Aasimar

Sehrli's page

46 posts. Organized Play character for Marko_d3.


Full Name

Sehrli Naar

Race

Emberkin

Classes/Levels

Archanist 2 | HP 12/12 | AC 13; TCH 12; FF 11 | F +1; R +2 W +3 | CMB+2; CMD 14 | Speed 30 | Init +2

Gender

Female

Size

Medium

Age

74

Special Abilities

A bunch

Alignment

Neutral Good

Deity

Korada

Location

Wherever

Languages

Common, Kelish, Osiriani, Varisian

Occupation

Do-Gooder

Homepage URL

https://www.dropbox.com/sh/scchxi7mg9kohb5/AACHyfszVdfHVYclIA8nLjBZa

Strength 13
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 16

About Sehrli

Sehrli Naar [116819-6]
Female peri-blooded aasimar (emberkin) arcanist 2 (Pathfinder RPG Advanced Class Guide 8; Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 dexterity)
hp 12 (2d6+2)
Fort +1, Ref +2, Will +3
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . morningstar +2 (1d8+1)
Ranged mwk light crossbow +4 (1d8/19-20) or
. . sling +3 (1d4+1)
Special Attacks fire jet
Spell-Like Abilities (CL 2nd; concentration +5)
. . 1/day—pyrotechnics (DC 15)
Arcanist Spells Prepared (CL 2nd; concentration +5)
. . 1st—burning hands (DC 15)
. . 0 (at will)—acid splash, prestidigitation, spark{super}APG{/super} (DC 14)
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Statistics
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Str 13, Dex 14, Con 12, Int 16, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 14
Feats Spell Focus (evocation)
Traits cross-disciplined, eastern mysteries
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +9, Knowledge (religion) +7, Linguistics +7, Spellcraft +9, Survival +0 (+2 to avoid becoming lost), Use Magic Device +7; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Kelish, Osiriani, Undercommon, Varisian
SQ arcane reservoir, arcanist exploit (school understanding), consume spells, school (fire)
Combat Gear crossbow bolts with adamantine weapon blanch (10), crossbow bolts with cold iron weapon blanch (10), crossbow bolts with ghost salt weapon blanch (10), crossbow bolts with silver weapon blanch (10), potion of cure light wounds, wand of mage armor (46 charges), wand of magic missile (50 charges), acid, alchemist's fire, flame fountain firework, skyrocket firework; Other Gear haramaki, crossbow bolts (18), dagger, mwk light crossbow, morningstar, sling, wayfinder, "the inward-facing circle" (+2 to knowledge (planes) concerning devils, 1 minute to use) (worth 100 gp), backpack, bedroll, belt pouch, ink, black, inkpen, learnt 1st level spells (worth 130 gp) (13), soap, spell component pouch, spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 8 pp, 151 gp, 17 sp, 9 cp
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Cross-Disciplined (1/day) Your dabbling has granted you greater insight into the proper casting of certain spells. Once per day, you may cast a spell you have prepared that appears on both the magus and wizard spell lists as if your caster level were 1 level higher.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eastern Mysteries (1/day) 1/day, add +2 to a spell's DC.
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.
Fire Jet (1d6, 6/day, DC 13) (Su) 20' line deals 1d6+0 Fire damage and sets targets on fire for 1d6/round Ref halves/negates. 1 expended
School Understanding Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 3 rds.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Wand of mage armor (46 charges) Add this item to create a wand of a chosen spell.
Wand of magic missile (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).