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Almah Rovshki

Amisi's page

367 posts. Alias of Thod.


About Amisi

AMISI CR 2
Female Human (Garundi) Wizard 3
NG Medium Humanoid (Human)
Init +1; Senses Perception +1
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DEFENSE
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AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 16 (3d6)
Fort +1, Ref +2, Will +3
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OFFENSE
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Spd 30 ft.
Melee Dagger Brine Demon +0 (1d4-2/19-20/x2) and
Quarterstaff -1 (1d6-2/20/x2) and
Unarmed Strike -1 (1d3-2/20/x2)
Wizard Spells Known (CL 3, -1 melee touch, 2 ranged touch):
2 (2/day) Hideous Laughter (DC 17), Flaming Sphere (DC 17), Flaming Sphere (DC 17)
1 (4/day) Memory Lapse (DC 16), Cause Fear (DC 16), Sleep (DC 16), Sleep (DC 16), Mage Armor (DC 16)
0 (at will) Disrupt Undead, Daze (DC 15), Dancing Lights, Ghost Sound (DC 15)
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STATISTICS
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Str 7, Dex 12, Con 10, Int 20, Wis 10, Cha 14
Base Atk +1; CMB -1; CMD 10
Feats Combat Casting, Eschew Materials, Persuasive, Scribe Scroll, Wizard Weapon Proficiencies
Traits Charming, Get the Cargo Through
Skills Acrobatics +2, Appraise +9, Bluff +5, Climb +0, Diplomacy +9, Intimidate +6, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Nature) +9, Linguistics +9, Perception +1, Sense Motive +1, Spellcraft +11, Survival +1, Swim +1, Use Magic Device +3
Languages Common, Draconic, Elven, Kelish, Osiriani, Osiriani, Ancient, Polyglot
SQ Abjuration, Bonded Object: Ring (1/day) (Sp), Dazing Touch (8/day) (Sp), Enchanting Smile +2 (Su), Enchantment, Hot Weather Outfit, Map Maker's Kit, Transmutation
Combat Gear Dagger Brine Demon, Quarterstaff; Other Gear Alchemist's Fire Flask, Bracers of Armor, +1, Candle (10), Case, map or scroll (10 @ 0 lbs), Chest, Small (empty), Hot Weather Outfit, Ink (1 oz. vial, black), Inkpen (2), Map Maker's Kit, Mirror, small steel, Paper (sheet) (5), Parchment (sheet) (5), Perfume - Golarion 9 uses left, Pouch, belt (5 @ 2.5 lbs), Ring, Sack (12 @ 5 lbs), Spell component pouch, Traveler's outfit, Travelling Spellbook (blank), Wand of Mirror Image
--------------------
SPECIAL ABILITIES
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dazing Touch (8/day) (Sp) Touch attack dazes for 1 round.
Enchanting Smile +2 (Su) +2 to Bluff, Diplomacy, and Intimidate. Turn Spells.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

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Amisi
NG Feale Human Wizard (Entchantment - opposed Abjuration, Transmutation) 1

DEFENSE
AC 11 touch 11 flat-footed 10
Hit Points 11 Current 11/11
Fort +0 Ref +1 Will +3
Defense Options

OFFENSE
BAB +1 CMB -1 CMD 10
Melee Dagger -1 (1d4-2 x2)
Quarterstaff -1 (1d6-2 *2)
Ranged --
Special Attacks
Dazing touch melee touch attack -2, 8/day
Spells per Day lvl.0 4 lvl.1 4+1+1 (one additional spell bonded object )
Spells prepared
Cantrips - Light, Disrupt Undead, Acid Splash, Prestigigation
1st level - Sleep (2), Magic Missile (2), Endure Elements (1 cast)

ABILITIES
Skills
Appraise +9 (1 rank + 3 class + 5 Int)
Bluff +5 (1 rank + 2 Cha +2 Divination favored school)
Climb -1 (1 rank -2 Str)
Diplomacy +8 (1 rank + 2 feat + 2 Cha +2 Divination favored school)
+9 for a character that is (or could be) sexually attracted to you
+10/12 if a dose of rare perfume was used that day (humans only)
Knowledge Arcana +9 (1 rank + 3 class + 5 Int)
Knowledge Geography +9 (1 rank + 3 class + 5 Int)
Knowledge History +9 (1 rank + 3 class + 5 Int)
Knowledge Local +9 (1 rank + 3 class + 5 Int)
Knowledge Nature +10 (1 rank + 3 class + 5 Int)
Linguistics +9 (1 rank +3 class + 5 Int, Polyglot level 1)
Sense Motive +1 (1 rank)
Spellcraft +10 (2 ranks +3 class + 5 Int)
Swim 0 (2 ranks -2 Str)
Survival +1 (1 rank)
Feats Eschew Materials, Persuasive, Scribe Scrolls

Traits Get the Cargo Through, Charming

Special Abilities

[Spoiler=Inventory]
Encumbrance:
Without sack - 8.5 lbs. light
With sack - 24.5 lbs. medium

Containers


  • Chest (empty) 2 gp 25 lbs. (will likely be discarded)
  • Pouch, belt (empty) 1 gp 1/2 lbs. (equipped)
  • Sack (empty) 1 sp 1/2 lb (carried)
  • Spell component pouch 5 gp 2 lbs. (equipped)
  • Scroll case 1 gp 1/2 lb (carried)

Weapons


  • Dagger 2 gp 1d4 19–20/×2, range 10 ft., 1 lb., Type P or S

Special Substances and Items


  • Antitoxin (vial) 50 gp — (in belt pouch)
  • Alchemist’s fire (flask) 20 gp 1 lb. (in belt pouch)
  • Signet ring (MW - bonded item)
  • Rare Perfume (Golarion source book) 100gp (gives you +2 diplomacy against humans - 10 uses / last 24 hours (in belt pouch)
  • Traveling spellbook (blank) 10 gp 1 lb. (in sack)

Scrolls


  • Mage Armour 25gp
  • Unseen Servant 25gp
  • Burning Hands 25gp
  • Disguise Self 25gp

Miscelanneous


  • 10 Candle 1 cp — (in sack)
  • Ink (1 oz. vial) 8 gp — (in sack)
  • 2 Inkpen 1 sp — (in sack)
  • Mirror, small steel 10 gp 1/2 lb. (in sack)
  • 5 Paper (sheet) 4 sp — (in sack)
  • 5 Parchment (sheet) 2 sp — (in sack)
  • Map maker’s kit 10 gp 2 lbs.(in sack)

Clothes


  • Explorer’s outfit free 8 lbs. (in sack)
  • Traveler’s outfit 1 gp 5 lbs. (worn)
  • Hot weather outfit 8 gp 4 lbs. (in sack)

Money


  • 44 gp
  • 5 sp
  • 10 cp

Total resources: 370 (70+300) gp
Spend: 325gp 4 sp

Background:
A bookish first born girl from a wealthy Osirian merchant family - Amisi has so far lived a spoiled life. Her three younger brothers are supposed to one day follow in the footsteps of her father. She has grown up as her fathers favourite amd was pampered. She was allowed to study magic - with the hope that one day she would be a prized young wife of a learned mechant or minor noble who is able to value intelligence.

Stats Str 7 Dex 12 Con 10 Int 20 Wis 10 Cha 14

Other Info
Religion: Shelyn
Homeland: Osirion
Languages: Common (Taldan), Osiriani, Khelish, Ancient Osiriani, Elven, Draconic

-----------------------------
Detailed Descriptions

Feats

Eschew Materials:
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material
component on hand to cast the spell, as normal.

Persuasive:
You are skilled at swaying attitudes and intimidating others into your way of thinking.
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Scribe Scrolls:
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.

Traits

Get the Cargo Through:
Sea trade is never safe, even on the highly trafficked waters of the Inner Sea, but the way to Eleder is more perilous still. The ever-present hurricane known as the Eye of Abendego blows hundreds of ships each year off course, into jagged rocks, or directly to the sea f loor. Pirates operating out of the Shackles Isles wait on the other side to take cargo from ships lucky enough to traverse or bypass the storm. Your job is to ensure a precious cargo aboard the Jenivere arrives safely in Eleder—what form this cargo takes and the nature of your relationship to it are up to you and your GM. Your character’s history as a merchant or mercenary has earned her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth. Characters with this trait likely boarded in Magnimar, Corentyn, Ilizmagorti, Port Peril, or Bloodcove.

Charming:
Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

---
add back in
Deity Shelyn
Homeland: Osirian
Race Human

Amisi (Flower in her native language)

Human Female Wizard, Enchantment favoured school - Opposed schoold Abjuration, Transmutation (up for discussion)

Background:
A bookish first born girl from a wealthy Osirian merchant family - Amisi has so far lived a spoiled life. Her three younger
brothers are supposed to one day follow in the footsteps of her father. She has grown up as her fathers favourite amd was
pampered. She was allowed to study magic - with the hope that one day she would be a prized young wife of a learned mechant
or minor noble who is able to value intelligence.

Strength 7 - Amisi has never needed to do any manual handling - having her servants to do this work for her
Dexterity 12 - Amisi has an elegant way of moving around
Constitution 10 - Amisi is of average build
Intelligence 20 (18+2) - Amisi has had tutors from an early age
Wisdom 10 - She is young and innocent - some might say naive
Charisma 14 - of slender build she is a charming person to have around

Bonded item - Silver MW ring - engraved with her initial - a present from her father when she became 13 years old

Languages

Common (Taldan)

Bonus: Osiriani, Khelish, Ancient Osiriani, Elven, Draconic

Feats:

Eschew Materials:
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material
component on hand to cast the spell, as normal.

Persuasive:
You are skilled at swaying attitudes and intimidating others into your way of thinking.
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one

Traits:

Get the Cargo Through:
Sea trade is never safe, even on the highly trafficked waters of the Inner Sea, but the way to Eleder is more perilous still. The ever-present hurricane known as the Eye of Abendego blows hundreds of ships each year off course, into jagged rocks, or directly to the sea f loor. Pirates operating out of the Shackles Isles wait on the other side to take cargo from ships lucky enough to traverse or bypass the storm. Your job is to ensure a precious cargo aboard the Jenivere arrives safely in Eleder—what form this cargo takes and the nature of your relationship to it are up to you and your GM. Your character’s history as a merchant or mercenary has earned her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth. Characters with this trait likely boarded in Magnimar, Corentyn, Ilizmagorti, Port Peril, or Bloodcove.

Actually I had this in the background idea before I read the thread. She will have boarded the ship somewhere in Cheliax - coming from Osirian with another ship.


Charming:
Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
It is weaker as some other traits that would give her diplomacy as class skill - but it just fits her background.

Skills

Appraise
Bluff
Sense Motive

She is a merchant daughter after all

Knowledge
Arcana
Geography
History
Local
Nature

She grew up with books

Spells in Spellbook:
All level zero Core Book apart of opposing school

Level 1: 3 + 5
Comprehend Languages - an important spell to know in a merchant family
Identify - often used to help her father to identify
Charm Person - she never was afraid to use magic to ensure someone was doing her bidding
Magic Missile - who wouldcall herself a wizard not knowing this spell
Vanish - APG she liked to play with her stronger brothers and always won at hide and seek
Cause Fear - her brothers always looked up to her - how little did they know that sometime she helped with magic
Sleep
Hypnotism

Some not fitting the background that well could be with her as scrolls

Equipment
Chest (empty) 2 gp 25 lbs.
10 Candle 1 cp —
Ink (1 oz. vial) 8 gp —
2 Inkpen 1 sp —
(Lock Average 40 gp 1 lb. removed)
Mirror, small steel 10 gp 1/2 lb.
5 Paper (sheet) 4 sp —
5 Parchment (sheet) 2 sp —
Pouch, belt (empty) 1 gp 1/2 lb.1
Sack (empty) 1 sp 1/2 lb.1
Spell Component Pouch

Antitoxin (vial) 50 gp —
Alchemist’s fire (flask) 20 gp 1 lb.

Explorer’s outfit free 8 lbs.1
Traveler’s outfit 1 gp 5 lbs.1
Yes - see also Hot Weather outfit - Amisi wouldn't go without change in clothes

Signet ring (MW - bonded item)

Perfume (Golarion source book) 10gp (gives you +2 diplomacy against humans - 10 uses - will get exact details)

APG:
Scroll case 1 gp 1/2 lb
Traveling spellbook (blank) 10 gp 1 lb.
Hot weather outfit 8 gp 4 lbs.1
Map maker’s kit 10 gp 2 lbs.

Fill up with 1st level scrolls / leave approx. 50gp remaining money - might be needed to get a light crossbow soon

Scrolls:
Mage Armour
Unseen Servant
Burning Hands
Disguise Self

Forward looking:
Amisi is not well prepared to be stranded. She will have to adapt quickly. She is young, spoiled, a booklearner. She will have to learn.

Right now she isn't much of a blaster - it wouldn't fit into the background. But happy to turn her more into this direction as it might be needed more.

She should be able to help with diplomacy, knowledge, charming people right now.

[/spoiler]


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