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Thevanan Quain

Skerrin Maltisse's page

171 posts. Alias of Luke_Parry.


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Full Name

Skerrin Maltisse

Race

Elf

Classes/Levels

Wizard (Conjuror) 1

Gender

Male

Size

Medium

Age

275

Alignment

Lawful Neutral

Deity

Nethys

Location

Kyonin

Languages

Common, Elven, Infernal, Abyssal, Terran, Draconic, Thassilonian, Giant

Strength 7
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 10
Charisma 12

About Skerrin Maltisse

Appearance:

Skerrin is an elderly Elf, with a mane of fine silvery hair, and a tanned, weather-lined face. He generally dresses in a sturdy explorer’s outfit, dyed green with designs picked-out in silver thread. He typically has a journal and quill in hand, ready to make note of anything interesting which catches his eye.

Although he can be quite distracted at times, going off onto tangents about esoteric subjects, he is quick to smile, and is filled with boundless energy – although his strength is failing, he is still as spry as ever!

Background:

Originally from Kyonin, Skerrin moved to Korvosa almost two hundred years ago, when his master was made the Kyonin cultural attaché to Korvosa. As a means of furthering better magical relations between the Korvosan Acadamae and the mages of Kyonin, his master deemed that it was politically expedient for him to send his apprentice to take classes at the Acadamae.

Skerrin found that the majority of the humans were aloof, but he kept his head-down, and despite the fact that he had no particular skill at Conjuration, eventually took the Test of Summoning.

Having ensured that his token ‘olive branch’ of intercollegiate goodwill had succeeded, Skerrin’s master turned his attention away from the Acadamae, and focused on his ‘cultural’ portfolio with great zeal – in fact, he became quite notorious for his interest in the young women of Korvosa, much to the chagrin of more than one noble house or merchant family.

However, such scandalous activities were simply a cover for his actual purpose in the city – using a combination of magic and money, he maintained a web of informants that specialised in knowing anything and everything about the city.

Invariably, Skerrin was in the thick of whatever long game his master was running. Things continued in this fashion for close to a century, before someone managed to unravel the carefully constructed web, and attempted to finger the puppet-master – Skerrin took the fall for his master, and was ultimately expelled from the city for spying.

He returned back to Kyonin, and lived a life of quite mediocrity, pouring over ancient books, and developing a reputation as a respectable sage. However, in his later years, he was seized by wanderlust – he remembered the fierce excitements and the rush of adrenaline associated with adventure and discovery, and decided that he would like to experience it again before he retired.

Over the years, he had come across various scraps of information regarding the ancient Thassilonian Empire, and decided that visiting the modern nation of Varisia, to explore the ruins still in situ, as well as the gypsy culture which was inspired by the rune magic of ancient Thassilon, would be a worthy capstone to his long life... After all, what is the worst that could happen...?

Recruitment Questions:
A character goal:
To learn more about the Thassilonian Empire, through the analysis of the ruins scattered throughout Varisia, and a retrospective study of the culture of the indigenous human population.

One paragraph describing what your character looks like, how they carry themselves.
Skerrin is an elderly Elf, with a mane of fine silvery hair, and a tanned, weather-lined face. He generally dresses in a sturdy explorer’s outfit, dyed green with designs picked-out in silver thread. He typically has a journal and quill in hand, ready to make note of anything interesting which catches his eye.

One paragraph describing you character's personality.
Although he can be quite distracted at times, going off onto tangents about esoteric subjects, he is quick to smile, and is filled with boundless energy – although his strength is failing, he is still as spry as ever! Skerrin does not tend to bear grduges; he does not see the point, when he will continue to live for centuries, of allowing disagreements to fester. He can, however, be a staunch ally.

We'll start the game in Magnimar, as you are heading to Sandpoint. Give me a reason why your character is heading to Sandpoint.
Taking a look at a map of the Gulf of Varisia, Skerrin decided that the best way to approach the hinterland of Varisia would be to catch the regular 'ferry' from Magnimar to Sandpoint.

Just for fun, tell me your character's favorite food and drink.
Pheasant with a lemon and pepper sauce, accompanied by elderberry wine.

Initiative: +9 [+3 Dex + 2 Trait + 4 Familiar]
Senses: Low-Light Vision, Perception +5
Speed: 30 ft

AC: 13 (10 + 3 Dex)
Touch: 13 (10 + 3 Dex)
Flat-footed: 10 (10)

Hit Points: 19/19

Fort: +1 Ref: +3 Will: +2

Immune to Magic Sleep effects
+2 to saves Vs Enchantment spells or effects

Combat:

Base Atk: +0; CMB: -2; CMD: 11

Melee
Longsword: -2 to Hit; Dmg 1d8-2; crit 19+/x2; Type S
Ranged
Crossbow, Light: +3 to Hit; Dmg 1d8; crit 19-20/x2; Type P; range 80 ft.

Skills:

Skill Points per level:
Wizard: 2 (Class) + 5 (Intelligence) + 1 (FC)
Acrobatics +3
Appraise +5
Bluff +1
Climb -2
Craft +5
Diplomacy +1
Disguise +1
Escape Artist +3
Heal +0
Intimidate +1
Knowledge(Arcana) +9 (+5 Int + 1 rank + 3 class skill)
Knowledge(Dungeoneering) +9 (+5 Int + 1 rank + 3 class skill)
Knowledge(Engineering)
Knowledge(Geography)
Knowledge(History) +9 (+5 Int + 1 rank + 3 class skill)
Knowledge(Local)
Knowledge(Nature)
Knowledge(Nobility)
Knowledge(Planes) +9 (+5 Int + 1 rank + 3 class skill)
Knowledge(Religion) +9 (+5 Int + 1 rank + 3 class skill)
Linguistics +9 (+5 Int + 1 rank + 3 class skill)
Perception +5 (+0 Wisdom + 1 rank + 2 racial bonus + 2 Alertness)
Perform +1
Ride +3
Sense Motive +2 (+0 Wisdom + 2 Alertness)
Spellcraft +9 (+5 Int + 1 rank + 3 class skill)
Stealth +3
Survival +0
Swim -2

Trait:
Warrior of Old (Elf):
Source Elves of Golarion 15
As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.

Benefit: You gain a +2 trait bonus on Initiative checks.

Magic is Life (Nethys):
Source Legacy of Fire Player's Guide 9
Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death.

Benefit: As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.

Feats:

1st: Spell Focus (Conjuration)
1st (Wizard Bonus): Scribe Scroll
2nd: Augment Summoning
3rd: Acadamae Graduate
4th: Great Fortitude
5th: Spell Penetration
5th (Wizard Bonus): Heighten Spell
6th: Improved Great Fortitude
7th: Greater Spell Penetration
8th: Skill Focus (Knowledge[Planes])
9th: Spell Focus (Enchantment)
10th: Greater Spell Focus (Enchantment)
11th: Persistent Spell
12th:
13th:
14th:
15th:

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 Features:

Cantrips
Spells
Arcane Bond: Familiar
Arcane School: Conjuration(Teleportation)

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 (1 round).

Shift (Su):
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.(8/day).

Opposition Schools: Evocation, Illusion

Spells Known:

Cantrips: Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Root, Open/Close, Arcane Mark, Prestidigitation

1st: Comprehend Languages, Endure Elements, Feather Fall, Identify, Infernal Healing*, Mage Armor*, Memory Lapse, Protection from Evil, Summon Monster I*

Spells Prepared:

Cantrips (3): Acid Splash, Detect Magic, Prestidigitation

1st (1 + 2 + 1): SM I [x0/3 used], (OPEN SLOT)

Equipment:
Carrying Capacity: L 23 M 46 H 70
Explorer's Outfit
Signet ring (5) (-)
Waterskin (1) (4 lbs)
Spell Component Pouch [x2] (10) (4 lbs)

Belt Pouch (1): (0.5 lbs)
Flint and Steel (1) (-)
Iron Vial x3 (0.3) (3 lbs)
Acid Flask (10) (1 lb)

Backpack (2): (2 lbs)
Bedroll (0.1) (5 lbs)
Winter Blanket (0.5) (3 lbs)
Small Steel Mirror (10) (0.5 lbs)

Coins: 29gp, 1sp, 0cp

*Scribed spells: Breeze (5), Dancing Lights (5), Flare (5), Light (5), Penumbra (5), Ray of Frost(5), Scoop (5), Spark (5), Ghost Sound (5), Haunted Fey Aspect (5)

Nik-Nik, Compsognathus Familiar:
N Tiny Animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 9 (1d8+2)
Fort +4, Ref +4, Will +2

OFFENSE

Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
BAB +0; CMB +0; CMD 9
Feats Improved Initiative

Skills
Acrobatics +2
Appraise -2
Bluff -3
Climb -1
Craft -2
Diplomacy -3
Disguise -3
Escape Artist +2
Heal +0
Intimidate -3
Knowledge(Arcana) -1 (-2 Int + 1 rank)
Knowledge(Dungeoneering) -1 (-2 Int + 1 rank)
Knowledge(Engineering)
Knowledge(Geography)
Knowledge(History) -1 (-2 Int + 1 rank)
Knowledge(Local)
Knowledge(Nature)
Knowledge(Nobility)
Knowledge(Planes) -1 (-2 Int + 1 rank)
Knowledge(Religion) -1 (-2 Int + 1 rank)
Linguistics -1 (-2 Int + 1 rank)
Perception +5 (+0 Wisdom + 1 rank + 3 class skill)
Perform -3
Ride +2
Sense Motive +0
Spellcraft -1 (-2 Int + 1 rank)
Stealth +10 (+2 Dex + 8 Size)
Survival +0
Swim +7 (-1 Str + 8 Racial)

SPECIAL ABILITIES

Poison (Ex):
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

FAMILIAR ABILITIES
Improved Evasion
Share Spells
Empathic Link



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