Osirionologist

Minercuria Cicensis's page

374 posts. Alias of Joana.


About Minercuria Cicensis

Minercuria Cicensis
Female human (Chelaxian) conjurer 5
LN Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 42 (5d6+20)
Fort +3, Ref +3, Will +6
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Offense
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Speed 30 ft.
Melee quarterstaff +3 (1d6+1)
Arcane School Spell-Like Abilities (CL 5th; concentration +8)
. . 6/day—acid dart (1d6+2 acid)
Conjurer Spells Prepared (CL 5th; concentration +8)
. . 3rd—dispel magic, haste, summon monster III
. . 2nd—acid arrow, darkvision, spider climb, summon monster II
. . 1st—hold portal, mage armor, magic missile, shield, unseen servant
. . 0 (at will)—dancing lights, detect magic, open/close, read magic
. . Opposition Schools Illusion, Necromancy
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Statistics
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Str 12, Dex 14, Con 14, Int 16, Wis 14, Cha 10
Base Atk +2; CMB +6; CMD 19
Feats Combat Advice, Creative Destruction, Knowledge Is Power, Scribe Scroll, Toughness
Traits Bruising Intellect, Magic Is Life
Skills Appraise +8, Intimidate +11, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (engineering) +7, Knowledge (geography) +10, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +3, Sense Motive +3, Spellcraft +11
Languages Common, Draconic, Infernal, Polyglot, Terran
SQ arcane bond (ring), summoner's charm (2 rounds)
Combat Gear potion of cure light wounds (2), acid (2), alchemist's fire, vermin repellent[UE], wand of magic missile (1st level, 44 charges); Other Gear pearl of power (1st level), pearl of power (3rd level), necklace of resistance +2, wand of touch of the sea (3rd level, 15 charges), scroll of water breathing, scroll of resist energy, potion of invisibility, potion of remove fear, quarterstaff, - arcane bond ring -, backpack, bedroll, belt pouch, book lariat[ACG], chalk, hat[UE], ink, inkpen, soap, spell component pouch, trail rations, umbrella[UE], waterskin, wizard starting spellbook, Praet Memorial Spellbook, Hamsa Gadd's exploration journals, 224 gp, 7 sp, 8 cp
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Special Abilities
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Acid Dart (1d6+2 acid, 5/6/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Bond (Ring) (0/1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bruising Intellect Intimidate a class skill and uses Int rather than Cha modifier.
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Creative Destruction (Su) Evocation spells that deal dmg grant temp hp equal to dice number (1 hour, nonstacking).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Knowledge Is Power (Ex) Add intelligence bonus to CMB, CMD, and to Strength checks to break or lift objects.
Magic Is Life While under effects of any spell, +2 to save vs. death effects & automatically confirm stabilization checks.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Pearl of Power, 1st level 1/1/day
Pearl of Power, 3rd level 1/1/day
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

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Spellbook:
Cantrips: acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
Level One: comprehend languages, grease, hold portal, mage armor, magic missile, obscuring mist, shield, summon monster I, unseen servant
Level Two: acid arrow, darkvision, spider climb, summon monster II
Level Three: dispel magic, haste, summon monster III

Praet Memorial Spellbook:
Level One: alarm, comprehend languages, identify, magic weapon, unseen servant
Level Two: minor image, protection from arrows, see invisibility, spectral hand
Level Three: dispel magic, heroism, slow

Appearance:
Min is a tall, angular young woman with thick, dark hair done up in a messy knot at the back of her head. Despite her plain, utilitarian clothing, she has a long, aquiline nose, a patrician accent, and a rigid bearing which betray an aristocratic Chelaxian background. She is dressed as if to lead a Nature Scout hike, with sensible slacks, a wide-brimmed hat crushed down over her hair, and thick gloves that nearly reach her elbows.

Background:
Min was the youngest sibling and only girl in a colonial Sargavan family in Eleder and spent her childhood tagging around behind her older brothers, to their continual chagrin. Her parents were progressive in their politics, despite their privileged background, and regularly earned the frostiness of the traditional Daugustana clan, a fact which dismayed the Cicensis sons when it came time for them to marry and go into business. Min's brothers mostly repudiated their family's politics on reaching their majority in the interests of networking, a betrayal which caused a rift between them and their sister which has never fully healed.

Min was always a good student, despite her rough-and-tumble ways, and showed a talent for the arcane. Partly because there was no arcane academy in Sargava and partly to put some distance between them, her brothers supported her parents' plan to send her to study conjuration at the Academae in Korvosa; secretly, they hoped she would stay in Avistan, where her habit of speaking her mind wouldn't cause problems with their in-laws and neighbors.

However, Min disliked both the urban setting and the political views of most of the professors and fellow students. Homesick for the continent she was born on, she returned to Eleder without completing her course of study. At a loss for something to do with their troublesome sister, her brothers put their heads together before her ship arrived and struck on the announcement of the new wave of colonization of Pridon's Hearth. Putting the quick-sell on her from the moment of her disembarkment, they mentioned the rural setting, the service to her country, the excitement of being a pioneer, and paid for her ticket on the Kaava Cutter to take her talents and opinions to the frontier.

Personality:
Min is somewhat rigid in her thinking. Encouraged by her progressive parents, she doesn't hesitate to speak her mind, which can hinder her social advancement. She is egalitarian in her politics, determined in her projects, irrepressible in her opinions. She holds her country, her companions, and herself to high standards of fairness and discipline. She is not a revolutionary, believing that an orderly system of rules and laws, applied equally to each individual situation, is Sargava's best and only hope at achieving greatness and avoiding chaos.

Summon Monster II:
This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
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Earth Elemental, Small CR 1
XP 400
Small earth elemental (Pathfinder RPG Bestiary 122)
N Small outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
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Defense
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AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref -1, Will +3
Immune elemental traits
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Offense
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Speed 20 ft., burrow 20 ft.; earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
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Statistics
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Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4 (+6 bull rush); CMD 13 (15 vs. bull rush)
Feats Improved Bull Rush, Power Attack
Skills Acrobatics -1 (-5 to jump), Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
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Ecology
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Environment any (plane of earth)
Organization solitary, pair, or gang (3-8)
Treasure none
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Special Abilities
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Burrow (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 if either waterborne or airborne.
Elemental Traits Elementals have many immunities.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Summon Monster III:
This large, horned bull has a dirty black hide and an aggressive temper. Its horns are wide and sharp.
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Aurochs (Herd Animal) CR 2
XP 600
Male celestial aurochs (Pathfinder RPG Bestiary, 174)
N Large animal
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +9
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Defense
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AC 13, touch 9, flat-footed 13 (+4 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Resist acid 5, cold 5, electricity 5; SR 7
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Offense
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Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil, stampede, trample (2d6+9, DC 17)
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Statistics
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Str 23, Dex 10, Con 17, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Acrobatics +0 (+4 to jump), Perception +9
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Ecology
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Environment temperate plains
Organization solitary, pair, or herd (3-30)
Treasure none
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +3 to damage when used.
Spell Resistance (7) You have Spell Resistance.
Stampede (Ex) Trample improves with multiple tramplers.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.