Iramine

Alesie Nori's page

262 posts. Alias of blondebandit.


Full Name

Alesie Nori

Race

Elf

Classes/Levels

Rogue 2/Wizard 1 | HP 15/22 | AC 19 | T 13 | FF 16 | CMB+1 | CMD 14 | Fort +2 | Ref +7 | Will +3 | Init +4 | Perc +8 | SM +5

Gender

Female

Size

Medium

Alignment

Neutral Good

Deity

Desna

Location

Mendev

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Alesie Nori

Alesie Nori
Female Elf Rogue 2
NG Medium Humanoid (Elf)
Init +4;Senses Perception +7
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Defense
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AC 19 (+4 Armor, +3 Dex, +2 Shield), Touch 13, Flat-Footed 16
HP 22 (2d8+1d6+5)
Fort +2, Ref +7, Will +3

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Offense
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Speed 30 ft.
Melee Rapier +4 (1d6/18-20x2)
Sap +4 (1d6)
+1 Morningstar +2 (1d8+1/x2)
Ranged MW Longbow +5 (1d8/x3)
Special Abilities Sneak Attack 1d6, Trapfinding, Evasion, Trap Spotter
Special Notes: Arcane Spell Failure chance: 20%
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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +1; CMB+1; CMD 14
Feats Weapon Finesse, Arcane Armor Training, Scribe Scroll
Traits Magical Knack (Wizard), Chance Encounter
Languages Common, Elven, Celestial, Draconic, Goblin, Abyssal
SQ Sneak Attack +1d6

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Special Abilities
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Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

Chance Encounter: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Divination (Foresight) School
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Arcane Bond
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Skills:

Acrobatics +7, (2 rank, +3 class, +3 dex, -1 AC)
Bluff +4, (1 rank, +3 class)
Climb +4, (2 rank, +3 class, -1 AC)
Diplomacy +4, (1 rank, +3 class)
Disable Device +8, (3 rank +3 class, +3 dex, -1 AC)
Escape Artist +7, (2 rank, +3 class, +3 dex, -1 AC)
Knowledge(Dungeoneering) +8, (1 rank, +3 class, +4 int)
Knowledge(Local) +8, (1 rank, +3 class, +4 int)
Knowledge (Arcana) +9, (+2 rank, +4 int, +3 class)
Perception +8, (3 rank, +3 class, +2 race)
Sense Motive +5, (2 rank, +3 class)
Sleight of Hand +8, (3 rank, +3 class, +3 dex, -1 AC)
Spellcraft +9, (2 rank, +4 int, +3 class)
Stealth +8, (3 rank, +3 class skill, +3 Dex, -1 AC)
Use Magic Device +5 (2 rank, +3 class skill)

Spells Prepared:

0th - 3/day - Prestidigiation, Acid Splash, Read Magic
1st - Vanish, Blend, Shocking Grasp

Alesie's Spellbook

Spellbook(s):

Blackwing Spellbook
Alarm
Dismissal
Dispel Magic
Magic Circle Against Chaos
Resist Energy
Versatile Weapon

Consumables:

Arrows 14/20 Remaining
Blunt Arrows 20/20 Remaining
Cold-Iron Arrows 20/20 Remaining
Candle 5/5 Remaining
Wand of Longstrider 10/10 remaining
Tanglefoot Bag
Alchemist Fire
Potion of Cure Light Wounds
Potion of Invisibility
Smokestick
Flask of Oil x2

Equipment:

Combat Gear

Other Gear
+1 Light Shield
+1 Morningstar
MW Chain shirt
Cloak of Resistance +1
MW Longbow
Rapier
Sap
Dagger
Arrows(20)
Blunt Arrows (20)
Terendelev's scale(Disguise)
bedroll
belt pouch
caltrops
chalk (10)
flint and steel
grappling hook
iron pot
mess kit
mirror
pitons (10)
rope
soap
thieves' tools
torches (10)
trail rations (5 days)
waterskin.

Candle (5)
Masterwork Backpack
11gp, 9sp, 5cp;

Scribing New Spell in Spellbook:

Wizard Spells and Borrowed Spellbooks
A wizard can use a borrowed spellbook to prepare a spell he already knows and has recorded in his own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book (see Arcane Magical Writings, above). Once a spell from another spellcaster's book is deciphered, the reader must make a Spellcraft check (DC 15 + spell's level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. He must repeat the check to prepare the spell again, no matter how many times he has prepared it before. If the check fails, he cannot try to prepare the spell from the same source again until the next day. However, as explained above, he does not need to repeat a check to decipher the writing.

Adding Spells to a Wizard's Spellbook
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.

Writing a New Spell into a Spellbook
Once a wizard understands a new spell, he can record it into his spellbook.

Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.

Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages.

Materials and Costs: The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on the following table. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.

Spell Level Writing Cost
0 5 gp
1 10 gp
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp

Replacing and Copying Spellbooks
A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook. The process wipes the prepared spell from his mind, just as casting it would. If he does not have the spell prepared, he can prepare it from a borrowed spellbook and then write it into a new book.

Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved.

Selling a Spellbook
Captured spellbooks can be sold for an amount equal to half the cost of purchasing and inscribing the spells within.


Background:

Alesie was born and raised in Kenabres, her parents early refuges into the city. Her parents however, did not adjust well to the city life and and she was forced into thievery to keep food on the table. Being forced to steal from others never sat well with Alesie, but if the choice is between her conscience and her life, her innate self preservation always won out.

Looking for a better way, Alesie would sneak out of the city and into the worldwound, sure that she could find someone or something outside the city to help her family. It was on one of these excursion outside the city walls that her life changed. All of her usual targets that day were nowhere to be found, intrigued as to how they could all be missing, Alesie traveled deeper into the Worldwound then normal. It was here she discovered that the people that had been kind to her outside the wall now lay dead, a cult incursion snuffing the life from them. Little to her knowledge at the time, the incursion was still well underway, and she found herself surprised and trapped. Only through the kind help of a mysterious stranger is Alesie still alive today; a beautiful woman seemed to appear out of nowhere, guiding the young elf from the noose that was slowly drawing around her. The woman's abilities and courage became a beacon of what Alesie could become.

That chance encounter changed Alesie's life, the woman showing her that there could be another way. She saw the despair in the woman's eyes and yet still she was there protecting her; saving her from the vile cultist. Alesie vowed during this encounter that she would do right by this stranger, and since that time has trained and used her abilities to help her fellow refuges. Ensuring that those around her are safe, and have all that is required for them to live comfortably.

Description:

Alesie's platinum hair falls gracefully over her 5'6 frame, reaching just below her shoulders, her piercing blue eyes looking through bangs covering her face. She has a small frame, relying more on quickness and deft movements to protect her from any incoming blows.