Chivane

Silyph Verrani's page

86 posts. Alias of Waltz.


Full Name

Silyph Verrani

Race

Elf

Classes/Levels

Wizard Conjurer 1 (Infernal Binder)

Gender

Female

Size

Medium / 5'9'' / 104 lbs

Age

99

Alignment

Lawful Evil

Deity

Asmodeus / Nethys

Location

Korvosa

Languages

Common, Elven, Draconic, Infernal, Abyssal, Sylvan.

Occupation

Student

Strength 7
Dexterity 17
Constitution 10
Intelligence 18
Wisdom 8
Charisma 12

About Silyph Verrani

(Specialization: Conjuration; Opposition: Divination, Necromancy) Familiar: Vhiloe's Page Type: Thrush

Important Stuff (Editable/For DM use):
------------------------------------------
Current HP: 7/7
Current AC: 14/13/11 (AC/T/FF)
Initiative: +3
CMD: 11
Concentration: +7
Spell DC:
lvl 0: 14
lvl 1: 15
Saves:
Fort: +0
Reflex: +3
Will: +2 (+4 vs Enchantments)
Most Used Skills: (for hidden rolls)
Perception: +1
Sense Motive: +1

Current Spells Prepared/Used:

*= Used

0- [Acid Splash, Daze, Light]
1- [SM1, SM1, SM1]

current status effects:

Current XP:0
------------------------------------------

Attacks:

[Melee]
Dagger -2 , 1d4-2 19-20x2 Type: P/S
Unarmed -2, 1d3-2 20x2 Type: B (Nonlethal provokes, AoO)

[Ranged]
Dagger +3, 1d4-2 19-20x2 Type: P/S
Acid Splash +3, 1d3 20x2 Type: Acid (Ranged Touch Attack)

Feats:

[1]- Extra Traits
[W]- Scribe Scroll

Traits:

Master of Pentacles:Once per day, when casting a spell of the Conjuration school, you are at +2 caster level when determining the duration of the spell.
Focused Mind: You gain a +2 trait bonus on concentration checks.
Indomitable Faith: (Asmodeus) You gain a +1 trait bonus on Will saves.
(Adopted - ([Human] World Traveler): Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you.

Skills:

Acrobatics +3
Appraise +8 *
Bluff +1
Climb -2
Craft +2
Diplomacy +9 *
Disguise +1
Escape Artist +3
Fly +3
Heal -1
Intimidate +1
Knowledge (Arcana) +8 *
Knowledge (Dungeoneering) +4
Knowledge (Engineering) +4
Knowledge (Geography) +4
Knowledge (History) +4
Knowledge (Local) +4
Knowledge (Nature) +4
Knowledge (Nobility) +4
Knowledge (Planes) +11*
Knowledge (Religion) +4
Perception +1
Perform +1
Ride +3
Sense Motive +1
Spellcraft +8*
Stealth +3
Survival -1
Swim -2
Use Magic Device +2 *

Racial/Class Abilities:

[Racial Abilities]

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
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.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

[Class Abilities]

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex):At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. (See: Familiars)

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

Arcane School (Conjuration [Infernal Binder]): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Planar Knowledge (Ex): As an infernal binder, you gain a +3 bonus on Knowledge (planes) checks.

Assume Control (Su): At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. At 9th level, you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Imp Familiar (Ex): At 7th level, you gain Improved Familiar as a bonus feat, and must take an imp as a familiar. The imp replaces your current familiar.

Equipment/Wealth:

Dagger x1 (2gp)
Spell Book (Free)
Spell Component Pouch (Free)
Parchment x10 (2gp)
Ink 8oz vial (8gp)
Ink Pen (0.1gp)
Charcoal Stick x3 (1.5gp)
Whetstone (0.02gp)
Armored Kilt (20gp)
1, light X-bow (35gp)
50, bolts (5gp)
Spring Loaded Wrist Sheath (5gp)
1, Scroll of Magic Missile

Wealth: 137.34gp

Appearance:

Silyph stands at 5'9'' with straight long black hair. She has a dark tan complexion for an elf; a side effect of growing up in the Katapesh slave markets. She has shining golden yellow eyes and various brands and tattoos mostly on her wrist, hands, back neck, shoulder indicating her place as a slave and various previous ownerships. She wears simple newly bought black robes with a trim of red and brown. She wears a steel bracelet that was formally a shackle.

Background:

Born to a poor Katapeshi slave Silyph was sold into slavery at the age of 12. She has passed hands over the years from one master to the next until her leash was passed to her most recent master Alenxitor Wintrish a minor Chelexian noble of the house of house Leroung. She was originally taken on as a maid to the nobleman's newborn son Triften Wintrish. She cared for the child and watched him grow up till his teenage years.

During his early teens Tiften began the study of Magic and often would demand his maidservant aid him in his studies over the few years during his early studies she gleamed far more information from her aids in his studying than she let on viewing the accumulation of knowledge as a way to gain power. After Tiften's first summer back from college at a notable acadamy in Egorian he struck out Silyph at with his new found arrogance out of displeasure at an offhanded comment she made about him. He summoned a fiendish dog to attack the maid during dinner attempting to impress his father, what would impress Sir Alenxitor Wintrish more was when Silyph took control of the summoned beast and directed it to attack Tiften and counted with a half hazard acid splash.

This display astounded Sir Wintrish and after placating his sons rage developed his own machination towards the girls future. A slave is a valuable commodity, but his house could always use a loyal arcanist and the raw untrained talent the girl possessed couldn't be ignored. For wresting control of a summoned creature is a talent well known, but few aside from some of the most powerful infernal Chelexian conjurers possessed. Instead of punishing the young maid he offered her a deal he would pay for her entrance into the Korvosan Academae upon completion of her studies she would be set free and allowed to work for house Leroung. He would not however pay for the rest of her tuition and would leave her to her own cunning to find a way to cover the costs. If she flunks out he would see to it she was killed and if she refused he would be forced to torture her before killing her to stay his sons rage and make an example of her to keep the other slaves in line.

Silyph accepted his terms and was put on one of Alenxitor Wintrish's merchant ships headed for Korvosa.

Personality:

Silyph is ridged in her behavior always trying to learn and analyze things and those around her. She believes knowledge is power and is constantly trying to acquire more power in general and particularly power over others.

She holds a penchant for the idea of everyone having a master and being a slave to someone or something and it's a trait of the powerful to have others submit to them. She has equal reverence for both Asmodeus and Nethys (God of knowledge/magic).

Her personality expresses itself in her magic as she's fond of the idea of summoning creatures or binding them to do her bidding or dominating others minds.

She secretly wishes to gain enough power to break free of her masters influence entirely.

Relationships:

Character: Adelaida aka 'Ady' (NPC)
R-Score: 4/5
R-Level: Association (Next Level -> Friendship @ R-Score 6)
Affiliation: Roommate

Character: Eudomia (NPC)
R-Score: 3/5
R-Level: Association (Next Level -> Friendship @ R-Score 6)
Affiliation: Peer, Dueling partner.

Character: Mael (NPC)
R-Score: 5/5
R-Level: Association (Next Level -> Competition @ R-Score 6)
Affiliation: Peer, Dueling partner.

Character: Gabi (NPC)
R-Score: ???
R-Level: ???
Affiliation: Boss

Character: Nameless Pompus Elf (???)
R-Score: ???
R-Level: ???
Affiliation: Peer

Academic History:

Week 1: Class G101, Gifted Adelaida +2 R-Score, Worked Spellcraft Skill Job +36gp, ...
Week 2: Class G101, Spell Learned: Mending, Met Eudomia +2 R-Score, Skillcheck job: +24gp, Purchase: Armored Kilt -20gp, Arena Event +5 R-Score Mael (rival-path), [Dragonkin-Quest: reward +48gp].
Week 3: Class G102, Spell Learned: Message, Skillcheck job: +30gp, Purchases: (Light X-Bow -35gp, 50 bolts -5gp, Spring loaded Wrist sheath -5gp).
Week 4: Class G102, Spell Learned: Prestidigitation, Dedicated Work @Library*: +10gp, passed stress roll.
Week 5: Class G102, Spell Learned: Spark, Skill Check Job: +28gp, Donated gold to church of Asmodeus -2gp.
Week 6: Class G102, Relaxed, Non-dedicated work Library: +3gp, Passed Stress Roll, Spell Learned: Detect Poison.
Week 7: Class G103, Skill Job (Asmodeus Temple): +24gp, Spell Learned: Mage Hand.
Week 8: Class G103, Pass stress roll, Skill Job (ToA): +20gp, Spell Learned: Arcane Mark, Adelaida +1 R-Score [event].
Week 9: