Okay I've got a few minutes free for this. I'll make some changes tonight.
Edit: Here's my final submission. Sorry if this held you up.
I was interested in the Heroic Metamagic feat, but it only applies to meta feats you possess, which would be pretty thin at this point. I took the other Heroic feats to get a start on it though. Spontaneous Casting had a prereq of level 5.
Let me know if I need to adjust anything. I'll get her posted in the RG once I get your okay.
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Glasia Domarus
Wizard 4
Time to go.
The young woman steps up to the small stair that leads into the cabin of the lightning rail. It was a step she had taken many times before, but this time the journey was different. This time the trip would not end in Sigilstar or even Aruldusk, but would continue far from her homeland, deep into the Lhazaar Principalities to the city of Tantamar, bound for Port Verge. It will be the farthest I’ve been from home, she mused as she entered the well-appointed cabin.
Anyone who looked at her eyes could see she was nervous if they could peer beneath the hood she wore. The traveler’s cloak and gleaming symbol of the Silver Flame she wore about her neck, the only item visible aside from the thick woolen mantle, made it clear that she was seeking privacy, and the reserved and restrained people of Thrane were happy to respect her wishes. She carried a birdcage, carefully covered with silk to shut out the world, from which emitted soft clacking noises then and again. Hushing the inhabitant gently, she sat down in the thick cushions, her head low.
What am I doing? She clenched her jaw.
For Hariel.
Background: Glasia Domarus was the eldest daughter of Bishop Domarus, a popular priest of the Silver Flame with a reputation for administration and faith that was sure to earn him an honored position in the Council. Under constant scrutiny, she grew up even more religious than the average Thrane, the tenants of the faith forever etched into her mind. She studied at the finest schools Flamekeep had to offer. Success at courses in Theology and History came naturally to the bright youth, but what truly got her mind and heart racing was Wizardry. A visiting professor from Sigilstar instilled a love of the art of wizardry and an open mind in her being, and she took to the study of spellcraft with a passion. She served her father willingly once her studies were complete, helping him with practical and mystical knowledge as he slowly built up the support he would need for the transition to Cardinal. The future seemed bright and the road ahead as clear as day.
Until the morning of Sul, the third week of Dravago, one month ago. Glasia’s beloved younger sister, Hariel, awoke in a fever. She spoke in a strange language unlike anything Glasia had ever heard. Even her magic could not decipher its meaning. Her father’s young assistant, a crooked man named Suthat who was rumored to be watching over her father for the council, recognized it instantly. Demon, he called her. Unclean, he said. Tainted, he hissed. Calling on a exorcist to clean her of the possession proved unsuccessful. Her father, fearing the stain on his reputation, ordered her locked away in a small monastery leagues from the city, where sisters of the Church kept her locked under constant guard, refusing all visitation.
Certain that Suthat and some high-ranking member of the Council was behind the events, carefully constructed to test her father’s dedication to the reputation of the Cardinals, Glasia began to seek out her own cure. Her father was furious, disowning her and refusing to speak with his eldest again. After weeks of searching, exhausting all the favors she had accumulated over the years, Glasia found one man who could return her sister to normality. Decanar Versius is an unconventional man with unconventional desires. He demanded a magical tome in return for his services, unique and unseen except in the most complete collection in Flamekeep, known as Flavin’s Compendium. The owner has placed an enormous price on the book of over 50,000 gold, a sum more than ten times what Glasia could possibly earn in years of work as a simple scribe or translator. Even serving as a pet wizard to a rich employer wouldn’t raise the funds.
Glasia doesn’t know how the enigmatic Elinvath Sargessean became aware of her name or her desire for gold, but she sees the trip to Lhazaar as the only way to save her sister from a fate worse than death. Desperate for both the gold and a feeling of accomplishing something to help her dear Hariel, she leaves the comfort of her bright apartment in Flamekeep and joins five other heroes from all around Khorvaire with only one thing in common; a letter.
Personality: Glasia is young and new to the world outside Thrane. She can seem confused and bewildered by the behavior of those around her at times, but she learns quickly. She is unfailingly polite and reserved, soft-spoken and dedicated. Her faith is still strong despite the way the Church and her father have let her down, and she tries her best to live by the tenants of the Silver Flame even though she left direct service as a cleric years ago. She knows in her heart that one day she will have to choose between doing what the Church sees as proper and what she needs to do to save her sister. The decision won’t be hard to make; Hariel comes first.
Stats:
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Name: Glasia Domarus
Class: Wizard 4
Race: Human
Hit Dice: 4d4, 13 HP
Initiative: +0
Speed: 30ft
Armor Class: 10
Base Attack Bonus: +2
Grapple: +2
Attacks: Dagger +2 (1d4-1, 19-20 x2, 10 range)
Full Attack: Dagger +2 (1d4-1, 19-20 x2, 10 range)
Face/Reach: 5x5/5ft
Special Qualities: Human Traits
Special Attacks: None
Saves: Fort +1, Ref +1, Will +6
Abilities: Strength 10, Dexterity 11, Constitution 10, Intelligence 18, Wisdom 14, Charisma 14
Skills: 49 skill points (28+7+7+7)
Concentration +7 (7 ranks)
Decipher Script +11 (7 ranks, +4 Int)
Knowledge (Arcana) +11 (7 ranks, +4 Int)
Knowledge (Geography) +11 (7 ranks, +4 Int)
Knowledge (History) +11 (7 ranks, +4 Int)
Knowledge (Religion) +11 (7 ranks, +4 Int)
Spellcraft +13 (7 ranks, +4 Int, +2 from Arcana)
Spot +2 (+2 Wis, +2 Awareness within arm’s reach of familiar, additional +3 in sunlight)
Feats and Class Abilities: Heroic Surge (starting feat,spend 2 AP to gain an extra Move or Standard action), Heroic Spirit (human bonus feat, +3 AP/Lvl), Scribe Scroll (Wizard bonus feat), Spell Penetration (3rd level feat, +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance)
Action Points: 10
Languages: Common
Alignment: Lawful Good
Deity: Silver Flame
Gender: Female
Age: 20
Height: 5' 7"
Weight: 130 lbs
Spells
Wizard Spells Known:
0 level
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1st level
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Comprehend Languages: You understand all spoken and written languages.
Identify M: Determines properties of magic item.
Sleep: Puts 4 HD of creatures into magical slumber.
Feather Fall: Objects or creatures fall slowly.
Orb of Fire, Lesser: Ranged touch attack deals 1d8 points of fire damage, additional 1d8 per 2 levels above 1st (purchased for 150gp)
2nd level
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Knock: Opens locked or magically sealed door.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (purchased for 300gp)
Shatter: Sonic vibration damages objects or crystalline creatures. (purchased for 300gp)
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8) (purchased for 300gp)
Continual Flame: Makes a permanent, heatless torch. (purchased for 300gp)
Spell Slots: Wizard 4 0 level, 4 1st level, 3 2nd level
Spells Memorized: Detect Magic, Read Magic, Mage Hand, Prestidigitation, Shield, Mage Armor, Obscuring Mist, Sleep, Shatter, Invisibility, Scorching Ray
Inventory: 694 gp, 9 sp, 4cp
Goggles of Minute Seeing (+5 bonus to Search checks to find secret doors, traps, and similar concealed objects, 1250gp)
Silvered Dagger (22gp)
Clothing (fine wizard’s robe inscribed with the symbol of the Silver Flame x 2, 40gp)
Candle x 5 (5cp)
Scroll case x 10 (10gp)
Chalk (1cp)
Flint and steel (1gp)
Vial of ink (8gp)
Paper x 20 (8gp)
Waterskin (1gp)
Belt w/ 5 pouches (5gp)
Sunrod x 5 (10gp)
Potion of Cure Light Wounds x 5 (250gp)
Scrolls:
Alarm x 5 (125gp)
Detect Secret Doors x 5 (125gp)
Expeditious Retreat x 5 (125gp)
Mount x 5 (125gp)
Floating Disc x 5 (125gp)
Arcane Lock x 1 (175gp)
Disguise Self x 1 (150gp)
Locate Object x 1 (150gp)
Silence x 1 (200gp)
See Invisibility x 1 (150gp)
Spider Climb x 1 (150gp)
Whispering Wind x 1 (150gp)
Familiar
Name: Cloudchaser
Size/Type: Tiny Animal
Hit Dice: 4 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 17, flat-footed 16
Base Attack/Grapple: +2/-8
Attack: Talons +7 melee (1d4-2)
Full Attack: Talons +7 melee (1d4-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, Alertness (given to master when within arm’s reach), improved evasion, share spells, empathic link, deliver touch spells
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon Finesse, Master gains +3 to Spot checks in bright sun
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