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Thiera's page

541 posts. Organized Play character for TomG.


Full Name

Thieramalea (Thiera) Eyissera

Race

Elf Wizard (Evoker) 6 |AC 12 (16 w/ MA) (t 12+4MA) (ff 10+4MA) | F+4*, R+6*, W+7* (+2 vs Ench) | CMD 13 | Init +6, Per +6

Classes/Levels

| HP 36/36

Gender

F

Size

M

Age

136

Alignment

CG

Strength 11
Dexterity 14
Constitution 10
Intelligence 22
Wisdom 10
Charisma 12

About Thiera

F Elf Wizard (Evoker) 6
Init +6 = +2 (Dex) +4 (Improved Initiative)

Str 11
Dex 14
Con 10
Int 22 =20 +2 (headband)
Wis 10
Cha 12

DEFENSE
AC 12 =10 +2 (Dex) touch 12, flat-footed 10
ENLARGED AC 10 =10 +1 (Dex) -1 (Size) touch 10, flat-footed 9

HP 36 +26 (6d6=6+5×4) +4 (FCB) + 6 (Toughness)

Fort +4* =2 (Wiz6) +2 (cloak)
Ref +6* =2 (Wiz6) +2 (Dex) +2 (cloak)
Will +7* =5 (Wiz6) +2 (cloak)

* +2 vs Enchantment spells and effects (Elven Immunities)
* Immune to magic sleep effects (Elven Immunities)

CMD 14 = 10 +2 (BAB) +2 (Dex)

OFFENSE
Speed 30'
BAB 2
CMB 2 = 2 (BAB)

Force Missile (Sp) x9/day = 3 + 6 (Int)
Automatically hits (as magic missle) Dmg: 1d4+3 (Intense Spells)

MW Rapier (Bonded Item)
Melee: Attack +3 = 2 (BAB) +1 (MW) Dmg 1d6 (18–20/x2)
ENLARGED Melee: Attack +3 = 2 (BAB) +1 (MW) +1 (Str) -1 (Size) Dmg 1d8 +1 (18–20/x2) = +1 (Str)
P, 2 lbs
Free @ MW, via Arcane Bond. Proficiency (Elf).

Dagger (x1)
Thrown: Attack +4 = 2 (BAB) +2 (Dex) Dmg 1d4 (19–20/x2)
Melee: Attack +2 = 2 (BAB) Dmg 1d4 (19–20/x2)
Range 10' P/S, 1 lb.

MW Darkwood Longbow
Attack +5 = 2 (BAB) +1 (MW) +2 (Dex) Dmg 1d8 (x3)
Range 110' P, 1.5 lb

SPELLS
Concentration: d20+9 = 6 (Wiz) + 6 (Int)
DC 16 + SL = 10 (base) +6 (Int) + SL
+1 DC for Evocation and Conjuration spells (Spell Focus)
+2 to CL checks to overcome SR (Elven Magic)
Casting spells without bonded item is DC 20+SL Concentration

Specialization: Evocation
Opposition: Illusion, Necromancy (must spend two slots to cast spells from these schools)

PER DAY: L3:3+1 (Evoc) L2:5+1 (Evoc) L1:5 +1 (Evoc) | L0:4 (Includes Int bonus 6: +1 5:+1 4:+1 3:+1 2:+2 1:+2
With Bonded Item, may cast one known spell/day. (Cannot be from opposition schools, or modified by metamagic)

Prepared:
3: fireball (+), fireball, dispel magic
2: scorching ray (+), flaming sphere, summon monster II x2, hideous laughter, glitterdust x2
1: burning hands (+), magic missile x2, charm person, grease, mage armor
0: detect magic, mage hand, acid splash, prestidigitation

Also: wand of endure elements, wand of CLW, scroll of see invisibility, scroll of protection from energy, scroll of endure elements, scroll of reduce person

SPELLBOOK:

Starting Spells: All 0-level, except from opposed schools, and +7 1st level spells (=3 (base) +4 (Int)).
66/100 pages = 16(0) + 19(1) + 16(2) + 15(3)

Level 3 (15 pages)
beast shape I
dispel magic
fireball
fly
haste

Level 2 (16 pages)
flaming sphere (Evoc)
scorching ray (Evoc)
blindness/deafness (Necro)
summon monster II (Conj)
glitterdust (Conj)
mirror Image (Illus)
touch of idiocy (Ench) No save!
hideous laughter (Ench)

flaming sphere (Evoc)
Range medium (100 ft. + 10 ft./level); Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
Ball of fire. Moves 30'/rnd (move action), and can jump/ascend 30' as part of movement to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage, Reflex negates. Can roll over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

Level 1 (19 pages)
Burning Hands (Evoc)
Charm Person
Comprehend Languages
endure Elements (Abj)
Enlarge Person (Trans)
Expeditious Retreat
Feather Fall
Grease
jump (Trans)
Mage Armor
Magic Missile
Magic Weapon (Trans)
Obscuring Mist
ray of enfeeblement (necro)
Reduce Person (Trans)
Shield
shocking grasp
Sleep
True Strike

Burning Hands (Evoc)
VS ~ Area:15' Cone ~ Save: Ref (half) ~ SR: Yes
1d4 points of fire damage per caster level (maximum 5d4), +1 (Evoker/Intense Spells).
Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Enlarge Person (Trans)
VSM ~ Range: close (25' + 5'/2 lvl) Dur: 1 min/lvl (D) ~ Save: Fort negates ~ SR: Yes
Instant growth of a humanoid creature; x2 height, x8 weight. Increases size category by 1. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. All equipment worn or carried by a creature is similarly enlarged by the spell.

Sleep (Ench)
VSM ~ Range: medium (100' + 10'/lvl) ~ Area: 10' radius ~ Save: Will (negates) SR: Yes
Up to 4HD of creatures. Creatures with fewest HD affected first, then creatures closer to origin. Slapping or wounding wakens affected creatures, but normal noise does not.

Level 0 (16 pages)
Resistance (Abj)
acid splash (Conj) 1d3 Acid RT
detect magic (Div)
Detect Poison (Div)
Read Magic (Div)
daze (Ench)
Dancing Lights (Evoc)
Flare (Evoc)
light (Evoc)
Ray of Frost (Evoc) 1d3 cold RT
Mage Hand (Trans)
Mending (Trans)
Message (Trans)
Open/Close (Trans)
Arcane Mark (Univ)
Prestidigitation (Univ)

Acid Splash (Conj) [acid] OR [fire] CRB
VS Ramge: close (25' + 5'/2 lvl) Save: None SR: No
Ranged touch, 1d3 acid (or fire) damage. Acid disappears after 1 round.

OTHER ABILITIES
SKILLS
7 per level = +2 (Wiz) + 5 (Int@20, not incl headband)

✓ Appraise 6 = 0 (ranks) +6 (Int) (Untrained)
☐ Bluff 1 = 0 (ranks) +1 (Cha) (Untrained)
✓ Diplomacy 11 = 6 (ranks) +3 (class) +1 (Cha) +1 (Trait)
☐ Intimidate 1 = 0 (ranks) +1 (Cha) (Untrained)
✓ Knowledge(arcana) 15 = 6 (ranks) +3 (class) +6 (Int)
✓ Knowledge(history) 11 = 2 (ranks) +3 (class) +6 (Int)
✓ Knowledge(local) 14 = 5 (ranks) +3 (class) +6 (Int)
✓ Knowledge(geography) 10 = 1 (ranks) +3 (class) +6 (Int)
✓ Knowledge(nature) 15 = 6 (ranks, from headband) +3 (class) +6 (Int)
✓ Knowledge(nobility) 10 = 1 (ranks) +3 (class) +6 (Int)
✓ Knowledge(religion) 12 = 3 (ranks) +3 (class) +6 (Int)
✓ Knowledge(planes) 11 = 2 (ranks) +3 (class) +6 (Int)
✓ Linguistics 14 = 5 (ranks) +3 (class) +6 (Int)
☐ Perception 6 = 4 (ranks) +2 (racial)
✓ Profession (Librarian) 4 = 1 (ranks) +3 (class) +0 (Wis)
✓ Spellcraft 15* = 6 (ranks) +3 (class) +6 (Int)
..* +2 to identify properties of magic items
..* +2 spellcraft when adding Evocation spells to spellbook.

☐ Survival 0* = 0 (ranks) +0 (Wis) (Untrained)
..* +2 to avoid being lost (wayfinder)

Wizard's class skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Diplomacy always treated as class skill (Ease of Faith trait).

Languages: Common, Elven (Racial), Draconic (bonus), Sylvan (bonus), Goblin (bonus), Skald (regional) (bonus), Kalesh (regional) (Linguistics 2), Auran (Linguistics 3), Giant (Linguistics 4), Hallit (regional) (Linguistics 5), Read Lips (Linguistics 1; see PFS Organized Play FAQ), Tian (regional) (Linguistics 6)

FEATS, ETC.:

Arcane Bond (Bonded Item) (Wiz 1)A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools

Spell Focus (Evoc) Wiz 1 (PFS)
+1 DC for spells from Evocation school

Improved Initiative Level 1
+4 bonus to initiative checks.

Toughness Level 3
+3 hp, +1 hp each level beyond 3rd

Empower Spell (Metamagic) Wiz5 bonus
All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell's actual level.)

Spell Focus (Conj) Level 5
+1 DC for spells from Conjuration school

ABILITIES
Cantrips (Wiz 1)
0-level spells are not expended when cast, and may be cast again.

Intense Spells (Su) Wiz(Evoc) 1
Whenever you cast an evocation spell that deals hit point damage, add ½ your wizard level to the damage (minimum +1). Only applies once to a spell, not once per missile or ray, and can't be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile (Sp) Wiz(Evoc) 1
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your Intense Spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

TRAITS
Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Focused Mind: You gain a +2 trait bonus on concentration checks.

Racial Abilities
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks. [Included]

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.

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.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

DESCRIPTION
Age: 136
Height: 5'10" Weight: 115 lbs
Favored Class: Wizard

Tall and lithe, this pale, blonde elf, sought solace in the cold mountains of Irrisen.

Pathfinder:
PFS ID#: 9440-03

XP 15
PP 24/28
- 2pp: wand of endure elements
- 2pp: wand of CLW

Inventory Tracking Sheet
Chronicles

Completed:
LEVEL 1
* #3-19 The Icebound Outpost
* #5-08 The Confirmation
* We Be Goblins (GM Credit) (1 PP)
LEVEL 2
* #3 Murder on the Silken Caravan
* #8 Slave Pits of Absalom
* We Be Goblins Too (GM Credit) (1 PP)
LEVEL 3
* Frozen Fingers of Midnight
* #3-19 The Icebound Outpost (GM Credit)
* #2-15 Shades of Ice, Part I
LEVEL 4
* #6-08 The Segang Expedition (GM Credit)
* #2-17 Shades of Ice, Part II
* #2-19 Shades of Ice, Part III
LEVEL 5
* Quest for Perfection, Part I
* #3-11 Quest for Perfection, Part II
* #3-13 Quest for Perfection, Part III
LEVEL 6
* Sewer Dragons (In progress)

Significant Equipment:

(See Inventory Tracking Sheet for most accurate and complete listing.)
* Wayfinder. Shines as per light on command. +2 to Survival to avoid being lost
* cloak of resistance +2
* pearl of power (level 1)
* headband of vast intelligence +2 skill: Knowledge(nature)

Non-spell consumables:
* Potion, CLW

Level Up:

LEVEL 1:
* FCB +1 skill
* Skills: Diplomacy, Knowledge(arcana, history, planes), Linguistics, Profession(librarian), Spellcraft
LEVEL 2:
* Learn two new spells (Wiz): Reduce Person, Magic Weapon
* FCB +1 skill
* Skills: Diplomacy, Knowledge(arcana, history, local), Linguistics, Perception, Spellcraft
LEVEL 3:
* Learn two new spells (Wiz): scorching ray, summon monster II
* FCB +1 hp
* Skills: Diplomacy, Knowledge(arcana, local, religion), Linguistics, Spellcraft
* Feat: Toughness
LEVEL 4:
* Learn two new spells (Wiz): hideous laughter, touch of idiocy
* FCB: +1 hp
* Skills: Knowledge(arcana, local, nobility, religion), Linguistics, Spellcraft
* Ability: Int +1 (This brings 4 more skill points: Diplomacy, Knowledge(geography, planes), Perception)
LEVEL 5:
* Learn two new spells (Wiz): fireball, haste
* Wiz5 bonus feat: Empower Spell
* FCB: +1 hp
* Feat: Spell Focus(Conjuration)
* Skills: Diplomacy, Knowledge(arcana, local), Linguistics, Spellcraft, Perception
* (Purchased headband of vast Intelligence +2, skill: Knowledge(nature))
LEVEL 6:
* Learn two new spells (Wiz): beast shape I, fly
* FCB: +1 hp
* Skills: Diplomacy, Know(Arcana, Local, Religion), Linguistics (Tian), Perception, Spellcraft