Ceoptra

Telmarni's page

327 posts. Alias of Spencer Ramirez.


Full Name

Telmarni

Race

| HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0

Classes/Levels

| Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

Gender

Telmarni, CN Female Strix Black Blade Magus Lvl 3

Size

Medium

Age

16

Alignment

Chaotic Neutral

Deity

Desna

Languages

Common, Draconic, Infernal, Strix, Sylvan

About Telmarni

Telmarni's Current Skills:

Acrobatics +4, Appraise +4, Fly +8, Handle Animal +0, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +6, Knowledge (nature) +4, Knowledge (planes) +7, Linguistics +4, Perception +6, Perform (dance) +1, Ride +6, Spellcraft +9, Swim +5, Use Magic Device +9

Telmarni's Current Status:

HP 18/18(NL0)
AC 16, touch 13, flat-footed 13
Fort +4, Ref +4, Will +3
CMB: +4, CMD: 17
Cantrips: arcane mark, dancing lights, detect magic, prestidigitation
1st: keep watch[], shield [x][], shocking grasp []
Arcane Pool: 0/4
Black Blade Arcane Pool: 0/1
Current Effects: N/A

Telmarni's Appearance
Telmarni looks like she has dark brown hair, fair skin, wearing a cloak of brown feathers on her shoulders. Looks to be rather alert to her surroundings.

Telmarni's Personality:

Due to her being in slavery, she is wary to get near humans, specially ones that speak Infernal. She tries to keep to herself, but knows that now there are some okay humans out there. But being a branded slave makes her doubt herself sometimes in her endeavors.

Telmarni's Past:

She was once a slave in Cheliax. From a young age, that is what she remembered. She wished to be free, and when a chance came, she took it. She fled North, Northeast Anywhere but where she was kept as a trophy.

She flew as far and as fast as she could, but collapsed after a while. But luck was with her. She was found unconcious by Daranir Del'annerie's family that lived farther north. She was brought there and awoke in their care. She was startled, but Daranir assured her that she is safe, and no one would own her as an object again. She was soon after adopted by his family, and she learned that humans are not all the same.

While she grew, she was taught of many things. Her new adopted family found that she had a bit of understanding of magic, and an interest in their swordsmanship. She couldn't hold a proper dueling sword though, so they found a slightly shorter, more curved blade for her. And as such, her training as a magus began. She trained along side Daranir's niece, a Carinna Del'annerie. They practiced together for a few years before she left for a Aldori fencing school. Telmarni stayed behind to learn more from her father, that she has learned to call him.

When her training was more or less complete, her family heard of the expedition to the stolen lands to take care of bandits and such, and thought that she could go with Carinna from the main household so she can be away from the politics of Brevoy. Her adopted father managed to get a hold of a charter and gave it to Telmarni along with a blade, similar to what she used, but was black as night. With her gifts and with her adopted parent's blessing, she was sent to meet with Carinna and the group that will explore the Stolen Lands.

Telmarni's Stats:

Telmarni
Female strix magus (bladebound) 3 (Pathfinder Campaign Setting: Inner Sea World Guide 313, Pathfinder RPG Ultimate Magic 9, 47)
CN Medium humanoid (strix)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 18 (3d8)
Fort +4, Ref +4, Will +3; +2 bonus vs. illusion spells or effects
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Offense
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Speed 30 ft., fly 60 ft. (average)
Melee black blade scimitar +6 (1d6+4/18-20) or
. . dagger +5 (1d4+2/19-20) or
. . unarmed strike +5 (1d3+2 nonlethal)
Ranged shortbow +5 (1d6/×3)
Special Attacks arcane pool (+1, 4 points), hatred, spell combat, spellstrike
Magus (Bladebound) Spells Prepared (CL 3rd; concentration +6)
. . 1st—keep watch, shield (2), shocking grasp
. . 0 (at will)—arcane mark, dancing lights, detect magic, prestidigitation
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Statistics
--------------------
Str 14, Dex 16, Con 10, Int 16, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Dervish Dance[ISWG], Explorer, Weapon Finesse
Traits pragmatic activator, reactionary, rostlander
Skills Acrobatics +4, Appraise +4, Fly +8, Handle Animal +0, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +6, Knowledge (nature) +4, Knowledge (planes) +7, Linguistics +4, Perception +6, Perform (dance) +1, Ride +6, Spellcraft +9, Swim +5, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Draconic, Infernal, Strix, Sylvan
SQ black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, mark of slavery, suspicious
Combat Gear acid (2), alchemist's fire (4), antiplague[APG], antitoxin, healer's kit; Other Gear studded leather, arrows (20), dagger, shortbow, belt pouch, spell component pouch, light horse, backpack, bedroll, bit and bridle, flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit, pot, riding saddle, small tent, soap, torch, trail rations, trail rations, waterskin, 2 gp, 1 sp, 2 cp
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Tracked Resources
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Acid - 0/2
Alchemist's fire - 0/4
Antiplague - 0/1
Antitoxin - 0/1
Arcane Pool +1 (4/day) (Su) - 0/4
Arrows - 0/20
Black Blade: Arcane Pool (1/day) (Su) - 0/1
Dagger - 0/1
Healer's kit - 0/10
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Special Abilities
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Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Explorer Provide double food using Survival to get along in the wild.
Flight (60 feet, Average) You can fly!
Hatred +1 (Ex) Gain a bonus to attacks vs. humans.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Suspicious +2 bonus to save vs. illusion.

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Zypher
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
Other Gear backpack, bedroll, bit and bridle, flint and steel, hemp rope (50 ft.), ink, inkpen, mess kit[UE], pot, riding saddle, small tent, soap, torch (10), trail rations (5), trail rations (20), waterskin (2)
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Tracked Resources
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Torch - 0/10
Trail rations - 0/5
Trail rations - 0/20
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Spellbook:

All 0 Level Spells
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1st Level Spells
  • Burning Hands
  • Chill Touch
  • Corrosive Touch
  • Color Spray
  • Grease
  • Keep Watch
  • Magic Missile
  • Shield
  • Shocking Grasp
  • Snowball
  • True Strike