Snowcaster Sentry

Eponine's page

549 posts. Alias of markofbane.


About Eponine

Neutral Evil Female Slyph Investigator (empiricist) 1 / Magus (kensai) 1
Medium Size (5’ 6”, 100 pounds, Fair blue-tinged Skin, Blue Eyes, Long Blonde Hair)
Age: 68
Move: 30’
Languages:
Racial: Common,
Intelligence: Dwarven, Elven, Gnomish, Halfling, Auran,
Linguistics: Ignan, Terran.

10 Strength
19 Dexterity
14 Constitution
20 Intelligence
8 Wisdom
8 Charisma

Initiative: +4 +4 Dexterity
AC: 14 +4 Dexterity
BAB +0
Melee:

Ranged:

CMB: +0
CMD: 14 10 +0 BAB +0 Str +4 Dex, +0 Size
Fort: +4 +0 Investigator, +2 Magus, +2 Constitution
Ref: +6 +2 Investigator, +0 Magus, +4 Dexterity
Will: +3 +2 Investigator, +2 Magus, -1 Wisdom
Hit Points: 18 +13 HD base (8+5), +4 Constitution, +1 Favored Class

Traits and Feats:

Trait: Magical Knack. Caster level as Magus two levels higher, max of character level
Trait: High Treason. You have willfully worked to bring down the current Monarch of Talingarde — the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.Punishment: Death by drawing and quartering Benefit: You receive a +1 trait bonus to Will saves.
Feat (level 1): Combat Reflexes. +Dex AoOs per round, can take AoOs when flat footed

Skills:

Skill Points: 56. 20 from classes (6+2), 10 from Intelligence, 4 from AP bonus, 0 from favored class.

+8 - Acrobatics – (1 ranks + 3 class skill + 4 attribute modifier +0 other modifiers)
+9 - Appraise (1+3+5+0)
+11 - Craft (alchemy) (1+3+5+2) Investigator class bonus
+8 – Disable Device(1+3+4+0)
+9 - Knowledge (arcana) (1+3+5+0)
+9 – Knowledge (dungeoneering) (1+3+5+0)
+9 – Knowledge (engineering) (1+3+5+0)
+9 - Knowledge (geography) (1+3+5+0)
+9 – Knowledge (history) (1+3+5+0)
+9 – Knowledge (local) (1+3+5+0)
+9 – Knowledge (nature) (1+3+5+0)
+9 – Knowledge (nobility) (1+3+5+0)
+9 – Knowledge (planes) (1+3+5+0)
+9 – Knowledge (religion) (1+3+5+0)
+10 – Linguistics (2+3+5+0)
+3 - Perception (1+3-1+0)
+9 - Spellcraft (1+3+5+0)
+12 - Stealth (1+3+4+4)
+4 - Swim (1+3+0+0)


Race/Class Abilities:

Favored Class: Magus (1 used for hit point points)
Slyph Abilities:
Medium size, Normal speed.
Darkvision. Can see 60’ in the dark
+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
Native Outsider: Sylphs are outsiders with the native subtype.
Darkvision: Sylphs can see in the dark up to 60 feet.
Spell-Like Ability: Sylphs can use feather fall 1/day as a spell-like ability (with a caster level equal to the sylph’s character level).
Languages: Sylphs speak Common and Auran. Sylphs with high Intelligence scores can choose from the following languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

[PFS Legal] Breeze-Kissed
Source Advanced Race Guide pg. 156
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

[PFS Legal] Like the Wind
Source Advanced Race Guide pg. 156
A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.

[PFS Legal] Mostly Human
Source Inner Sea Races pg. 215
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

[PFS Legal] Whispering Wind
Source Advanced Race Guide pg. 157
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.

Investigator Abilities
Proficiencies. Simple Weapons, hand crossbow, rapier, sap, shortbow, short sword, sword cane, Light Armor.
Alchemy. +2 to craft alchemical items. Can use Craft (alchemy) to ID potions.
Extracts. Must prepare every day. Formulae Book. Starts with 2 1st level, + Int Mod.
Inspiration. Augment skills checks and ability checks. Inspiration pool of half level plus Int mod. Refreshes daily. As free action, expend one use to add 1d6 to the result, including taking 10 or 20. Only one check per roll. Can use for free on any knowledge, linguistic or spellcraft check. For two uses, can use on attack roll or saving throw (as an immediate action)
Trapfinding. +1 to Perception and Disable Device, can disarm magical traps

Magus Abilities
Cantrips, Spells, Spellbook.
Proficiences. Simple Weapons, Single Martial/Exotic Weapon (“Chosen Weapon,” Falcata).
Canny Defense. When wielding a falcata, gain a dodge bonus to AC equal to Intelligence modifier.
Weapon Focus. Weapon Focus (falcata) as a bonus feat.
Arcane Pool. 6 points. One point as a swift action to add +1 enhancement for one minute.
Spellstrike. Can deliver touch range spells through weapon as part of melee attack.
Perfect Strike. With Falcata, can spend one arcane pool point to maximize weapon damage, base dice only. If confirms a crit, can spend two arcane pool points to increase crit multiplier by one.
Spell Combat. Can cast a spell as part of a full attack. Must have hand free. Melee attacks at -2 and can cast spell with standard action casting time.
Magus Arcana (3rd level): Arcane Accuracy.


Spells:

Investigator Extracts Prepared Extracts in blue have been consumed
1st Level (DC 16) 3 per day: Cure Light Wounds, Detect Secret Doors, True Strike.

Formula Book Contents
1st Level: Ant Haul, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Detect Undead, Touch of the Sea, True Strike.

Magus Spells Prepared Spells in blue have been cast; includes Diminished Spellcasting Kensai feature
O Level (DC 15) 3 per day: Prestidigitation, Detect Magic, Mage Hand
1st Level (DC 16) 2 per day: Enlarge Person, Vanish.

Magus Spellbook Contents
0 Level Spells: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark.
1st Level Spells: Corrosive Touch, Enlarge Person, Reduce Person, Shocking Grasp, True Strike, Unseen Servant, Vanish.


Character Background/Personality:

Betrayed. Eponine should have known; she always did have a terrible timing judging who was trustworthy. Of course, she herself was in the middle of high treason, so she was hardly one to throw stones at others.

Equipment:

Carried/Worn
nada