Alaznist

Inferis 'al Marris's page

246 posts. Alias of Graynore.


Full Name

Inferis 'al Merris

Race

Human (keleshite)

Classes/Levels

Wizard (Necromancer) 3 l AC 15 l hp 21/21 l F2R2W4 active spells: mage armor

Gender

female

Age

43

Alignment

Lawful Nuetral

Deity

Nethys

Strength 10
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 12
Charisma 14

About Inferis 'al Marris

Name: Inferis 'al Marris
Race: Human
Class/Level: Wiz(Necro)/3
Gender: Female
Size: Medium
Age: 44
Alignment: LN
Languages: Common, Kelish, Infernal, Ignan, Osiriani, Draconic
Str: 10 ; Dex 13 ; Con 12 ; Int 18 ; Wis 12 ; Chr 14 (-1 str/dex/con, +1 int/wis/chr)

A/C: 11 (FF 10/T 11)
Saves: F +2, R +2, W +4; +1 vs. fire effects, +2 vs. death effects
HP: (21)
Init: +1
Speed: 30'
Vision: Perception +1
BA/CMB: +1/+1
CMD: 12

XP: 0

Wizard Traits:

Spoiler:
Cantrips, Arcane School(Necro; Proh: Ill, Ench), Arcane Bond (Object - Ring),
Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Feats: Scribe Scroll (b-class), Spell Focus(Necromancy)(b-race), Skill Focus (Know(Planes)), Eldritch Heritage(Efreeti)

Skills (ranks): Appraise +9(2), Fly +1(0), Know(Arcana) +10(3), Know(Dungeonering) +8(1), Know(Engineering) +8(1), Know(Geography) +8(1), Know(History) +8(1), Know(Local) +8(1), Know(Nature) +8(1), Know(Planes) +13(3), Know(Religion) +10(3), Linguistics +8(1), Spellcraft +10(3), Perform (flute) +2(0)

Racial Traits: +2 Int, +1 skill point per level, 1 bonus feat, favored class: Wizard (+1 hit point/level)

Height/Weight: 5'0"/94 lbs.
Eyes/Hair: Blue with black flecks/Red with white highlights

Weapons:
Staff +1 (1d6; x2)
Dagger +1 (1d4; 19-20)
+1 Light X-Box +3 (1d8+1)
Ranged Touch +2 (by spell)

Equipment: Spellbook, Staff, Wand of Magic Missile 1L(27), Light X-Bow +1, Cold Iron Bolts x15, Alch silver bolts x10

Misc Equipment: Spell Component Pouch(-5gp), Backpack(-2 gp), Dagger (-2gp), Bedroll (-1sp), 10 candles (-1sp), Chalk x10 (-1sp), Flint and steel (-1gp), vial of ink (-8gp), 5 pens (-5sp), Small Steel Mirror (-10gp), belt pouch (-1gp), Sealing wax x10 (-10gp), Mage Sigil Signet Ring (-5gp), Waterskin (-1gp), Whetstone (-2cp), Flute (-5gp)

Scolls: Mage Armor x1, Shield x1, Halt Undead x1, Knock x1, Minor Image x1, Jump x1, Protection from Chaos x1

Money: 468gp, 7sp, 11cp

Wizard Spells:

Spoiler:

+1 DC to necromancer spells (feat)

Fire Ray 4/day(x): Ranged Touch Attack w/in 30', 1d6 fire damage.

Grave Touch 7/day(): Touch Attack; shaken 1r.
Command Undead 7/day(): all undead within 30', DC: 13
Arcane Bond 1/day(): cast any spell from spellbook
Per Day: 4/4/3

Prepared:
OL
Dancing Lights
Detect Magic
Mending
Ray of Frost

1L
Ray of Enfeeblement*
Mage Armor used
Magic Missile
Burning Hands

2L
Blindness/Deafness*
Flaming Sphere
Flaming Sphere

Spellbook:
OL - all save daze, ghost sound & haunted fey aspect
1L - Cause Fear, Detect Undead, Endure Elements, Identify, Mage Armor, Magic Missile, Shield, Burning Hands, Ray of Enfeeblement
2L - Blindness/Deafness, Flaming Sphere

Base Words

Spoiler:

0L
Read Magic Mecheaze
Detect Magic Drasheaze
Light Fizzar
Mage Hand Cumay
Ray of Frost Kreash'vos
Acid Splash Kreash'rah
Disrupt Undead div'ravass
Mend rav'oun
Message shul'raz
Resistance
Detect Poison
Dancing Lights
Flare
Bleed
Touch of Fatigue
Open/Close
Arcane Mark
Prestidigitation

1L
Shield shon'koom
Color Spray Flear'zish
Enlarge Person Ven'ree
Mage Armor Krack'koom
Magic Missile Shiz'koom
Shocking Grasp Bok'zeal
Protection from C/E/G/L shon'cea
Feather Fall dos'oun
Cause Fear ghul'fraa
Detect Undead div'eaze
Endure Elements shon'nar-vos
Identify ven'drasheaze
Burning Hands Flear'nar
Ray of Enfeeblement Kreash'roosh

2L
Scorching Ray Kreash'nar
Acid Arrow Mish'rah
See Invisibility floz'eaze
Resist Energy shon'(varies by protection)
Mirror Image floz'besh'ree
Invisibility floz'shon
Knock shan'ravass
Detect Thoughts fraa'eaze
Flaming Sphere Kree'nar
Blindness/Deafness Roosh'eaze

3L
Haste besh'ven'dos
Fireball besh'kree'nar
Dispel Magic oun'ravass
Blink frish'ree
Lightning Bolt krosh'zeal
Magic Circle against C/E/G/L shan'crea
Fly Oun'rauz

4L
Lightning Ball Kree'zeal
Wall of Fire brep'nar
Charm Monster fraa'eet
Black Tentacles jan'tan
Stone Skin shon'tan
Dimensional Anchor mish'dev'frish

5L
Overland Flight ven'oun'rauz
Persistent Image ven'floz'eaze'kree
Teleport frish'raz

base words
besh = mass
ven = enhance
'eet = all creatures (literally can affect efreeti, can affect anything)

dos = time
floz = concealed
'eaze = reveal, perceive
'oun = magic
frish = planar
fraa = charm, mind affect
'crea = alignment focus
div = death/necromancy
dev = binding/contract
'raz = travel
jan = animate
'rav = create/mend/repair
shul = commincation/language
ghul = fear
roosh = diminish/weaken

'rah = acid
'nar = fire
'vos = cold
'zeal = electricity
'kish = sonic

'koom = force effect
'zish = prismatic effect
'rauz = air
'tan = earth
'rid = water

'ree = personal might
'ravass = destroy; break into components; disintegrate
shon = personal protection
shan = non-personal protection

mish = missile
kree = sphere spell
kreash = ray spell
krosh = bolt spell
brep = wall spell
flear = cone area spell
bok = touch attack spell

Traits

Spoiler:

Resurrected: At some time in the recent past you
died, but you were brought back to life—whether
by some unknown means. Whatever the nature of your resurrection, your
experience gave you a fascination with death, and you
hope to find some insight into the nature of mortality
by exploring the tombs of Wati’s famous necropolis. You
gain a +2 trait bonus on saving throws against death
effects. In addition, you do not die until your hit points
drop to a negative amount equal to or lower than your
Constitution score + 4.

Genie Blood (fire) Human-Keleshite; +1 on saves vs. fire atts & +1 to bluff, intimidate, diplomacy, & sense motive checks vs. creatures of that type.

Appearance

Spoiler:

She appears to have been quite buetiful at a younger age. Her red hair now shows white highlights and there appears to have been some great trama that has strained her smile. With flowing robes and a gnarled staff, she smiles readily but the expression never seems to reach her eyes.

Background

Spoiler:

Having died years before, she was resurrected recently by unknown means but returned without a great deal of her former power and having an enhanced knowledge of the dead. She initially returned to her former home and found it had been sold and rumors that her son perished in some magical accident involving the efreet. With nothing else left, she has traveled to Orisian to partake in the discoveries of Wati in hopes of finding the power she once had.

Planned Feats

Spoiler:

3L - Eldritch Heritage(Efreet)
5L - Craft Wand; Undead Master
7L - Versatile Channeler
9L - Opposition Research (Illusion)
10L - Opposition Research (Enchantment)
11L - Craft Staff
13L - Staff-like Wand
15L - Improved Eldritch Heritage (Efreet); Craft Wondrous Item
17L - Arcane Blast
19L - True Name
20L - Immortality