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Svevenka

Elisile Starbrow's page

1,378 posts. Alias of Mothman.

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About Elisile Starbrow

Elisile Starbrow
Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 2
Chaotic Good

Strength 14 (+2) (Physical enhancement wizard ability +2)
Dexterity 18 (+4) (Gloves of Dexterity +2)
Constitution 14 (+2) (Belt of Mighty Constitution +2)
Intelligence 20 (+5)
Wisdom 12 (+1)
Charisma 10 (+0)

Total Hit Points: 72
Current Hit Points: 72

Speed: 30 feet

Armor Class: 18 = 10 +4 [dex] +2 [Bracers of Armour +2] +1 [Ring of Protection +1] +1 [Amulet of Natural Armour +1]
20 [with mage armour]
Touch AC: 15
Flat-footed: 14 (or 16 with mage armour)

Buffs active: Mage armour
Buffed AC: 20

Initiative modifier: +4

Fortitude save: +8 = 5 [base] +2 [constitution] +1 [resistance]
Reflex save: +10 = 5 [base] +4 [dexterity] +1 [resistance]
Will save: +8 = 6 [base] +1 [wisdom] +1 [resistance] +2 vs enchantments
+4 to saves vs visual effects (Mask)

BAB: +6/+1
CMB: +8
CMD: 23

Dagger +10/+5 attack [1d4 (+2), crit 19-20/x2, slashing or piercing]
Masterwork Composite Longbow +10 or +8/+8 attack [1d8+1, crit x3, range inc 120 ft., piercing]
+1 Str Shock Composite Longbow +1: +11/+6 or +9/+9/+4 attack [1d8+2 + 1d6 electrical, crit x3, range inc 120 ft, piercing]
+1 Rapier of Spell Storing +11/+6 attack [1d6 (+3), crit 18-20/x2, piercing] - currently empowered shocking grasp (7d6)
Silver Dagger +10/+5 attack [1d4 (+1), crit 19-20/x2, spashing or piercing]
Telekinetic Fist: +10 ranged touch attack [1d4+3 crit 20/x2, range 30 ft max, bludgeoning]

Feats: 7 feats
Weapon Finesse (Dex rather than Str modifier to hit with light weapons and rapier)
Combat Casting
Point Blank Shot (+1 to hit and damge with bow within 30 feet)
Extend Spell
Precise Shot (no penalties for firing into combat)
Rapid Shot (extra attack on a full attack, all at -2)
Deadly Aim (-2 / +4)

Skills: 72 skill points (inc. 4 favoured class)
Climb (str): 2 + 3 + 3 ranks = +8
Fly (dex): 4 + 3 + 4 ranks = +11
Knowledge – Arcana (int): 5 + 3 + 8 ranks = +16
Knowledge – Dungeoneering (int): 5 + 3 + 4 ranks = +12
Knowledge - History (int): 5 + 3 + 2 ranks = +10
Knowledge – Local (int): 5 + 3 + 4 ranks = +12
Knowledge – Nature (int): 5 + 3 + 2 ranks = +10
Knowledge – The Planes (int): 5 + 3 + 4 ranks = +12
Linguistics (int): 5 + 3 + 2 ranks = +10
Perception (wis): 1 + 3 + 2 + 9 ranks = +15
Stealth (dex): 4 + 3 + 5 (Cloak) + 9 ranks = +21
Survival (wis): 1 + 3 + 7 ranks = +11 (+12 tracking)
Spellcraft (int): 5 + 3 + 9 ranks = +17 (+19 identifying magical items)
Swim (str): 2 + 3 + 2 ranks = +7

Concentration: 8 + 5 = +13 (+17 casting defensively or grappled)
Wild Empathy class ability (cha): +1

Languages:
Common, Elven, Draconic, Goblin, Varisian, Ancient Thassilonian, Giant, Abyssal

Elf Traits
• Immune to sleep effects
• +2 racial bonus on saves vs enchantments
• Low light vision
• Weapon proficiencies
• Keen Senses
• Elven Magic. +2 racial bonus on caster level checks to overcome spell resistance.

Favoured class: wizard

Ranger Abilities
• Track (half ranger level - minimum 1 – to survival checks to follow or identify tracks)
• Wild Empathy
• Favoured Enemy – Humanoid (Giant) +2 bonus to bluff, knowledge, perception, sense motive, survival and attack and damage rolls.

Wizard Abilities
• Sudden Shift (Alternate Class Feature – PHB 2, pp 69-70. Replaces Arcane Bond) – gain climb, fly or swim speed equal to current land speed for one turn. Activated as Immediate Action, usable 3/day. Effective caster level: 7
• Arcane School: Transmutation specialty – evocation, necromancy opposed.
• Cantrips
School Powers
• Physical Enhancement (Su): +1 to one physical ability score / 5 wizard levels
• Telekinetic Fist (Sp): Standard action, range 30 ft, ranged touch attack. Damage: 1d4 bludgeoning +1 / 2 wizard levels. Usable times per day 3 + int modifier: 8

Eldritch Knight Abilities
• Diverse Training

Magic
CL: 7
Wizard Spells: 0 level (DC 15): 4
First Level (DC 16): 6 + 1 (transmutation)
Second Level (DC 17): 4 + 1 (transmutation)
Third Level (DC 18): 3 + 1 (transmutation)
Fourth Level (DC 19): 2 + 1 (transmutation)

Spellbook: 69 pages used
0 Level spells: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Light (E), Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
Level 1 spells: Enlarge Person (T), Expeditious Retreat (T), Sleep, Mage Armor, True Strike, Protection from Evil, Shield, Magic Weapon (T), Grease.
Level 2 spells: Blur, Cat's Grace (T), Mirror Image, Protection From Arrows, Alter Self (T), Invisibility, Acid Arrow, Glitterdust.
Level 3 spells: Flame Arrow (T), Invisibilty Sphere, Fly (T), Haste (T), Displacement, Dispel Magic.
Level 4 spells: Beast Shape II (T), Summon Monster IV, Dimension Door

Wizard Spells prepared: Detect Magic, Read Magic, Message, Open/Close,
Enlarge Person, Mage Armour, Shield, Sleep, Expeditious Retreat, True Strike, Protection From Evil
Alter Self, Cat's Grace, Glitterdust, Mirror Image, Invisibility
Flame Arrow x 2, Fly, Haste
Beast Shape 2, Summon Monster 4, Dimension Door

Alter Self forms:

Spoiler:

Boggard Form
Darkvision 60 ft
Low Light Vision
Speed: 20 ft
Swim: 30 ft
hold breath 4 x Con score
Sticky Tongue Attack: +3 touch. 10 ft range. -2 AC penalty as long as tongue attached. Opposed Str check or 2 points of slashing damage to remove (AC11).
Strength 16 (+3)
Lose elven bonuses (Perception +10)

Bugbear Form
Darkvision 60 ft
Speed 30 ft
Scent (detect 30 ft)
Strength 16 (+3)
Lose elven bonuses (Perception +10)

Goblin Form
Darkvision 60 ft
Speed 30 ft
Dexterity 20 (+5)
+1 size bonus to AC, +1 size bonus to hit, -1 penalty to CMB and CMD, +4 bonus to stealth.
Lose elven bonuses (Perception +10)

Equipment:
45 arrows
2 daggers
silver dagger
spellbook
traveller’s outfit
artisan's outfit
explorer's outfit
Small backpack with modified straps.
Winter cloak.
10 candles.
chalk.
flint and steel
ink
ink pen
scroll case
small steel mirror
10 sheets of paper
Belt pouch x 2
Spell component pouch
5 days trail rations
waterskin
spare clothes (monks outfit)
spare clothes (travellers outfit)
signal whistle
Blue jade head-stone (50gp)
Gold deputy sherrif badge (Sandpoint)
Pearl of Power (1st)
Ring of Protection +1
Belt of Mighty Constitution +2
Amulet of Natural Armour +1
Gloves of Dexterity +2
Sihedron Medallion
Medusa Mask
Cloak of Elvenkind
+1 Strength bonus Shocking Composite Longbow +1
+1 Spell Storing rapier
10 masterwork adamantine arrow
20 cold iron arrows
20 silver arrows
Wand of Acid Arrow (CL 3, 43 charges)
Scroll of Glitterdust (CL4)
Scroll of See Invisibility (CL4)
Scroll of True Strike (CL4)
Scroll of Acid Arrow (CL4)
Scroll of Invisibility (CL4)
Scroll of Fly (CL5)
Scroll of Mage Armour (CL6) x 2
Scroll of Evard's Black Tentacles (CL7)
Potion of Cure Moderate Wounds (3rd) x 2
Holy Water x 1
Alchemist's Fire x 2
Torch
Flask of lamp oil
Money: 33pp 706gp 31sp 23cp

Sihedron Medallion

Spoiler:
+1 resistance bonus on all saves, false life as free action 1/day at CL 5th

Medusa Mask
Spoiler:
Aura moderate transmutation; CL 11th
Slot head; Price 10,000 gp
DESCRIPTION
This intricate mask is made of gold-plated iron. The eyes are two dark lenses of crystal, while surrounding these are the writhing tails of snakes radiating up from the mask itself, almost as if they were medusa-like hair. The mask grants you a +4 bonus on all saving throws against visual effects, including gaze attacks and many illusions. Once per day as a standard action, you can cause the lenses to glow with pale green light, at which point you may target any one creature within 30 feet. The targeted creature must make a DC 15 Fortitude save or be petrified for 1 minute, as if by flesh to stone.

Party Loot:
Mammy Graul's spellbook:

Spoiler:
: 0th: all standard except Abjuration and Enchantment
1st: chill touch, grease, mage armor, ray of enfeeblement, reduce person, true strike
2nd: blindness/deafness, false life, ghoul touch, mirror image, summon monster II
3rd: displacement, fly, summon monster III, vampiric touch
4th: bestow curse, contagion, dimension door

XP: 15,561 after pumpkinhead
+320 (barn ogres)
+640 (huge spider)
+640 (Mammy Graul)
+320 xp (deformed ogrekin)
+640 xp (Two-face in the basement)
+320 xp (plant monster)
+200 (defeating the grauls) = 18,641 xp
+200 (electric lizards)
+330 (wraith)
+3,200 (lamia nobles) = 22,371 xp
+960 (ogres) = 23,331 xp
+3,200 (ogre bosses)
+2,743 (ogres in courtyard)
+6,400 (black magga) = 35,674 xp - level 8
+800 (ettin and bear)
+300 (ogres on dam top)
+1,140 (trolls)
+2,740 (giant scrag)
+9,833 (riverboat fight) = 50,487 xp
+1,000 (Sczarni thugs - followers of 'J')
+2,130 (Hellknights)

Description:
Height: 5 ft, 5 inches
Weight: 105 pounds
Age: 155 years
Eyes: Black on blue (no whites)
Hair: White
Skin: Pale
Region of Origin: Mierani Forest
Religion: Desna and Callistra

Elisile Chibi

Elisile by Ditzy DM

3.5 stats:

Spoiler:
Elisile Starbrow

Female Elf Wizard (Transmuter) 4 / Mystic Ranger 1 (Dragon 336, pg 105)
Chaotic Good

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 17 (+3)
Wisdom 12 (+1)
Charisma 10 (+0)

Total Hit Points: 24
Current Hit Points: 24

Speed: 30 feet

Armor Class: 15 = 10 +3 [dex] +2 [Bracers of Armour +2]
17 [with mage armour]
Touch AC: 13
Flat-footed: 12 (or 14 with mage armour)

Buffs active: Mage Armour, Alter Self (Troglodyte form), Cat's Grace, Protection From Evil, Shield
Buffed AC: 29 (31 vs evil) (Touch 15, FF 24)

Initiative modifier: +3

Fortitude save: +4 = 3 [base] +1 [constitution]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: +5 = 4 [base] +1 [wisdom] +2 vs enchantments

BAB: +3
Grapple check: +4 = 3 [base] +1 [strength]

Dagger +6 attack [1d4 (+1), crit 19-20/x2, slashing or piercing]
Masterwork Composite Longbow +7 attack [1d8+1, crit x3, range inc 120 ft., piercing]
+1 Rapier of Spell Storing +7 attack [1d6 (+2), crit 18-20/x2, piercing] - currently stored blindness/deafness, Fort DC 16
Silver Dagger +6 attack [1d4, crit 19-20/x2, spashing or piercing]

Feats:
Weapon Finesse (Dex rather than Str modifier to hit with light weapons and rapier)
Track (bonus feat)
Combat Casting

Skills:
Concentration (con): +1 +8 ranks = +9 (+13 CC)
Decipher Script (int): +3 +4 ranks = +7
Hide (dex): +3 +4 ranks = +7
Knowledge – Arcana (int): +3 +7 ranks = +10
Knowledge – Nature (int): +3 +4 ranks = +7
Knowledge – The Planes (int): +3 +4 rank = +7
Listen (wis): +3 +3 ranks = +6
Move Silently (dex): +3 +4 ranks = +7
Search (int): +5 +4 ranks = +9
Spot (wis): +3 +3 ranks = +6
Survival (wis): +1 +4 ranks = +6
Spellcraft (int): +5 +8 ranks = +13
Use Magic Device: - (+2 for scrolls)
Wild Empathy class ability (cha): +1

Languages:
Common, elven, draconic, goblin, varisian

Elf Traits
• Immune to sleep effects
• +2 racial bonus on saves vs enchantments
• Low light vision
• Weapon proficiencies
• +2 racial bonus to spot, listen, search. Find secret doors within 5ft pass.

Mystic Ranger Abilities
• Track, Wild Empathy
• Reduced weapon proficiencies
• Spells

Wizard Abilities
• Sudden Shift (Alternate Class Feature – PHB 2, pp 69-70) – gain climb, fly or swim speed equal to current land speed for one turn. Activated as Immediate Action, usable 3/day. Effective caster level: 4
• Transmutation specialty – evocation, necromancy barred.

Magic
Mystic Ranger Spells / Day: 0 level (DC 11): 2
0 level spells known: create water, cure minor wounds, flare, guidance, know direction, light, mending, purify food and drink, resistance, virtue.

Wizard Spells: 0 level (DC 13): 4 +1 (transmutation)
First Level (DC 14): 4 +1 (transmutation)
Second Level (DC 15): 3 +1 (transmutation)

Spellbook: 33 pages used
0 Level spells: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
Level 1 spells: Enlarge Person (T), Expeditious Retreat (T), Sleep, Mage Armor, True Strike, Protection from Evil, Shield, Magic Weapon (T).
Level 2 spells: Blur, Cat's Grace (T), Mirror Image, Protection From Arrows, Alter Self (T), Acid Arrow.

Ranger Spells prepared: light, cure minor wounds
Wizard Spells prepared: Detect Magic, Ghost Sound, Message, Mage Hand, Open/Close, Expeditious Retreat, Mage Armour (cast, active), Protection From Evil, Shield (Cast, active), Alter Self (cast, active), Acid Arrow, Cat's Grace (cast, active)

Equipment:
15 arrows
2 daggers
rapier
silver dagger
leather armour (not worn)
spellbook
traveller’s outfit
Small backpack with modified straps.
Winter cloak.
10 candles.
chalk.
flint and steel
ink
ink pen
scroll case
small steel mirror
10 sheets of paper
Belt pouch x 2
Spell component pouch
3 days trail rations
waterskin
spare clothes (monks outfit)
spare clothes (travellers outfit)
signal whistle
Blue jade head-stone (50gp)
Gold deputy sherrif badge
Pearl of Power (1st)
Scroll of Mirror Image (CL3)
Scroll of Summon Monster II (CL3)
Scroll of Glitterdust (CL3)
Potion of Cure Moderate Wounds (3rd)
Potion of Protection From Evil (1st) - Used, active
Oil of Magic Weapon (1st) - Used, active - bow
Holy Water x 2
Alchemist's Fire x 2
Torch
Flask of lamp oil

Money: 33pp 626gp 21sp 13cp

Party Loot:
Foxglove key
Ironbriar's Journal

XP: 10 201 after Foxglove Manor.
+200 for townhouse shapechangers.
+1200 for Ironbriar etc
+750 for face fakers
+750 for golem
+1500 for lamia matriarch

Description:
Height: 5 ft, 5 inches
Weight: 105 pounds
Age: 155 years
Eyes: Black on blue (no whites)
Hair: White
Skin: Pale
Region of Origin: Mierani Forest
Religion: Desna and Callistra

Description.

Of medium height, quick and slender, Elisile has long white hair, a narrow face, ears that rise to points above the crown of her head, and large, somewhat expressionless eyes. She dresses functionally in dark leather and silk. She looks around her with an air of restrained but thirsty curiosity and mild distaste. A dark blue stone of high polish seems embedded into her forehead.

Background:

Elisile studied the arcane arts for several decades at the Tower of Stars, in the deepest regions of the Meriani. Magic was very serious, and studies that humans may have breezed through in mere weeks, the elves would spend years understanding the deepest mysteries of.

As her studies neared their end, rumours began to reach the Tower of trouble at the borders – marauding bands of humanoids and giants – the border Watchers were struggling to deal with the influx. Darker rumours too – that the marauders were not truly the problem, little worse than ever, but the Watchers were dealing with a cancer from within the borders.

Whatever the truth, those studying at the Tower who had demonstrated a particular competence with magic, or blade, or bow, were drafted to serve in the border guard.

Elisile served for two years, training, wraith-walk patrols, killing ogres from hidden tree-top archery platforms. At last, to her stoic relief, she was to return to the Tower to finish the last months of her training.

But she was turned away at the gates. “It has been Seen,” the Magister informed her through the barbed gates. “Your training finishes elsewhere. There is a destiny. Travel to the lands of the Mon-Khee. Seek the Unshining Light. Your journey begins.”

She made her way to the den of Riddleport, her first taste of humanity unpleasant but little more than expected, her blade and her ability to remain hidden her protection. Passage on a boat, pure elven gold to a dirty peddlar of journeys. Enduring the stink and harsh cries of humans on the voyage.

At last, the ship’s destination, a tiny blot of “civilization” called Sandpoint – a human town, known for it’s lighthouse, now unshining. Her journey begins.



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