Kryptis Arcanea  

Details
Class: Race: Alignment: Deity:
Warlock / Wizard Fey'ri CN
Level: Size: Age: Gender:
1 / 2 Medium 21 Female
Height: Weight: Eyes: Hair:
5’3” 91 lbs Violet Black

Abilities
STR 8 -1
DEX 15 +2
CON 11 +0
INT 18 +4
WSD 12 +1
CHA 16 +3
 
Hit Points
TOTAL wounds subdual
12 0 0
Initiative
TOTAL dex other SPEED
+2 +2 0 30
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
14 10 +2 +2 0 0

Battle Scores
MELEE = base + str + magic + other
+1 +1 +0 0 0
RANGED = base + dex + magic + other
+3 +1 +2 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +0 +0 +0 *
REFL +2 +0 +2 *
WILL +6 +5 +1 *2 *

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Masterwork Silvered Rapier +1 1d6+1 18-20/x2 melee 2 lbs. Piercing One-handed +1d6 to undead, 340gp
Masterwork Quarterstaff +1 1d6+3 x2 melee 4 lbs. Two-handed Bludgeon 300gp
Masterwork Dagger +1 1d4+0 19-20/x2 10 ft. 1 lb. Light P & S 322gp
Masterwork Dagger +1 1d4+0 19-20/x2 10 ft. 1 lb. Light P & S 322gp
Masterwork Silvered Dagger +1 1d4+0 19-20/x2 10 ft. 1 lb. Light P & S silvered, 322gp
Shortbow +3 1d6 x3 60 ft. 2 lbs. Two-handed Piercing 30gp; x20 mundane arrows, x20 silvered arrows (4gp, 6 lbs.)
Eldritch Blast +3 1d6 x2 60 ft. -- Ranged touch, untyped magical damage

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Bracers of Armor +2 Wond. Item +2 0 0 -- 1 lb. 2,000gp

Feats & Special Abilities
Feat / Ability Description/Notes
Type (Subtype) Outsider (Native)
Armor Proficiency Light armor, no shields.
Weapon Proficiency Simple weapons, longbow, shortbow, composite bows (any), rapier, longsword.
Weapon Proficiency Simple weapons, longbow, shortbow, composite bows (any), rapier, longsword.
Alter Self (Sp) Kryptis can use Alter Self at will to assume any humanoid form, and can remain in that form indefinitely. (Racial)
Elven Blood For all special abilities and effects, Kryptis is considered an elf. For example, she can use or create elven weapons and magic items with racially specific elven powers as if she were an elf. (Racial)
Senses darkvision 60 ft., low-light vision (twice as far as humans), able to notice secret or hidden doors when within 5 ft. as if making active Search check. (Racial)
Dimension Door (Sp) As a standard action, Kryptis instantly transfers herself from her current location to any other spot (as she desires) within range (400 feet, plus 40 feet per level). Objects are subject to Will saves and spell resistance. Usable three times per day. Caster level equal to HD.(Racial)
Dimension Door (Sp) As a standard action, Kryptis instantly transfers herself from her current location to any other spot (as she desires) within range (400 feet, plus 40 feet per level). Objects are subject to Will saves and spell resistance. Usable three times per day. Caster level equal to HD.(Racial)
Enervation (Sp) Three times per day as a standard action, Kryptis can fire a black ray of negative energy (with a range equal to 25-ft. plus 5-ft. per 2 levels) that suppresses the life force of any living creature it strikes. If she hits, it deals 1d4 negative levels. If the target survives, it regains lost levels after a number of hours equal to her caster level (max 15). Undead creatures struck by the ray gain 1d4x5 temporary hp for an hour. Spell resistance applies, but the target does not receive a saving throw. Caster level equals HD. (Racial)
Damage Reduction 10/magic (Racial)
Favored Class Sorcerer
Flight (Ex) Kryptis has large, bat-like wings that grant her a flight speed of 40ft. with poor maneuverability. (Racial)
Immunities/Resistances Immune to sleep; fire resist 10. (Racial)
Skills Kryptis gains a +2 racial bonus on Bluff, Hide, Listen, Search, and Spot checks. (Racial)
Eldritch Blast (Sp) Kryptis attacks her foes with eldritch power, using a baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage and increases in power as her warlock level rises. An eldritch blast is the equivalent of a spell level is equal to half Kryptis’s warlock level. An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blasts. An eldritch blast deals half damage to objects. Metamagic feats cannot improve eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus can increase the DC for all saving throws (if any) associated with an eldritch blast by 2. (Class)
Invocations Known Baleful Utterance [Complete Arcane p.132] (Class)
Generalist Wizardry (Elven Generalist Wizard) Kryptis begins play with one extra first level spell in her spellbook. At each new wizard level, she gains one extra spell of any spell level that she can cast. This represents the additional elven insight and experience with arcane magic. She may also prepare one additional spell of her highest spell level each day. Unlike the specialist wizard ability, this may be of any school. This substitution feature replaces the standard wizard's ability to specialize in a school of magic. (Races of the Wild p.157) (Class)
Scribe Scroll Kryptis can create scrolls, from which she or another spellcaster can cast the scribed spells. (Class)
Summon Familiar By completing a ritual that takes 24 hours and uses up magical materials (worth 100 gold in total), Kryptis can summon a familiar (a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant). (Class)
Magic In The Blood Kryptis has a knack for getting the most out of her innate magical abilities. She can use them more often than others of her race can. *Benefit: Kryptis can use her racial spell-like abilities more often than she otherwise could. Any ability that is otherwise usable once per day is now usable three times per day.
Spellcasting Prodigy Kryptis has an exceptional gift for magic. *Benefit: For the purposes of determining bonus spells and the saving throw DCs of spells Kryptis casts, treat her primary spellcasting ability score as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.
Collector of Stories [Mental] Kryptis has heard so many tales of legendary monsters that she remembers all sorts of gory details. *Effect: When Kryptis attempts a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, she gains a +5 competence bonus on the check.
Languages Common, Elven; Abyssal, Celestial, Draconic, Orc, Undercommon.
Carrying Capacity light load 0-26 lbs, medium load 27-53 lbs, heavy load 54-80 lbs, lift over head 80 lbs, lift off ground 160 lbs, push or drag 400 lbs.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Appraise Int +4 +4 0
Balance Dex +2 +2 0
Bluff Cha +7 +3 2 +2
Climb Str -1 -1 0
Concentration Con +2 +0 2
Craft (Drawing) Int +5 +4 1
Decipher Script Int +5 +4 1
Diplomacy Cha +3 +3 0
Disguise Cha +3 +3 0
Escape Artist Dex +2 +2 0
Forgery Int +4 +4 0
Gather Information Cha +3 +3 0
Heal Wis +1 +1 0
Hide Dex +4 +2 0 +2
Intimidate Cha +3 +3 0
Jump Str -1 -1 0
Knowledge (Arcana) Int +10 +4 6 *
Knowledge (Dungeoneering) Int +5 +4 1 *
Knowledge (Nature) Int +5 +4 1 *
Knowledge (Religion) Int +8 +4 4 *
Knowledge (The Planes) Int +6 +4 2 *
Listen Wis +5 +1 2 +2
Move Silently Dex +2 +2 0
Ride Dex +2 +2 0
Search Int +8 +4 2 +2
Sense Motive Wis +9 +1 3 +5
Spellcraft Int +11 +4 5 +2
Spot Wis +5 +1 2 +2
Survival Wis +2 +1 1
Swim Str -1 -1 0
Use Rope Dex +2 +2 0

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Acid splash 0 no
Amanuensis 0 no
Arcane Mark 0 no
Caltrops 0 no
Coin of the Realm 0 no 15
Dancing Lights 0 no
Daze 0 no 15
Deftness 0 no
Detect Magic 0 no
Detect Poison 0 no
Disrupt Undead 0 no
Electric Jolt 0 no
Flag 0 no 15
Flare 0 no 15
Footpad's Grace 0 no
Foraging Charm 0 no
Ghost Sound 0 no 15
Glittering Razors 0 no 15
Heat Water 0 no
Launch Bolt 0 no
Launch Item 0 no
Light 0 no
Mage Hand 0 no
Mending 0 no
Message 0 no
Mirror 0 no 15
Open/Close 0 no
Perfect Pitch 0 no
Prestigitation 0 no
Ray of Frost 0 no
Read Magic 0 no
Repair Minor Damage 0 no
Resistance 0 no
Resize 0 no 15
Silent Portal 0 no
Sonic Snap 0 no 15
Stench 0 no 15
Stick 0 no
Thunderhead 0 no 15
Touch of Fatigue 0 no 15
Yell 0 no
Zap Trap 0 no 15
Babau Slime 1 no
Burning Hands 1 no 16
Ebon Eyes 1 no
Expeditious Retreat 1 no
Feather Fall 1 no
Fist of Stone 1 no
Negative Energy Ray 1 no
Obscuring Mist 1 no
Persistent Blade 1 no
Ray of Enfeeblement 1 no
Shield 1 no
Summon Undead 1 1 no
True Strike 1 no
Unseen Servant 1 no

Gear
Gear Location Weight Description/Special
Least Truedeath Crystal Rapier -- "This amethyst is carved in the shape of a humanoid skull." Clerics craft truedeath crystals to aid themselves and others in sending undead to their final rest. A weapon with this crystal attached deals an extra 1d6 points of damage to undead. CL 5th; 1,000gp
Least Clasp of Acid Protection Bracer -- "This hazy green crystal hisses faintly when exposed to the open air." This augment crystal grants acid resistance 5. Once it has prevented a total of 25 points of energy damage, it becomes inert until the following day. CL 5th; 500gp.
Clothing Worn Leather belt, tall leather boots, leather breeches, cloak, leather corset, cotton tunic, leather jacket.
Secret Component Pouch inner breechcloth -- Holds space for material components for one spell, Search DC 20 to find. 5gp
Sepulchral Corset Torso -- "The smell of fresh graves and decaying lilies clings to this corset." Sometimes jokingly dubbed “gravedigger’s shirts,” these items help characters who battle undead. When activated (as an immediate action), a sepulchral corset grants a +5 sacred bonus on saves against any effect generated by an undead creature for 1 round. This ability functions three times per day. (As sepulchral vest.) CL 7th; 2,000gp
Periapt of Stability Waist -- "This runed golden brooch shows signs of considerable use." This periapt is useful in dangerous battles. When your hit points are reduced to -1 or lower, you automatically become stable (assuming the damage wasn’t enough to kill you). A periapt of stability functions once per day. (As brooch of stability.) CL 3rd; Price 1,000gp
Safewing Emblem Pinned to shirt -- This porcelain pin is sculpted to look like a pair of outstretched white wings. A tiny green stone adorns the center, where the wings meet. If you fall at least 10 feet, a safewing emblem becomes a pair of feathery wings that grant you a feather fall effect, allowing you to descend safely from any height up to 180 feet. When you land, the emblem shatters, its magic expended. CL 3rd; Price 250gp.
Spellsink Necklace Neck -- "Exotic and arcane symbols circumscribe this ivory choker." You can activate a spellsink necklace (as an immediate action) whenever you would take hit point damage from a spell or psionic power. The necklace has 3 charges, which are renewed each day at dawn. Spending 1 or more charges reduces the damage dealt to you by the spell or power (to a minimum of 0 points of damage). 1 charge, Reduce damage by 2d6 points; 2 charges, Reduce damage by 3d6 points; 3 charges, Reduce damage by 4d6 points. (As spellsink scarab.) CL 11th; Price 2,000gp
Third Eye Expose Face -- "Emitting a white glow, this crystal seems to shed light into the deepest shadows." This crystal grants you a +5 competence bonus on Sense Motive checks. CL 15th; Price 2,500gp
Backpack Back 2 lbs. 2gp
Bedroll Backpack 5 lbs. 1sp
Bottle of Fine Wine Backpack 1-1/2 lbs. 10gp
Everlasting Rations Backpack 2 lbs. "This nondescript, small leather pouch has a light blue silk drawstring." This pouch contains enough trail rations to feed a Medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations. CL 5th; 350gp
Firelight Phantom Ink Backpack -- (1 oz. vial) Similar to disappearing ink, messages written with this ink vanish from view at the end of an hour and thereafter can be read only under the right kind of light; in this case, firelight (includes candles, torches, and other flames). 10gp
Inkpen Backpack -- 1sp
Moldy Tome Backpack 3 lbs. weather-worn
Notebook Backpack -- small, leatherbound notebook for decoding her other, undesciphered text.
Parchment x5 Backpack -- 10sp
Trail Rations x7 Backpack 7 lbs. 3gp, 5sp
Silver Holy Symbol Backpack 1 lb. 25 lbs.
Small Steel Mirror Backpack 1/2 lb. 10gp
Spellbook Backpack 3 lbs. Pages filled: 39/100. (Writing spells into spellbook, PH p.179), 15gp
Waterskin Backpack 4 lbs. 1gp
Wooden Skeleton Marionette Backpack 2 lbs. Carven by grandfather.
Belt Pouch Belt 1/2 lb. 1gp
Candles x5 Belt Pouch -- 5cp
Flint and Steel Belt Pouch -- 1gp
Masterwork Bandoleer Worn 1/2 lb. 5gp
Fake Wands x2 Bandoleer --
Wand of Cure Light Wounds Bandoleer -- Charges remaining x50, 750gp
Potion Belt Worn 1 lb. 1gp
Scroll Organizer Worn 1/2 lb. 5gp
Spell Component Pouch Worn 2 lbs. 5gp

Treasure/Money
Item Location Value Weight Description/Special
Money Belt Pouch -- 26pp, 1gp, 4sp, 4cp

Experience
Current Next Level
1,000 3,000

Description
No Description Assigned.

Personality
No Personality Assigned.

Background
Millennia ago lived the wizardess Raiellene Arcanea, an elven woman with a problem. She was the last living member of her family, the noble House Arcananea, and desired nothing more an heir to continue her line, but it seemed that gift was something the gods were not willing to bestow. She and her consort, Neldeth, had tried many times to bear a child, but time and again they were unsuccessful. Years, then decades passed. A century. Two. And still nothing had changed. They had tried everything they could think of, from alternating rumors describing techniques to use in the bedchamber, using special herbs that increased the potency of their union, to spells, to praying to the gods, even receiving the blessings of several clerics. But nothing seemed to work. On one occasion over their many years together, Raiellene bore Neldeth’s child for a short time, but it was not able to survive to its birth.
With each passing year, and each failed attempt, Raiellene became more and more desperate. She learned spells to summon mighty planar powers and questioned the creatures. Why could she not bear a child? What could she do to finally succeed in procuring an heir? Celestials and beings of Law responded with answers she could not fathom; beasts of Chaos spouted nonsense; fiends simply scorned her summons. It seemed there was no hope, but she refused to stop searching for a way.
She continued to study magic, and took to researching the fertility rate among magical beings, praying she might find something, anything that might help in any way.
And then she found it. She had recently purchased the spellbook of a human wizard from a distant kingdom, whose master had, before strangely disappearing without warning, extensively studied the lower planes. Within the book was scribed a spell that could alter the physical and spiritual nature of the caster, imbuing her with many of the traits of a fiend. One among which, as her research had concluded, was nearly absolute potency.
Such a thing as this vile spell normally went against every value she held dear, but in her desperation she was willing to do anything. She immediately rushed off to the market to procure the necessary materials, then barred herself in her study, spending the evening committing the spell to memory. In the dead of night, she began the ritual. She knew not the name of the wicked thing whose essence she bound to her own, nor of what stock it came. No physical change resulted from the spell, and she did not know whether that meant the fiend that was now a part of her was too weak to have affected her form, or if it was so powerful as to conceal itself so completely, but she did not care. All that mattered was a child….
Generations later, the Arcanea line continues on strong. Time and breeding has diluted much of the fiendish blood in their veins, but most of its members are still imbued from birth with innate talent for the magical arts. All sport a pair of large, black, batlike wings, but little else to externally mark their heritage. Some still bear pointed teeth, the odd patch of scale, slitted pupils, or tiny nubs of horns on their forehead. But even though the fiend’s blood weakened with each new generation, and each new infant is born with fewer un-elven traits, one was born who appeared as a throwback to the family centuries ago. The girl bore horns, sharpened teeth, a thin tail, and bright violet eyes with golden specks that formed a pentacle-shape under slitted pupils. This girl they named Kryptis.

From a very young age, Kryptis showed a natural aptitude in the arcane arts (as most fey’ri do), making use of her dimension door before she understood the ability, using it to pass through solid walls when running about her home, and escaping her parents and the house servants after acts of mischief.
On occasion she would sneak into her father’s study and “borrow” a book of harmless spells that he was not careful about keeping out of reach, then after reading, astound those about the house by proving that she understood what was written and casting these cantrips, later getting in trouble for taking a potentially dangerous tome.
While visiting her grandparents as a small child, she peeked into the workshop of her grandfather Talantar, who was a well-versed necromancer, and witnessed him putting a handful of animated skeletons to work. He spotted her and, seeing her frightened expression, beckoned her into the room and made them dance for her in an attempt to ease her fear. He succeeded, and thereafter she often came to visit his laboratory to watch their performance. When the time came for her to return home, he carved a skeleton marionette from an ash for her, so that even when she wasn’t able to come to him, she could still see the dance.
On subsequent visits he began to show her a multitude of creatures, including a number of fey and elemental creatures that elves often associated with, the floating balls of light that were called Will-o’-the-wisps, his homunculus familiar, and incorporeal undead. Of all that she was shown, she regarded the spectre and undead shadow with the most wonderment. As she grew their visits became increasingly frequent, and he took it upon himself to help her begin uncovering the power in her blood, and how to hide her fiendish traits on her own. He introduced her to more and more creatures, and still she seemed more fascinated by the undead than all else, leading him to believe she might have a future in necromancy. He chose next to start showing her fleshy corporeal undead, finding that it was too early for such things when his granddaughter ran screaming from his laboratory at the sight of the half-decomposed monstrosity. Thereafter, Kryptis’s parents forbade her from entering her grandfather’s laboratory where the blasphemous beasts were contained, and demanded that her instructions in the black art come to an end. Talantar gave in to their demands, and with much effort was able to persuade them to allow their continued visits and education in other fields of wizardry.
He began tutoring her in the arcane art when he thought her ready, though still years earlier than tradition suggested. He kept to her parents’ terms for the most part, but still slipped the odd tidbit about the undead and death magic into his lessons behind their backs.
Outside of this however, she had a relatively normal childhood. Talantar and her parents used powerful but discreet illusions to hide her wings and other traits that marked her fiendish heritage until she discovered her natural ability to cloak her form, though she never understood why it was necessary to do so. When she came of age she was loosed upon the community to make friends and learn all that elves taught their young.
At age 21, while visiting the home of a friend, Kryptis was shown the family’s heirloom, a magic weapon that had long ago been crafted to aid in slaying creatures from the lower planes. The weapon flared to life in the girl’s presence and the family’s guards seized her. The heads of the household took her to be questioned by the city’s ruling council and, when she could answer none of their questions, was released to her home and the head of her house called to stand before the council. The call was refused, but after a series of spells the mages of the community were able to divine all the information they required.
House Arcananea came under siege. The wizards and warlocks of the family were able to hold the attackers at bay for a time, but with their few warriors, every member slain was a severe detriment to their defense. Magical travel from the fiend-spawned house was blocked, but so too was the house warded against its attackers. But the wizards soon depleted their spells, and as arrows took the warlocks, the city soldiers advanced upon the keep. The conflict lasted little more than a day. During the final hour of the siege, Taesin, Kryptis’s father and archmage of House Arcananea managed to pierce the attackers’ ward against magical travel. With his most powerful transportational spell he sent Kryptis and her elder brother Korlaf as far away as he could get them, making an excuse of gathering allies from another community and returning to aid the survivors, in an effort to alleviate their reluctance of abandoning their kin.
Young as they were, they knew the truth. It would be futile to rouse any allies and return. The house was doomed. They did not even make the attempt.
The siblings wandered the wilderness for weeks. They kept to themselves, avoiding any communities they happened upon. Eventually they came across a crumbling tower long abandoned to the forest. They took shelter there for the night, exploring the inside before taking their rest. They found much of the internal structure ruined; floors were rotted, many ceilings buckled in, columns only barely standing anymore…. But it did have one redeeming factor. The highest level had once been a grand library, and still held several shelves of books. Most of these were moldy and weathered, and others so aged they crumbled to dust when touched. But some were still able to be read, and included among these were spellbooks. Despite evidence Korlaf found proving that they were deep in the territory of savage orcs, Kryptis convinced him that they should stay longer, at least until she could determine whether there were any more useable spellbooks.
It wasn’t long before the orcs discovered their presence.
After two days of searching, Kryptis had found a third spellbook in the collection. As she looked through its contents Korlaf barged into the room and warned her of the orcs’ assault. No sooner had he done so, the orcs barreled through the door and tore apart the remains of the tower’s base searching for their quarry. The fey'ri had time to hastily shove a few objects into their packs (Kryptis using her pack space for her personal effects, leaving it to Korlaf to gather food and other supplies for the road) before the monsters began to turn their attention to the higher levels. When they started up the stairs, the twins appeared at the top and rained arrows and magic down upon them, but they kept coming. Orcan berserkers plowed through their attacks and drove them back into the library. Before more than a handful of the orcs fell, Korlaf was out of arrows, and Kryptis’s most damaging spells had been depleted. Amid the confusion of the skirmish, Kryptis’s reading candle was knocked over, and the library was set aflame. The wizardess’s threat diminished, an orc threw her into a bookcase, which subsequently collapsed, burying her beneath it. The last thing she could see through the smoke were orcs –she couldn’t tell how many- rushing past her and pressing in on her brother, cornering him.
She recalled hearing a loud crash, then feeling the floor give way under the weight of the orcs and the damage sustained from the fire and the collapsed bookcase, then the pain of being caught between the next floor down and the rubble atop her. After that she was only vaguely aware of the continued fall, then when all was still, the feeling of cool, smooth stone beneath her. When she awoke, she found herself lying atop a large moss-covered and rune-carved boulder, inexplicably in a very different place. After some time studying the rock and the runes carved into it, she determined that it must be a gate that had been connected to a point within the tower. But she could not activate this one. She didn’t know where she was, nor where she had been before the previous night’s attack. There was no return to the fallen tower, no way to discover the fate of her brother.
She wandered the wilderness for days, utterly lost, before coming across a small human village that did not welcome strangers, especially those of other races. She was able to procure food while there, as well as the name of the village and directions to the next town, though it did nothing to help her gain her bearings. She moved on, reaching a new town after a few days’ travel.