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Jezebel Savet's page

322 posts. Pathfinder Society character for Akinra.

Full Name

Jezebel Savet













Strength 7
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 10
Charisma 10

About Jezebel Savet

Link to Folio scan:

Chronicle Sheets:

Daughter of Twilight, Jezebel Savet (PDF Version)
Female Elf (Snowcaster) Wizard 3
LN Medium Humanoid (elf)
Init +15; Senses low-light vision; Perception +2
AC 14, touch 12, flat-footed 12 (+1 armor, +1 shield, +2 Dex)
hp 20 (3d6+6)
Fort +2, Ref +3, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 30 ft., shift (5') (8/day)
Melee Light Shield Bash -5 (1d3-2/x2)
Wizard Spells Prepared (CL 3):
2 (2/day) Create Pit (DC 18), Create Pit (DC 18), Glitterdust
1 (4/day) Mage Armor, Color Spray (DC 16), Enlarge Person (x2) (DC 16), Mount
0 (at will) Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 15)
Str 7, Dex 14, Con 12, Int 20, Wis 10, Cha 10
Base Atk +1; CMB -1; CMD 11
Feats Augment Summoning, Improved Initiative, Run (Fleet-Footed), Spell Focus (Conjuration)
Traits Defensive Strategist, Warrior of Old
Skills Acrobatics +2 (+6 to jump with a running start), Fly +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +9, Perception +2, Sense Motive +2, Spellcraft +11 (+13 to determine the properties of a magic item)
Languages Aquan, Celestial, Common, Elven, Gnome, Goblin, Hallit, Kelish
SQ +4 bonus on initiative checks, arcane bonds (persephone, scorpion, greensting), deliver touch spells through familiar, elven magic, empathic link with familiar, opposition schools (enchantment, necromancy), share spells with familiar, specialized schools (teleportation), summoner's charm (+1 rds)
Combat Gear Wand of cure light wounds, Wand of magic missile, Antiplague, Antitoxin; Other Gear Haramaki, Mithral Light steel quickdraw shield, Ioun stone (dusty rose prism, cracked), Pathfinder pouch (17 @ 9.8 lbs), Backpack, masterwork (11 @ 10.5 lbs), Bedroll, Canteen, Chalk (2), Charcoal stick (2), Flint and steel, Ink, black, Ink, colored (2), Inkpen, Journal, Manacles, masterwork, Spell component pouch, Spellbook, Thread (50 ft.), Trail rations (5), Twine (50'), Wandermeal (5), Wrist sheath, spring loaded (1 @ 0 lbs), 28 PP, 9 GP, 2 SP, 1 CP
Antiplague - 0/1
Antitoxin - 0/1
Shift (5') (8/day) (Sp) - 0/8
Trail rations - 0/5
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/5
Special Abilities
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Pathfinder pouch (17 @ 9.8 lbs) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5') (8/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration


Scorpion, Greensting
LN Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +8
AC 21, touch 16, flat-footed 17 (+3 Dex, +2 size, +5 natural, +1 dodge)
hp 10 (1d8)
Fort +2, Ref +4, Will +3
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +6 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 9 (17 vs. Trip)
Feats Dodge, Weapon Finesse
Skills Climb +7, Fly +12, Linguistics -1, Perception +8, Spellcraft +1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion, poison
Other Gear You have no money!
. . -none-
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

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