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Shiyara the High Mediator

Pixie Rogue's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Roleplaying Game Subscriber. 661 posts (11,935 including aliases). No reviews. No lists. 1 wishlist. 25 aliases.


About Pixie Rogue

Winter, animal companion from Darkmoon Vale thread:

Medium Animal (Tiger)
Perception +2
Initiative +7

AC 14 = +1 [natural]+3 [dexterity]
hp 24 (3d8+3)
Saves F4 R6 W3

BAB +2
Speed 40'
Bite +3 (1d6+1),
2 claws +3 (1d4+1)
CMB +5, CMD 16

Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10

SA rake +3 (1d4+1)
SQ low-light vision, scent
Feats Agile Maneuvers, Improved Initiative

Laucian Galanodel
Elven Illusionist (favored) 3
Neutral
Init +2: +2 [dexterity]
Senses Perception +2
Low-light Vision
Speed 30 ft
Daily Abilities
Blinding Ray (Standard action; Fire a shimmering ray at any foe within 30' as ranged touch attack; Target of 3HD or less is blinded for 1 round. Target of more than 3HD is dazzled for 1 round.) 5/6 uses remaining
+2 racial bonus to concentration when casting defensively
+2 racial bonus to spell penetration to overcome spell resistance

Prepared spells:
Dancing Lights
Detect Magic
Mage Hand
Open/Close
Charm Person (1st, DC 14)
Color Spray (1st, DC 15) (used)
Disguise Self (1st, DC 15)
Ventriloquism (1st, DC 15)
Minor Image (2nd, DC 16)
Minor Image (2nd, DC 16)
Mirror Image (2nd)

DEFENSE:

AC 12, touch 12, flat-footed 10 (Dex +2)

CMD 13 (10, BAB +1, Dex +2)

hp 19 (3d6 [wizard]+0 [Con]+2 [favored]) wounds 0

Save
Fort +1: [+1 wizard, +0 ability, +0 magic]
Ref +3: [+1 wizard, +2 ability, +0 magic]
Will +3: [+3 wizard, +0 ability, +0 magic]
+2 racial saving throw bonus against enchantment spells and effects

OFFENSE:

Base Atk +1; CMB +1
Melee quarterstaff +1 (1d6, 20/x2)

STATS, FEATS & SKILLS:

Statistics STR 11, DEX 15, CON 10, INT 17, WIS 11, CHA 16
Feats Spell Focus (illusion) (1st), Scribe Scroll (Class bonus - 1st), Eschew Materials (3rd)

Traits & Abilities Low-light Vision, Immune to Sleep,
Arcane Bond (Su), Bonded Object (Quarterstaff), Cantrips, Specialization school (Illusion), Opposition schools (Divination, Necromancy), Elven Magic, Extended Illusion (Su), Weapon Familiarity

Skills
16 skill points: 15 (3*2+Int Mod(3)) WIZ + 1 (favored)
Class skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Acrobatics +2: [+0 WIZ ranks, +2 Ability]
Acrobatics (Jump) +2: [+0 WIZ ranks, +2 Ability, +0 Speed]
Appraise +3: [+0 WIZ ranks, +3 Ability, +0 Class]
Bluff +6: [+3 WIZ ranks, +3 Ability]
Climb +0: [+0 WIZ ranks, +0 Ability]
Craft (any) +3: [+0 WIZ ranks, +3 Ability, +0 Class]
Diplomacy +3: [+0 WIZ ranks, +3 Ability]
Disguise +3: [+2 WIZ ranks, +3 Ability]
Fly +2: [+0 WIZ ranks, +2 Ability]
Heal +0: [+0 WIZ ranks, +0 Ability]
Intimidate +3: [+0 WIZ ranks, +3 Ability]
Knowledge (Arcana) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Knowledge (Geography) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Knowledge (History) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Knowledge (Planes) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Linguistics (Orc) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Perception +2: [+0 WIZ ranks, +0 Ability, +2 Racial]
Perform (Act) +6: [+3 WIZ ranks, +3 Ability]
Perform (Untrained) +3: [+0 WIZ ranks, +3 Ability]
Ride +2: [+0 WIZ ranks, +2 Ability]
Sense Motive +0: [+0 WIZ ranks, +2 Ability]
Spellcraft +9: [+3 WIZ ranks, +3 Ability, +3 Class]
Spellcraft (identify)+11: [+3 WIZ ranks, +3 Ability, +3 Class, +2 Racial]
Stealth +2: [+0 WIZ ranks, +2 Ability]
Survival +0: [+0 WIZ ranks, +0 Ability]
Swim +0: [+0 WIZ ranks, +0 Ability]

Languages Common, Elven, Gnoll, Gnome, Goblin, Orc

GEAR:

Combat Gear:
Other Gear (carried):

Encumbrance 36.0 lb
Light Load 38
Medium Load 39 - 76
Heavy Load 77 - 115

References: Elven Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

References: Alternate favored class bonus:
Elven Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.



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