Kuori

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Kuori.jpg
Kuori played by Fuego Fish
Level 1 Good Goliath Wizard XP 642
STR: 10 (+0) DEX: 10 (+0) WIS: 12 (+1) Hit Points: 28
CON: 18 (+4) INT: 16 (+3) CHA: 12 (+1) Bloodied: 14
Surges: 10 Surge Value: 7 HP
Initiative: +0 Speed: 6 Deity: Ioun
AC: 13 Fort: 14 Reflex: 13 Will: 14
Wizard Class Features: Tome of Binding: Once per encounter, as a free action, if you use your tome when using an arcane summoning power, all creatures summoned by that power gain a +4 bonus to damage rolls. Spellbook: You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily or utility spell, choose two different daily or utility spells of that level to add to your book.
Racial Features:
Mountain's Tenacity: +1 racial bonus to Will.
Powerful Athlete: Roll twice and use either result when making Athletics checks to jump or climb.
Stone's Endurance: You have the stone's endurance power.
Feats:
Ritual Caster: You can master and perform rituals of your level or lower.
Arcane Familiar: You gain a familiar.
Languages: Common, Giant
Skills: Arcana +8, Dungeoneering +8, History +8, Nature +8
Background: Arcane Tracker; +2 Dungeoneering.
Equipment: Adventurer's kit, alchemical reagents (45), ceramic hand, cloth armor, deck of tarot cards, heavy grimoire.
Combat:
Grimoire Thwack: +0 vs. AC; 1d4 damage.

 

Rat Familiar
The rat is a scavenger capable of infiltrating even the most tightly guarded places.
Speed 6
Constant Benefits
You gain a +2 bonus to Stealth checks.
Active Benefits
Rat's Cunning: A rat familiar can carry an object that weighs 2 pounds, and it can manipulate objects to make Thievery checks. It gains a +2 bonus to such checks. A rat gains a +5 bonus to its Stealth checks.

Backstory

Kuori is from Clan Grauwacke from the Oathbreaker Mountains, where she learned fortune-telling and magic from her mother. Her people, the goliaths, have a strong tradition of magic amongst their women that has been handed down over the generations. Fortune-telling through the tarot is one of their oldest practices, first done with stones and now with cards. Whenever Kuori cannot gain insight from her almanac (a heavy grimoire of spells, knowledge and rituals), she turns to the tarot and reads the cards. The results are not always perfect.

Her pet rat, Fido, has been a companion to her through thick and thin. He might be quite fat, and prefer to sleep inside her satchel all day, but he is brave in his own little way.

Some years ago, she had a dream - to find the lost Stones of Reign, a set of sacred tarot stones of great importance to her people. This quest has sent her many miles from her home, and to many different places, but she has no thoughts about giving up. Most recently, the cards have told her that she would be able to find something to help her in the highlands of the northeast. That is where she met Corgyn, who she believes to be important to her quest.

Powers

At-Will

Ghost Sound Wizard Cantrip 1
With a wink, you create an illusory sound that emanates from somewhere close by.
At-Will   ✦   Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

 

Light Wizard Cantrip 1
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will   ✦   Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

 

Mage Hand Wizard Cantrip 1
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will   ✦   Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.

As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.

Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

 

Prestidigitation Wizard Cantrip 1
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
At-Will   ✦   Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below.
  • Move up to 1 pound of material.
  • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
  • Color, clean, or soil items in 1 cubic foot for up to 1 hour.
  • Instantly light (or snuff out) a candle, a torch, or a small campfire.
  • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
  • Make a small mark or symbol appear on a surface for up to 1 hour.
  • Produce out of nothingness a small item or image that exists until the end of your next turn.
  • Make a small, handheld item invisible until the end of your next turn.

Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.

Special: You can have as many as three prestidigitation effects active at one time.

 

Magic Missile Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will   ✦   Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: +3 vs. Reflex
Hit: 2d4 + 3 force damage.
Level 21: Increase to 4d4 + 3 force damage.
Special: The power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

 

Cloud of Cards Wizard Attack 1
You cast a small cloud of whirling, ethereal cards that relentlessly attack creatures in the area.
At-Will   ✦   Arcane, Fire, Implement
Standard Action Area 1 burst within 10 squares
Target: Each creature in burst
Attack: +3 vs. Reflex
Hit: 1d6 + 3 fire damage.
Level 21: Increase to 2d6 + 3 fire damage.

Encounter

Burning Hands Wizard Attack 1
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter   ✦   Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: +3 vs. Reflex
Hit: 2d6 + 3 fire damage.
 
Stone's Endurance Goliath Racial Power
Your foes' attacks bounce off your stony hide.
Encounter      
Minor Action Personal
Effect: You gain resist 5 to all damage until the end of your next turn.
 

Daily

Summon Hero of Legend Wizard Attack 1
A goliath hero of times past emerges from the pages of your almanac. It lifts a burning axe above its head as it moves to attack.
Daily   ✦   Arcane, Fire, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Medium fire warrior in an unoccupied square within range. The fire warrior has a speed of fly 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give the fire warrior the following special commands.
      Standard action: Melee 1; targets one creature; +3 vs. Reflex; 1d8 + 3 fire damage.
      Opportunity Attack: Melee 1; targets one creature; +3 vs. Reflex; 1d8 + 3 fire damage.

 

Wizard's Fury Wizard Attack 1
You begin to fling force bolts with a flick of your wrist.
Daily   ✦   Arcane, Force, Implement
Minor Action  
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.
 

Rituals

Fastidiousness

Level: 1 Component Cost: 10 gp
Category: Warding Market Price: 50 gp
Time: 10 minutes Key Skill: Arcana (no check)
Duration: 24 hours

You or a creature within 2 squares of you is warded against becoming dirty. No matter what the target does, touches, walks through, or experiences, the target's person, clothes, and carried possessions are not soiled. If the target is in any way soiled when the ritual is completed, that filth is immediately shed. Attacks or other effects that involve dirtying the character work as normal but leave no lasting waste or residue.

Unseen Servant

Level: 1 Component Cost: 20 gp, plus focus worth 25 gp
Category: Ritual Market Price: 50 gp
Time: 10 minutes Key Skill: Arcana (no check)
Duration: Until your next extended rest or until you dismiss the servant

You conjure a Medium unseen servant of invisible force. It obeys your commands, moves at your speed, can lift up to 100 pounds, and performs basic functions and repetitive tasks, such as cleaning, making camp, and moving, holding, or carrying objects.

An unseen servant never tires. It cannot move more than 20 squares from your space. It does not occupy any space and cannot attack or be attacked. Each unseen servant you currently control doubles the component cost to create the next.

Focus: A ceramic hand. The person who holds this focus is empowered to command any unseen servants summoned with it. If the focus is broken or not in anyone’s possession for a minute or longer, all unseen servants bound to it disappear.

Wizard's Curtain

Level: 1 Component Cost: 30 gp
Category: Warding Market Price: 75 gp
Time: 10 minutes Key Skill: Arcana (no check)
Duration: 24 hours

You draw a curtain or several curtains from nowhere to ensure your visual privacy. The curtain is nearly opaque and appears in any pattern or colors your desire. The ritual obscures all sight lines into a single room (or a burst 4 area), applying a –10 penalty to Perception checks to see anything inside the warded area.