Samaritha Beldusk

Alexandria von Rogarvia's page

25 posts. Alias of BloodWolven.


Strength 12
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 14
Charisma 25

About Alexandria von Rogarvia

Alexandra Sun Scar of Kravian House

Conjurer 15
LE Medium humanoid (human)
Init +6; Senses see invisibility; Perception +15

DEFENSE

AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +3 natural)
hp 125 (15d6+70)
Fort +11, Ref +10, Will +12
Defensive Abilities magic circle against good; Immune fire (120 points); Resist electricity 30

OFFENSE

Speed 30 ft.
Melee mwk quarterstaff +7/+2 (1d6–1)
Arcane School Spell-Like Abilities (CL 15th; concentration +21)

At will—dimensional steps (450 feet/day)
9/day—acid dart (1d6+7 acid)

Conjurer Spells Prepared (CL 15th; concentration +21)
8th—incendiary cloud (DC 26), summon monster VIII
7th—extended acid fog, widened black tentacles, mass hold person (DC 23)
6th—quickened acid arrow, acid fog, disintegrate (DC 22), quickened invisibility, summon monster VI
5th—cloudkill (DC 23), dismissal (DC 21), shadow evocation (DC 21), summon monster V, teleport, widened glitterdust (DC 20)
4th—arcane eye, confusion (DC 20), dimension door, greater invisibility, phantasmal killer (DC 20), solid fog
3rd—displacement, magic circle against good, protection from energy, slow (DC 19), stinking cloud (2, DC 21)
2nd—acid arrow, glitterdust (DC 20), knock, mirror image, resist energy, see invisibility, web (DC 20)
1st—charm person (DC 17), color spray (DC 17), expeditious retreat, feather fall, grease, mage armor, mount
0th (at will)—acid splash, detect magic, mage hand, read magic

Opposition Schools evocation, necromancy

TACTICS

Before Combat The wizard casts mage armor, magic circle against good, protection from energy (fire), resist energy (electricity), and see invisibility.

During Combat The wizard leads with mass hold person, followed by widened black tentacles or incendiary cloud if opponents are immune to enchantments. He banishes creatures summoned by foes, charms enemies with his staff, summons allies to protect him, turns uncharmed enemies against each other with confusion, and targets leaders with disintegrate or phantasmal killer.

Base Statistics

Without mage armor, magic circle against good, protection from energy (fire), resist energy (electricity), and see invisibility, the wizard’s statistics are Senses normal; AC 18, touch 15, flat-footed 15; Defensive Abilities none; Immune none; Resist none.

STATISTICS

Str 8, Dex 14, Con 16, Int 23, Wis 10, Cha 12
Base Atk +7; CMB +6; CMD 21
Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Dodge, Extend Spell, Greater Spell Focus (conjuration), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Toughness, Widen Spell
Skills Bluff +16, Diplomacy +16, Fly +10, Knowledge (arcana, planes) +24, Knowledge (dungeoneering, geography) +14, Knowledge (nature, religion) +19, Perception +15, Ride +7, Sense Motive +10, Spellcraft +24
Languages Abyssal, Aquan, Auran, Common, Ignan, Infernal, Terran
SQ arcane bond (staff), summoner’s charm (7 rounds)
Combat Gear potion of cure serious wounds, potion of invisibility, scroll of summon monster VIII, staff of charming; Other Gear amulet of natural armor +3, belt of mighty constitution +2, cloak of resistance +3, headband of vast intelligence +4, ring of protection +2, spellbook, 2,150 gp

The Real:

Divine Elemental of Flame
Gestalt Cleric/Wizard 15
The above ablilities plus:

hp 155 (16d8+80)
Fort +17, Ref +10, Will +20; +2 vs. fear
Immune fire (120 points); Resist cold 20, electricity 20, fire 30

Special Attacks channel negative energy 7/day (DC 20, 8d6)

Domain Spell-Like Abilities (CL 16th; concentration +23)

10/day— icicle (1d6+8 cold damage), lightning arc (1d6+8 electricity)

Cleric Spells Prepared (CL 16th; concentration +23)

8th—horrid wilting D(DC 25), summon monster VIII (2)
7th—elemental body IV D (air only), ethereal jaunt, repulsion (DC 24), summon monster VII (2)
6th—banishment (DC 23), chain lightning D(DC 23), heal, summon monster VI, word of recall
5th—breath of life, greater command (DC 22), ice storm D, plane shift (DC 23), spell resistance, summon monster V
4th—air walk D, chaos hammer (DC 21), dismissal (DC 21), freedom of movement, summon monster IV (2)
3rd—dispel magic, invisibility purge, prayer, protection from energy (DC 20), remove blindness/deafness, water breathing D, wind wall
2nd—bear’s endurance, cure moderate wounds, hold person (DC 19), resist energy (DC 19), shatter, spiritual weapon, wind wall D
1st—bless, command (2, DC 18), cure light wounds, divine favor, obscuring mist D, shield of faith
0th (at will)—create water, detect magic, read magic, resistance

D Domain spell; Domains Air, Water

TACTICS

Before Combat The cleric casts air walk, bear’s endurance, freedom of movement, protection from energy (fire), and resist energy (fire).

During Combat The cleric summons air and water elementals and uses Elemental Channel to keep these defenders alive so he can cast attack spells at his opponents.

Base Statistics

Without bear’s endurance, protection from energy, and resist energy, the cleric’s statistics are hp 123; Fort 15; Immune —; Resist cold 20, electricity 20; Con 14.

Str 8, Dex 10, Con 18, Int 12, Wis 25, Cha 15
Base Atk +12; CMB +10; CMD 21
Feats Augment Summoning, Combat Casting, Elemental Channel (air, water), Extra Channel, Improved Initiative, Lightning Reflexes, Spell Focus (conjuration)
Skills Acrobatics +1 (–3 when jumping), Climb +0, Diplomacy +10, Knowledge (arcana) +9, Knowledge (nature) +6, Knowledge (planes) +14, Linguistics +5, Perception +19, Spellcraft +9, Stealth +5, Swim +3
Languages Aquan, Auran, Common, Halfling
SQ aura
Combat Gear potions of invisibility (2); Other Gear +1 mithral chainmail, masterwork light crossbow with 20 bolts, masterwork quarterstaff, amulet of natural armor +2, cloak of resistance +2, headband of inspired wisdom +6, ring of protection +1, forked metal rods (for plane shift), wooden unholy symbol, 1,564 gp

DESCRIPTION

The elemental priest commands the forces of nature and summons powerful air and water spirits to do

Name: Alexandra von Ravenstein :

Class: Sorcerer 2
Languages: Common, Elven, Dwarven, Sylvan & Undercommon
Stats
Str: 12 (+1) BAB: +1
Dex: 16 (+3) Ref:+3 AC: 13
Con: 14 (+2) Fort: +2 HP: 15
Int: 16 (+3) Will: +4
Wis: 14 (+2)
Cha: 20 (+5)
Skills
Bluff: 2 (12)
Spellcraft: 2 (8)
Diplomacy: 2 (11)
Use Magic Device: 2 (10)
Knowledge (Arcana): 2 (8)
Disguise: 2 (10)

Feats
Reach Spell
Eschew Materials

Special Abilities/Traits
Silver Tongue 8/day
Magical Lineage (Shocking Grasp)
Princess (Diplomacy is always a class skill, +1 to Diplomacy and Intimidate)
Nobleborn (House Labeda: Speak Dwarven)

spells:
Spells Cantrips
Light
Ghost Sound
Presdigitation
Detect Magic
Detect Poison
1st level 5/day
Shocking Grasp
Vanish
Equipment:
17 GP 1 SP remaining
Light Crossbow +3 1d8 (19-20 x2) 80ft. Range Increment 35 GP
40 Bolts 2 GP
Noble’s Outfit 75 GP
Signet Ring 5 GP
Light Horse (Anastasia) 75 GP
Riding Saddle 30 GP
Bit and Bridle 2GP
Saddlebags 4GP
Feed (16 days worth) 2 SP
Backpack 2 GP
Bedroll 1 Sp
10 Torches 1 sp
Flint and Steel 1 GP
Waterskin 1 GP
Noble’s Tent 40 GP
Trail Rations (10 days) 7 GP
Staff of Feast and Famine
Necklace of the Elder
The Band of Love (1/day Cure Light wounds)
The Cloak of the Ravenstein
The Help(All help assumed to be paid for the next month of services.. or until dead)
Horse Groomer 4 GP 5 SP
4 Porters 12 GP
Mercenary Leader 18 GP
Three Mercenary Cavalry 36 GP
Valet (which I take to mean butler from DMG pg. 106 description) 6 GP
Scribe (CONSTANTLY WRITING, unless told otherwise) 9 GP
Cook 3 GP