Mieka Miller

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Mieka Miller[edit]

Details[edit]

Class: Race: Alignment: Deity:
Sorcerer Human Lawful Evil None
Level: Size: Age: Gender:
4 Small 24 Female
Height: Weight: Eyes: Hair:
3'1" 45lbs Black Black



Abilities
STR 6 -2
DEX 13 +1
CON 12 +1
INT 12 +1
WSD 10 0
CHA 16 +3
 
Hit Points
TOTAL wounds subdual
16 0 0
Initiative
TOTAL dex other SPEED
+1 +1 0 30'
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
12 10 0 0 1 0 +1 0 0


Battle Scores
MELEE = base + str + magic + other
+1 +2 -2 0 +1
RANGED = base + dex + magic + other
+4 +2 +1 0 +1
Saving Throws
TOTAL = base + stat + magic + other
FORT +2 +1 +1 0 0
REFL +2 +1 +1 0 0
WILL +4 +4 0 0 0



Weapons[edit]

Weapon Bonus Damage Critical Range Weight Size Type Special
Small Dagger - 1d3 19-20x2 10 1 Small Simple Piercing or Slashing damage
Small Light Crossbow - 1d6 19-20x2 80 4 Small Simple Piercing or Slashing damage




Armor[edit]

No Armor Assigned




Feats & Special Abilities[edit]

Feat / Ability Description/Notes
Child Necromancer All Necromancy spells you cast are at +4 caster level, and you gain the effects of Weapon Finesse for all Necromancy touch attack spells you use (if you desire). You have –4 Strength, and appear to be a child despite your actual age category (this does not prevent penalties or bonuses from advancing in age categories, or stop the aging process). You are one size category smaller than normal for your race (do not further adjust ability modifiers). If you are a spontaneous caster, you may permanently exchange any spell known for any Necromancy spell you possess in written or scroll form. If you are a preparation caster, you may learn any Necromancy spell you possess in written or scroll form from any list, and you may not select Necromancy as a restricted school. These Necromancy spells may be from any list, can be exchanged at any time, and once gained are cast as spells of your spellcasting class. These spells remain as spells known even if you later lose this feat.
Silent Spell A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Sudden Maximize Once per day, you can apply the effects of the Maximize Spell feat to any spell you can cast without increasing the level of the spell. You can still use the normal Maximize Spell feat if you have it.
Familiar Mieka has a Familiar of some sort. . .




Skills[edit]

Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Buff Cha +10 +3 +7
Concentration Con +8 +1 +7
Spellcraft Int +10 +1 +7 +2
Knowledge: Arcana Int +8 +1 +7




Spell List[edit]

Spells per day:
0th level: 5
1st level: 6 (1 used) this includes the pearls of power

Name Level Ready? Count Cast Time Range Save Description/Effect
Daze 0 no Standard Touch Will 14 This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
Detect Magic 0 no Standard Cone - You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round

Presence or absence of magical auras. 2nd Round

Number of different magical auras and the power of the most potent aura. 3rd Round

The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Mage Hand 0 no Standard 35' - You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
Message 0 no Standard 140 - You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Read Magic 0 no Standard Self - By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Touch of Fatigue 0 no Standard Touch 18 Fort You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell’s duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.

Material Component: A drop of sweat.
Magic Missile 1 no Standard 140' - A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Currently 2 missiles.
Ray of Enfeeblement 1 no Standard 45 - A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. Damage is currently 1d6+4.
Reduce Person 1 no Standard 35 Fort 15 This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2½ feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that reduce size do not stack.

Reduce person counters and dispels enlarge person.
Bindness/Deafness 2 no Standard 180 Fort 20 You call upon the powers of unlife to render the subject permanently blinded or deafened, as you choose.



Gear[edit]

Gear Location Weight Description/Special
Lesser Rod of Extend Metamagic Pack 5 Make any lv 3 or lower Spell an Extended spell 3 times daily.
Pearl of Power 1st, 2x Pack - Each pearl grants +1 first level spell per day.
Spell Component Pouch Belt 1 Contains non-pricey spell components.
Artisans Outfit Worn or Wagon 4 Mieka has many garments. . .
Explorer's Outfit Worn or Wagon 4 Mieka has many garments. . .
Entertainer's Outfit Worn or Wagon 4 Mieka has many garments. . .
Scholar's Outfit Worn or Wagon 4 Mieka has many garments. . .
Cold Weather Outfit Worn or Wagon 4 Mieka has many garments. . .
Monk's Outfit Worn or Wagon 2 Mieka has many Garments. . .
Wagon Pulled by Mule 400 Mieka's home and all-purpose storage unit.
Mule Pulling Wagon - Mieka's stolid servant.
Human Rations Wagon 10 Everybody's gotta eat.
Mule Rations Wagon 20 Including the Mule.
Soap Wagon 20 Unclean! Unclean!
Potion of Cure Light Wounds Pack - Heals 1d6+1 damage.
Scroll of Command Undead Pack - This scroll allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.




Treasure/Money[edit]

Item Location Value Weight Description/Special
80 Gold Wagon 80 1.6 lbs Mieka's personal fortune.



Experience[edit]

Current Next Level
6,000 10,000




Description[edit]

Mieka has taken up the life of a vigilante, believing herself a force of pure goodness she seeks out and tortures those who abuse the innocent. She has never realized that her extreme ruthlessness and lack of compassion make her as evil as those she hunts. She prefers to work as part of a team, delivering horrific curses to her enemies and allowing more physically capable allies finish off her weakened targets.




Personality[edit]

Mieka has taken up the life of a vigilante, believing herself a force of pure goodness she seeks out and tortures those who abuse the innocent. She has never realized that her extreme ruthlessness and lack of compassion make her as evil as those she hunts. She prefers to work as part of a team, delivering horrific curses to her enemies and allowing more physically capable allies finish off her weakened targets.




Background[edit]

Mieka grew up in Port Blackheart the daughter of a rich merchant. Her life was unpleasant, to say the least. Her mother died in childbirth with her sister when Mieka was a year old, and her father frequently abused and molested her and Mieka ran away several times, each time captured and returned by her father's guards, who disbelieved her and didn't particularly care what her problems were. A steady diet of hatred and abuse warped her mind and body, preventing her from ever maturing from the scarred little figure she was but focussing her mind on dark deeds and actions. When she was fifteen and it was obvious she was some sort of aberration who would never phsyically mature, her value to her father dropped to nothing since she would be useless for a potentially valuable marriage and he decided to have her killed.
Mieka's blossoming innate magic talent suddenly matured in the emergency of facing an armed thug after her head and she struck the man with blindness. He's now a beggar in the old city district and Mieka returns from time to time to torment him. Since her escape her Father has decided to ignore her existence and pretend he has only one daughter.