Niieu Amaruva
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===Backstory=== | ===Backstory=== | ||
- | (to be | + | Niieu, like almost all Aasimar, had been born upon the theocracy-ruled continent of Nedeceus, and was brought up in a way most similar to all Aasimar. However, she proved to be a slight problem compared to the others insofar that she was particularly inquisitive. Despite the indoctrination, and everything else that went on, she continued to inquire. To question. At times, even to doubt the very teachings that had made this place what it was. Life progressively became worse, as they attempted to correct her thinking in varied manners; some tolerable, others not so, and on several occasions, she was nearly killed for her errant thinking, all in the name of adding to the Crusade another loyal, faithful member, converted from her. Such are the ways of a dominant theocracy, after all. |
+ | |||
+ | It was not too much later that she had taken up the idea of escaping. She knew not where to go, except away from her home city. Nay, away from Nedeceus. But with no boat and no land route, Niieu despaired. There was no way out except through the sea...and in she went, hating the thought of returning to what would likely not be a happy reunion. A slim chance it was, but better than none...but predictably, for her stature, she did not make it far at all before ultimately blacking out. She had thought that it was the end. | ||
+ | |||
+ | ...it wasn't. Miraculously, she had washed up ashore on the continent of Electrum... | ||
+ | |||
+ | (to be continued when I am not ready to fall asleep/have no class on the next day) | ||
+ | |||
===Story Hooks=== | ===Story Hooks=== | ||
(to be written) | (to be written) |
Revision as of 06:17, 21 January 2009
Contents |
Basics
Name:Niieu Amaruva
Gender:Female
Race:Aasimar
Class:Wizard
Exp:2250/3750
Level:3
Alignment:Good
Deity:
Height:5'4"
Weight:128 lb.
Appearance: Niieu, at a quick glance, would look like many other Aasimar. Unlike a good number, however, she possesses an unusually thin build, wiry arms hid underneath the loose-looking sleeves of her armor, and legs equally thin--thin enough that she appears as if she would not be able to lift a sword, much less a heavier weapon, to save her own life. Her hair--what one can see of it under the cloak's hood--is a pure white, in a strange complement to her pale skin--and contrasted by her slightly glowing turquoise eyes. A dark blue tattoo-like pattern can be seen running up both sides of her neck, extending ever somewhat to her cheeks. Out of place for Aasimar, however, are the patches of black feathers on her otherwise silvery wings...
Regardless, she can be seen typically wearing leather armor that had been bleached to whiteness--and then accented with silver in places. She carries a dark, yet plain, fully metal staff almost as tall as herself, and from the left side of her belt hangs a large book--presumably a spellbook, only with the appearance that it may have more pages than normal. The ensemble is topped off with a purple, white-trimmed cloak that she wears, hood raised up over her head, covering most of her appearance and blurring her image from afar--the wings still seem to phase through, however.
Backstory
Niieu, like almost all Aasimar, had been born upon the theocracy-ruled continent of Nedeceus, and was brought up in a way most similar to all Aasimar. However, she proved to be a slight problem compared to the others insofar that she was particularly inquisitive. Despite the indoctrination, and everything else that went on, she continued to inquire. To question. At times, even to doubt the very teachings that had made this place what it was. Life progressively became worse, as they attempted to correct her thinking in varied manners; some tolerable, others not so, and on several occasions, she was nearly killed for her errant thinking, all in the name of adding to the Crusade another loyal, faithful member, converted from her. Such are the ways of a dominant theocracy, after all.
It was not too much later that she had taken up the idea of escaping. She knew not where to go, except away from her home city. Nay, away from Nedeceus. But with no boat and no land route, Niieu despaired. There was no way out except through the sea...and in she went, hating the thought of returning to what would likely not be a happy reunion. A slim chance it was, but better than none...but predictably, for her stature, she did not make it far at all before ultimately blacking out. She had thought that it was the end.
...it wasn't. Miraculously, she had washed up ashore on the continent of Electrum...
(to be continued when I am not ready to fall asleep/have no class on the next day)
Story Hooks
(to be written)
Abilities
Strength:08
Dexterity:10
Constitution:16
Intelligence:18
Wisdom:16
Charisma:12
Defenses:
AC:20 (21 when not bloodied)
Fort:16 (17 when not bloodied)
Reflex:17 (18 when not bloodied)
Will:18 (19 when not bloodied)
Vitality:
HP:34
Bloody: 17
Healing Surges:9
Healing Surge Value:8
Skills
Acrobatics (Dex):+1 +2 racial = +3
Arcana (Int): 6+4 Int = +10
Athletics (Str):+0
Bluff (Cha): 1+1 Cha = +2
Diplomacy (Cha): 1+1 Cha = +2
Dungeoneering (Wis): 1+3 Wis = +4
Endurance (Con): 1+3 Con = +4
Heal (Wis): 1+3 Wis = +4
History (Int): 6+4 Int = +10
Insight (Wis): 5+1+3 Wis = +9
Intimidate (Cha): 1+1 Cha = +2
Nature (Wis): 6+3 Wis = +9
Perception (Wis): 1+3 Wis = +4
Religion (Int): 1+4 Int + 2 racial = +7
Stealth (Dex): +1
Streetwise (Cha): 1+1 Cha = +2
Thievery (Dex): +1
Feats
- Armor Proficiency: Leather (can use leather armor without penalty)
- [Bonus]Ritual Caster (Able to use rituals)
- Burning Blizzard (+1 to damage on cold, acid spells)
Features
Racial
- Low-Light Vision
- +2 Religion, Acrobatics
- Inner Light: +1 to all defenses while not bloodied
- Resist Radiance: Radiant Resistance 5
- Astral Glide racial power (see powers)
Class
- Bonus Feat: Ritual Casting
- Implement Mastery: Staff of Defense (+1 to AC, 1/battle add Con mod to defense)
- Spellbook: Holds rituals, daily spells, encounter spells.
- Rituals: 3 rituals known
- Ghost Sound (Ranged 10, create illusory sound)
- Light (Ranged 5, create bright light in a 4-square radius of the point selected for 5 minutes)
- Mage Hand(Ranged 5, 20lb. telekinesis, move up to 5 squares as move action, drop as free action)
- Prestidigitation (Ranged 2, varied not-quite-useful effects)
Powers
At-Will:
- Magic Missile (Ranged 10, Int vs. Reflex, 2d4+Int force damage, treat as ranged basic)
- Ray of Frost (Ranged 10, Int vs. Fort, 1d6+Int Cold damage, target is slowed)
Encounter:
- Chill Strike (Ranged 10, Int vs. Fort, 2d8+Int cold damage, target is dazed)
- Force Orb (Ranged 10, Int vs. Reflex, 2d8+Int force to primary target, secondary 1d10+Int force to adjacent targets)
- Shock Sphere (Burst 2, range 10, Int vs. Reflex, 2d6+Int lightning)
- Icy Rays (Ranged 10, 1 or 2 targets, Int vs. Reflex, 1d10+Int cold to each, immobilizes target)
- Astral Glide (Fly at Speed+2 for this action. If ended in midair, falling occurs)
Daily:
- Acid Arrow (Ranged 20, Int vs. Ref, primary 2d8+Int, Ongoing 5, acid damage. Secondary 1d8+Int, ongoing 5, acid damage. Miss does half+Ongoing 2 acid damage, no secondary)
- Freezing Cloud (Burst 2, Range 10, Int vs. Fort, 1d8+Int cold damage (Half on miss). Lingers 1 round, creatures entering or starting turn in cloud take another attack. Dismissable as minor action)
Utility:
- Feather Fall (Daily, Ranged 10, Free action: Target takes no damage from fall, does not fall prone at end)
- Shield (Encounter, Personal, Interrupt: +4 power bonus to AC and Reflex defenses until end of next turn)
Rituals:
- Make Whole
- Arcane Mark
- Amanuensis
Equipment and Gear
- Defensive Staff (+1 to hit and damage as implement bonus. +1 to Fort/Ref/Will defense, +1 to AC if using Staff of Defense)[Lv2] (4 lb)
- Stoneborn Leather (AC 3(includes +1 enhancement bonus), +10+Con Temp HP as daily; temp HP last until depleted or the next extended rest)[Lv3](15 lb)
- Cloak of Distortion (+1 to Fort/Ref/Will defenses, ranged attacks from more than 5 squares(25 feet) away take a -5 penalty to the attack roll.)[Lv4](2 lb)
- Adventurer's Pack (as standard)(33 lb)
- Dagger (1d4 damage, light thrown, off-hand. Completely useless outside of utility.)(1 lb)
- Acrobat Boots (+1 item bonus to Acrobatics checks, stand up from prone as a minor action)(4 lb)
- Potion of Healing x3 (drink, spend a healing surge, recover 10 HP) (6 lb?)
- 10 GP
Misc. Details
Current Load: 64 lb.
Normal Load: 80 lb.
Heavy Load: 160 lb.
Maximum Drag Load: 400 lb.
Quick Combat Reference
HP: 34 (Bloody 17)
Surges: 9
SV: 8
AC: 21 (20 bloodied)
Fort: 17 (16 bloodied)
Will: 19 (18 bloodied)
Reflex: 18 (17 bloodied)
Speed: 6
Initiative: +0
Features
- Low-Light vision
- +2 to Religion and Acrobatics
- Inner Light: +1 to all defenses while not bloodied
- Resist Radiance: Resist Radiance 5
At-Will
- Magic Missile (Ranged 10, +6 vs. Reflex, 2d4+5 force damage, treat as ranged basic)
- Ray of Frost (Ranged 10, +6 vs. Fort, 1d6+6 Cold damage, target is slowed)
Encounter
- Chill Strike (Ranged 10, +6 vs. Fort, 2d8+6 cold damage, target is dazed)
- Force Orb (Ranged 10, +6 vs. Reflex, 2d8+5 force to primary target, secondary 1d10+Int
force to adjacent targets)
- Shock Sphere (Burst 2, range 10, +6 vs. Reflex, 2d6+5 lightning)
- Icy Rays (Ranged 10, 1 or 2 targets, +6 vs. Reflex, 1d10+6 cold to each, immobilizes target)
- Astral Glide (Fly 8 squares, move action. If ended in midair, falling occurs)
Daily
- Acid Arrow (Ranged 20, Int vs. Ref, primary 2d8+6, Ongoing 5, acid damage. Secondary 1d8+6, ongoing 5, acid damage. Miss does half+Ongoing 2 acid damage, no secondary)
- Freezing Cloud (Burst 2, Range 10, +6 vs. Fort, 1d8+6 cold damage (Half on miss). Lingers 1 round, creatures entering or starting turn in cloud take another attack. Dismissable as minor action)
- Stoneborn (Minor action. +13 temporary HP until deleted or extended rest taken)
Utility
- Feather Fall (Daily, Ranged 10, Free action: Target takes no damage from fall, does not fall prone at end)
- Shield (Encounter, Personal, Interrupt: +4 power bonus to AC and Reflex defenses until end of next turn)