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Sverinn Nistarc's page

96 posts. Alias of fnord72.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

About Sverinn Nistarc

Sverinn Nistarc
Elven Wizard 5
CG Medium humanoid (elf)
Age: 121 6’3” 145
Deity: Aroden
Initiative +7, Perception +6, Low-light Vision
Languages (12) Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Elven, Polygot, Infernal, Osiriani, Sylvan, Undercommon


AC 14, touch 14, flat-footed 11 (+3 Dex, Deflection +1)
hp 20 (5d6+0)
CMD 15
Immune: magic sleep effects
Fort +1, Ref +4, Will +5
+2 save vs enchantments and effects
Speed 30 ft.
Melee +2
Dagger +2 (1d4+1) 19x2 10ft P/S
Ranged +5
Longbow +5 (1d8) 20x3 P
Base Atk +2; CMB +2
Atk Options
Special Actions:
Shift (Su) 10' LoS, No AoO, swift action as Dimension Door, 8/day

Spells per Day: 4/6/4/3/0/0/0/0/0/0
3rd Lvl: (DC 18) Haste x2, Spiked Pit
2nd Lvl: (DC 17) Acid Arrow*, Create Pit*, See Invisible, Scorching Ray
1st Lvl: (DC 16) Charm Person, Grease*, Mage Armor, Magic Missile, Obscuring Mist*, Silent Image
Cantrips (DC 15) Acid Splash*, Detect Magic, Read Magic, Mage Hand
*Spell Focus: +1 DC

+2 CL overcome spell resistance


Attributes Str 10, Dex 16, Con 10, Int 21, Wis 12, Cha 16

Feats: Breadth of Experience, Craft Magic Arms and Armor, Craft Wondrous Item, Scribe Scroll, Spell Focus (Conjuration),
Weapon Proficiency: Club, Dagger, Heavy Crossbow, Light Crossbow, Quarterstaff, longbow, composite longbow, longsword, rapier, shortbow, composite shortbow, any weapon named “elven”
Armor Proficiency: None
Traits: Religion Trait: Devotee of a Dead God (A Fallen God) You simply cannot and will not accept that your god is dead. Your faith in his teachings and religion are stronger than ever.
Benefit: You gain a +1 trait bonus on Diplomacy checks and Knowledge (religion) checks. One of these skills (your choice) is always a class skill for you.

Favored Class: Wizard: HP: Skills:4

Skills (2 class + 5 Int + 4 FC): 8, 8, 8, 8
Total, Ranks, Attribute, Class, Other
Acrobatics (Dex) +3, 0+3+0+0
Appraise (Int)* +9, 1+5+3+0
Bluff (Cha) +6, 3+3+0+0
Climb (Str) +0, 0+0+0+0
Craft (Alchemy) (Int)* +9, 1+5+3+0
Craft (Carpentry) (Int)* +9, 1+5+3+0
Diplomacy (Cha) +11, 4+3+3+1 +1 trait/class
Disable Device (Dex)t +3, 0+3+0+0
Disguise (Cha) +3, 0+3+0+0
Escape Artist (Dex) +3, 0+3+0+0
Fly (Dex)* +7, 1+3+3+0
Handle Animal (Cha)t +4, 1+3+0+0
Heal (Wis) +1, 0+1+0+0
Intimidate (Cha) +3, 0+3+0+0
Knowledge (arcana)*t +12, 2+5+3+0 +2 feat
Knowledge (dung)*t +11, 1+5+3+0 +2 feat
Knowledge (eng)*t +11, 1+5+3+0 +2 feat
Knowledge (geog)*t +11, 1+5+3+0 +2 feat
Knowledge (hist)*t +11, 1+5+3+0 +2 feat
Knowledge (local)*t +11, 1+5+3+0 +2 feat
Knowledge (nature)*t +11, 1+5+3+0 +2 feat
Knowledge (nobility)*t +11, 1+5+3+0 +2 feat
Knowledge (planes)*t +11, 1+5+3+0 +2 feat
Knowledge (religion)*t +12, 1+5+3+1 +2 feat, +1 trait
Linguistics (Int)*t +13, 5+5+3+0
Perception (Wis) +7, 2+1+0+4 +2 Familiar, arms reach, +2 race
Perform (Oratory) (Cha) +3, 0+3+0+0
Profession (Wis)*t (Sailor) +7, 1+1+3+0 +2 feat
Profession (Wis)*t (Barrister) +7, 1+1+3+0 +2 feat
Ride (Dex) +3, 0+3+0+0
Sense Motive (Wis) +4, 1+1+0+2 +2 Familiar, arms reach
Sleight of Hand (Dex)t +3, 0+3+0+0
Spellcraft (Int)*t +13/15, 5+5+3+0 +2 identify magic items
Stealth (Dex) +3, 0+3+0+0
Survival (Wis) +2, 1+1+0+0
Swim (Str) +0, 0+0+0+0
Use Magic Device (Cha)t +3, 0+3+0+0

Special Abilities:

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). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monsterspells 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.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if usingdimension 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.
Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Spells: DC 15+ spell level
Arcane School: Conjuration(Teleportation)
Opposed Schools: Abjuration, Necromancy

2nd (4) Acid Arrow*, Create Pit*, See Invisible, Scorching Ray
1st Lvl: (10) Charm Person, Color Spray, Comprehend Languages, Disguise Self, Feather Fall, Grease*, Mage Armor*, Magic Missile, Obscuring Mist*, Silent Image
Cantrips: (18) Acid Splash*, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

Sverinn’s’ Book of Arcanity
2nd (4) Acid Arrow*, Create Pit*, See Invisible, Scorching Ray
1st (10) Grease*, Obscuring Mist*, Comprehend Languages, Magic Missile, Color Spray, Silent Image, Feather Fall
Cantrips 18) Acid Splash*, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
Pages Used: 36/100

Book of Harms (Level 5 Evoker)

The leather wrapping of this book is of an indeterminate type, and gives off a faint and unpleasant scent, as of charred meat. The writing inside is in a jagged hand, and many notes on the ash-smudged pages indicate its previous owner sought ever more damaging magic. A glittering rune in the cover’s center is shaped vaguely like a lightning bolt.
Protection Average lock (DC 25)
Oppositional schools Divination, transmutation
Value 535 gp (900 gp with preparation ritual)

3rd—fireball S, lightning bolt S
2nd—acid arrow, darkness S, ghoul touch, gust of wind S
1st—burning hands S, color spray, corrosive touch S [APG], hydraulic push S [APG], hypnotism, magic missile S, ray of enfeeblement, shocking grasp S
Preparation Ritual

Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spellmetamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way.


Greensting Scorpion
N Tiny Magical Beast
Init +3, Senses Darkvision 60 ft; Perception +4

AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
HP 8 (4d8)
Fort +3, Red +4, Will +4

Speed 30’
Melee sting +5 (1d2-4 plus poison)
Space 2 ½ ft, Reach 0
Special Attacks: Poison

Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +2, CMB +3; CMD 7 (19 vs trip)
Feats: Weapon Finesse
Skills: Acrobatics +3, Climb +7, Perception +4, Stealth +19, Swim -2; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Poison (Ex)
Sting-injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.



Adventurer’s Spellcraft Sash 25g 1.5 lbs
Handy Haversack 3000g 5 lb
Subtotal 3025g 6.5 lbs

Explorer’s Outfit ~ 4 lbs
Dagger 2g 1 lb
Longbow 50g 8 lbs
Ring of Feather Fall/Sustenance 5800g ~
Ring of Protection +1 2000g ~
Cloak of Resistance +1 1000g ~
Subtotal 8852g 13 lbs

Chalk .01g ~ lb
Charcoal 5g ~ lb
Flint & Steel 1g ~ lb
Pearl of Power, I 1000g ~
Wand Protect/Evil 750g ~
Subtotal 1006.01g ~ lb

Handy Haversack
Arrows, Common (20) 2g 3 lbs
Alchemist's Fire (5) 100g 5 lbs
Cooking Kit 1 2 lbs
dungeoneering Kit, Deluxe 130g 15 lbs
Powder, Flour (2) .02g 1 lb
Scroll Case 1g .5 lb
Ink (1) (1 oz vials) 8g ~ lb
Inkpen (2) .2g ~ lb
Parchment (20) 4g ~ lb
Trail Rations (1 day) .5g 1 lbs
Vial, empty (2) 2g ~ lb
Waterskin (1) 2g 4 lbs
Hammock .1g 3
Spell scribe materials 300g ~ lb
Potion, CLW (1) 50g 1 lb
Spellbook, Sverinn’s ~ 3 lbs
Spellbook, Book of Harms 900g 3 lbs
Subtotal 1500.82g 40.5 lb

Scroll Case:
Scroll: Protection from Chaos (2) 50g ~

Containers: 27g 2.5 lbs
Worn: 8852g 13 lbs
Pockets: 1756.01g ~
Handy Haversack 1500.82g 5 lbs
Scroll Case: 50g ~

Total weight carried: 20.5 lbs LIGHT ENCUMBRANCE

Horse, Hvy War 300g
Barding 100g 40 lbs
Military Saddle 20g 30 lbs
Saddlebags 4g 8 lbs
Alchemist's Lab 200g 40 lbs
Artisan Tools mwk (armor) 55g 5 lbs
Artisan Tools mwk (weapons) 55g 5 lbs
Artisan Tools mwk (brewing) 55g 5 lbs
Feed (20 days) 1g 200 lbs
Barrel 2g 30 lbs
Subtotal 792g 363 lbs

Total spent: 12977.83g

Platinum: 2
Gold: 2
Silver: 1
Copper: 7
Total Cash 22.17

Starting Gold 13000


N Large animal
Initiative +4 Senses low-light vision, scent; Perception +8
AC 18, touch 13, flat-footed 14 (+4 Dex, -1 size, +2 natural, +3 barding)
HP 19 (2d8+10)
Fort +8, Ref +7, Will +3
Speed 50 ft
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft Reach 5 ft
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs trip)
Feats Endurance, Run
Skills Perception +8;
EquipmentStudded Leather Barding +3 AC; Max Dex +5; ACP -1; Speed 50; 100g; 40 lbs

Combat Trained: Attack, come, defend, down, guard, heel.


Orphaned at an early age, Sverinn had never considered any place her origin, moving from one city to another in her adolescence. During her early years, she often found herself in a vivid dream state where she felt a calling to a god that styled himself as Aroden. Later she learned that Aroden was believed to be a dead god, but her dream and studies led her to believe that something of a divine origin was calling to her. She completed her studies as an apprentice conjurer and left Absalom for Taldor, known for its history of ancient ties to his godhood. Later, she traveled to Garund where she spent several decades studying the ancient history of the land.


Sverinn stands out among elves as one of the taller specimens of the race with her long legs. Her red hair is oft’ envied by other women and is set off by her emerald eyes.

Her chosen clothing currently consists of a typical explorer's outfit most often colored in mottled greys, though she enjoys changing the colors with minor cantrips as the occasion warrants. Her unique and customized spell component pouch was crossed with the pouch and bandolier favored by many of the adventurers that wandered through Sandpoint.
The lapel of her cloak is emblazoned with a nova star with asymmetrical rays enclosing her personal standard of a scroll and arrow, crossed, and clutched in the claws of a faerie dragon, rampant, with her personal standard below.

Group Loot:

From Undine
Potion Mage Armor
Potion Bulls Strength

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