkward and gawky at fourteen only helped reinforce any masculinity, and soon most forgot she was even a she. Herself included. The new young man cropped his hair short, nearly breaking his father’s heart. He made up for it awful fast when the merchant saw what a rugged little sailor he was shaping up to be and pride overtook disappointment at his mercantile potential. Admittedly, he was less thrilled at Addison's first tattoo, but c’est la vie.

It was on a routine delivery to Veldraine at the age of fifteen—admittedly, operated by Magnimar’s rival city of Korsova, but money is money—that the now-fully-immersed Addison learned two very important things. The first was the value of living as a male; he bore witness to the ways that soldiers treated their own women and shuddered to think what would happen to those from rival states. This reinforced his masculinity, and he took on an even fiercer machismo and bitter cynicism towards femininity and weakness.

The second, and far more important, was that he was pretty damn good at magic. An old wizard was testing magical aptitude to help recruit combat trainees, and on a whim he gave it a shot. Both he and the wizard were surprised by the results, and his father, bearing witness to his undiscovered talents but always a man with an eye for profit, signed him up for lessons at the Twilight Academy in Galduria next time they were in town. He received a spell book and instructions for studying while aboard the boat, with tests taken in class. He quickly found a particular knack for conjuration, and went for it, as the sailors would have said ‘balls to the wall’.

Two years later, Addison was on deck and immersed in a frustrating attempt to master summoning tiny creatures. He could summon one big one, why was three little ones so much harder? A yellowed parchment fluttered onto his lap, breaking his concentration. A glance at it revealed it addressed to Addison Veronesi, of Magnimar. That’d be him, then, but with no apparent origin.

So he read it, obviously.

Blah blah, great potential. Blah blah, the unseen University in Riddleport. Every wizard had heard of it; all craved admission into its hallowed halls. Young Addison almost tossed the paper overboard to resume trying to summon those god-awful, mangy, cock-eyed lizards he was so keen on, but him father stopped him. It took some doing to convince Addison to go for it, but eventually he caved.

Not a week later Addison found himself shipped off to Riddleport.


Traits, or How It's Cool to be Human
  • Favoured Class (Wizard) -- +1 First Level Spells to the Spell List.
  • Focused Study (in lieu of Bonus Feat) --At levels 1, 8, and 16, effectively get a Skill Focus Feat. First level taken in Disguise.
  • Heart of the Sea (in lieu of Skilled) -- Can hold breath two times as long as usual, +2 to Swim and it becomes a class skill, +2 to Profession(Sailor), and +4 to Concentration when underwater.
  • Cynic -- +1 to Sense Motive, and it becomes a class skill.
  • Auspicious Tattoo -- +1 to Will saving throws.
  • Racial +2 Bonus -- Applied to INT.


Arcane School: Conjuration || Forbidden Schools: Necromancy, Evocation
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Addison has an arcane bond with a sundial compass, which he wears around his neck like an amulet.
  • Summoner's Charm -- Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
  • Acid Dart -- As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
  • Dimensional Steps -- At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.


Feats
  • Spell Focus (Conjuration) -- +1 DC on Conjuration Spells.
  • Scribe Scroll -- Scroll creation at 1/2 the base price of the spell cost.

Last edited by syphiliticmind; Apr 3rd, 2013 at 10:12 AM. Reason: Forgot to hyperlink character sheet.
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  #4  
Old Mar 27th, 2013, 11:50 PM
propheticblue propheticblue is offline
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Cera Wynnesson

So this is Cera. Let me know if anything doesn't work or seems to be incorrect? I'm new to the system, like I said, so I may very possibly have gotten something wrong.

Cera Wynnesson
Cera was born and raised in Turtleback Ferry, and like many other residents, his life was shaped by the brutal history of this now-peaceful river town. Cera was very young when the battle to free the city from its occupying forces was fought, young enough that the only things he knows about it now are his mothers' stories. He grew up hearing tales of how one mother fought in the battle of the keep and the other braved siege to deliver healing care to the townspeople, not to mention the stories from his neighbors and peers.

And though the city is no longer under the thumb of an invading army, there are still scars from the occupation and flood, especially in the form of the mercenaries that poured into the town hoping for profit and never left. Cera was twelve when a mercenary decided to dispute the cost of one of his mother's poultices by waving a fireball in her face. Cera was a frail, delicate child even then but he knew that he had to be brave like his mothers were, that it was the responsibility of every citizen to protect their home. So he did the only thing he could think of: he kicked the man very hard in the shin. To everyone's surprise, at the mere touch of the child's foot the mercenary's spell fizzled and collapsed.

Of course the mercenary would have subsequently removed Cera's head from his neck had his mother not arrived swiftly with her sword, but once the quarrel was resolved (not without mild bloodshed, which Cera covered his eyes for), it was clear that the boy had some talent for negating others' magic. They got him set up with a spellbook and some lessons, which he took to with determination: everyone could see that he was hopeless at physical fighting, but with magic, he could still do his part to keep his home and family safe.

He found his familiar Penelope several months later, and grew up making a nuisance of himself by disrupting others' spellcasting until one day a letter arrived at their door. There was a lot of crying on all sides of the equation when they saw that it meant he would have to leave home, but Cera and his mothers agreed it was what was best.


Traits
  • Favoured Class (Wizard) -- +1 first level spell to the spell list every time level up.
  • Racial +2 Bonus -- Applied to INT.
  • Charming -- You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
  • Self-Sacrifice -- As a move action, you can use your own body to grant soft cover to an adjacent ally regardless of the difference in your respective sizes.


Arcane School: Abjuration, Counterspell || Forbidden Schools: Necromancy, Illusion
The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Cera's familiar is a Fennec Fox named Penelope who usually rides around his neck or in the front of his robes.
  • Resistance-- You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
  • Disruption -- At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  • Counterspell Mastery -- At 6th level, you gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s spell once per day as an immediate action (instead of a readied action). You must use a spell at least one level higher than the spell being countered to use this ability. You can use this ability once per day at 6th level, plus one additional time per day for every 4 levels beyond 6th.


Feats
  • Spell Penetration -- +2 to caster level checks to overcome spell resistance.
  • Combat Casting -- +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
  • Scribe Scroll -- Scroll creation at 1/2 the base price of the spell cost.
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Old Apr 4th, 2013, 06:06 PM
admiralducknips admiralducknips is offline
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Lydia Vanderbilt

Here is Lydia. I had a bit of fun with her backstory because she grew up in the area the last Pathfinder game I was in took place. Let me know if it's too convoluted or whatnot.

Lydia VanderbiltThe story of how Lydia traversed a large portion of the continent Avistan over the course of her life is a long one. It begins in the city of Absalom, the City at the Center of the World. What she can remember of her life begins on creaking fishing boat in a storm. She was four years old when her parents, dock slaves, bribed passage to the mainland in order to raise their daughter outside of slavery. Once on the mainland, the small family made their way north to the River Kingdoms and settled in Daggermark. Here, where slavery was forbidden and abhorred, Lydia lived for the next ten years, joining in the worship of Desna and taking the River Freedoms to heart. Her parents ended up having six more surviving children the family moved further north to the city of Restov, Brevoy.

By this time, Lydia’s siblings were old enough that she did not have to watch them constantly, so her parents asked her to find work in town. Lydia stumbled upon an elderly fortuneteller and instantly became interested in magic. After proving her intelligence and willingness to do hard work, she was hired as the fortuneteller’s assistant. First focusing in divination, Lydia found quickly that her true talents laid in illusion. The old fortuneteller provided her with instruction and access to a plethora of dusty books. Lydia’s growing illusion capabilities allowed her to help her master make séances and readings much more theatrical—earning them both extra money. Even after giving her parents a very large portion of her earnings, Lydia managed to buy herself her own spell book and scrolls.

Life in Restov, despite the looming threat of civil war in Brevoy, proved more tranquil than the River Kingdoms. Lydia grew to be calm and patient, training her concentration by frequently allowing her youngest siblings to climb all over her while she was casting spells. She grew to love reading almost as much as magic and spent the remaining time lurking in the bookshop pouring over books on history, geography, the arcane arts and maps. She was content to stay here and take over the old fortuneteller’s hut when she died, until the letter arrived.

Logistically, it did not make sense for Lydia to go. Riddleport was clear on the other side of the continent, a treacherous journey that would take more than a month. In addition, she had read that Varisia was north of Cheliax—a nation of slavers—which frightened her on a visceral level. However, her siblings were reaching an age where they could work to support the family and Lydia had learned everything the old fortuneteller could teach her. Her thirst for magic and the ability to earn more money for her family in the long run cinched her decision. Before she left she was given her master’s walking stick, some extra traveling money, and her turtle Waddles by her youngest sister.

Lydia traveled primarily by river, arriving first in Magnimar and from there taking the transport up to Riddeport. Her journey lasted six weeks and drained her change purse completely—she has had no chance to taste seafood for the first time since she was a toddler.


Traits
  • Favored Class (Wizard) -- +1 First Level Spells to the Spell List/level up.
  • Skilled -- Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Racial +2 Bonus -- INT
  • World Traveler -- You gain a +1 trait bonus to [sense motive], and it is always a class skill for you.
  • Centered -- You gain a +1 trait bonus on saves against charms and compulsions, and the DC of any attempts to use the Intimidate skill on you increases by +1.


Arcane School: Illusion || Forbidden Schools: Transmutation, Necromancy
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Lydia's familiar is a small painted turtle named Waddles.
  • Extended Illusions -- (Su) Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
  • Blinding Ray --(Sp)As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  • Invisibility Field – (Sp) At 8th level, you can make yourself Invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.


Feats
  • Level 1: Combat Casting -- You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
  • Bonus: Uncanny Concentration -- You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.
  • Bonus: Scribe Scroll -- Scroll creation at 1/2 the base price of the spell cost.
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Old Apr 14th, 2013, 12:42 AM
Mesoplodont Mesoplodont is offline
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Hello, everyone! I've also been recruited by Kayla, but I've only just now finished my character. Fair warning, I am a DnD newbie so it may take me a little while to get the hang of how combat and spell-casting mechanics work. I think I've set up my character, Prisca Gamwich (a halfling Evocation specialist) correctly, but please let me know if I've gotten something wrong!

Prisca GamwichPrisca Gamwich is a member of the Fleetfoot Caravan, a tribe of nomadic halflings that wander the River Kingdoms. Consisting of less than 150 halflings, the Caravan is unassuming and given little attention by the major city-states and fiefdoms. Most of the halflings in the tribe belong to one of five major clans (the Fleetfoots being the founding clan), but the Caravan routinely recruits destitute halflings or escaped slaves/servants from other regions. Prisca's mother was one such individual; at fifteen she escaped her master, a noble of Cheliax, and fled to the River Kingdoms seeking freedom. Though the halflings of the Fleetfoot Caravan live simple (and often hard) lives by hunting, gathering, crafting, and trading amongst the Kingdoms, they value freedom above all else and have a great love for the outdoors and the open road.

Prisca's childhood in the Caravan was highly formative; her survival skills were honed over years of living off the land, and her natural talents with languages were fostered by routine interactions with different races in multiple towns and regions. She also quickly learned from her father, a master woodworker, how to use the prejudices that the big races had against halflings to her advantage. By presenting herself as unassuming and naive when necessary one could, among other things, avoid conflicts, negotiate trades more easily, be ignored by guard patrols, and become privy to useful information. Freedom to move through the world was easiest, Prisca realized, when people saw you as unworthy of notice.

Like many nomadic halflings, Prisca developed a very easygoing, practical personality, and learned to easily adapt to new situations and experiences. However, her talents for magic made her unique in the tribe and she often drew superstitious suspicion from outside her clan. Fey creatures also had a habit of sensing her powers and were drawn to her as a child when the tribe was traveling through forested areas. Through these interactions, Prisca learned to speak Sylvan and began developing early talents in evocation. The manipulation of wind, light, and water came easily to her, and seemed like an intuitive extension of her non-magical skills in reading and understanding the natural world. As Prisca entered adolescence these wanderings away from the tribe to practice magic became more frequent; a developing independence and rebelliousness typical of most young people had heightened her curiosity and sense of adventure. Her father and the rest of the tribe frowned on her frequent abdication of chores and lack of focus, but her mother quietly approved of the way her daughter was developing, eager and hopeful for her to have the free youth that was denied to herself.

As Prisca came of age at 20, she gained the respect of the tribe by using her magic to raise the waters of the Sellen River against a group of bandits that attempted to accost her and several friends on the way home from a trading day in Gralton. This act earned her her keepsake, a Masterwork quarterstaff fashioned of darkwood from her father as a token of his new-found admiration for her abilities. Nevertheless, Prisca had a desire to see more of the world and felt stifled by daily life in the Caravan, so she decided to leave the tribe to travel alone. Pilgrimage is a coming of age choice that is not uncommon in nomadic halfling culture, but it is a more unusual one for women than for men.

Over the next seven years, Prisca wandered throughout Avistan and earned her keep varyingly as an herbalist, gardener, or simple sorcerer, making only so much as to allow for basic necessities and to travel when and where she wished. Her travels eventually brought her to Korovosa and her first view of the open sea. Immediately, the prospect of daring to go out onto it, of exploring a whole new continent grabbed hold of her heart. When she overheard a sailor on the docks talk of getting work on a trading frigate bound for Arcadia it seemed fate had dropped an opportunity in her lap! Prisca had always been careful not to draw too much attention towards herself with her magical abilities, but threw caution to the wind when demonstrating her skills to the frigate's captain who was looking to hire a wind-worker for the journey. In the end, though, the captain merely remarked how it was a shame that such talent had happened to manifest in a mere halfling woman, and laughed at the idea of hiring her. It was clear then, that he had only humoured her for his own amusement. Prisca had experienced these kinds of prejudices before, but never had they barred her from something she had so desperately wanted before.

Uncharacteristically dejected and frustrated she sat that evening at a local tavern, nursing the most recent of one too many ales, when she was approached by a cloaked figure that quietly left a scroll of parchment at her table. Dazedly she read it and was immediately aroused from her stupor. The Unseen University!? She winced then, and realized how careless she had been in her eagerness to impress the captain. Someone had noticed her. Prisca had heard her fair share of rumours about the place, but had never given it much thought. The Unseen University to her represented a part of the world she had no interest in, that part that concerned itself with big people things like politics, war, power, and conspiracy. Yet perhaps this also was an opportunity for a new kind of adventure, one with more unknowns than she had ever faced before. The prospect was both exciting and terrifying...


TraitsRacial Subtype: Nomadic
  • Racial bonuses: +2 to Dexterity and Charisma, -2 from Strength
  • Size bonuses: Small - gain a +1 size bonus to AC, attack rolls, a –1 penalty to CMB and CMD, and a +4 size bonus on Stealth checks.
  • Fleet-footed: Move at normal speed (base speed of 30 feet)
  • Polyglot: +2 racial bonus on Linguistics checks, begin play with the ability to speak Common, Halfling, and any one other language in addition to bonus languages due to high Intelligence
  • Wanderlust: +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal.


Arcane School: Evocation || Opposition Schools: Necromancy and Enchanting
Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
  • Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
  • Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  • Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
  • Bonded Familiar: Tavi the weasel hangs out on Prisca's shoulder, hat brim, or robe pockets (tiny, +2 to reflex saves)


Feats
  • Self-sufficent: +2 bonus to Survival and Heal modifiers
  • (Class specific) Scribe scroll: Write a scroll of any known spell
  • (Familiar specific) Alertness: +2 bonus to Perception and Sense Motive modifiers when Tavi is within arm's reach


I'll wait for an 'okay to go' from gluckhf before participating in the game
Looking forward to the adventure!
Sarah
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