Uskara Olym

Alice Duvotour's page

357 posts. Alias of Woran.


Full Name

Alice Duvotour

Race

Human Female

Classes/Levels

Pact Wizard 38 HP | AC 13, T13, FF10 | Fort +6, Ref +6, Will +4 | Init +2 | Spells per day 1st: 4 + 1 2nd: 3 +1 3rd: 1 + 1

About Alice Duvotour

Alice Duvotour
Female Human Evocation Pact Wizard 5 / 2 Unchained monk (Gestalt build)
Medium Humanoid

Init +2, Senses Perception +2,

Defense
AC 13, Touch 13, flat-footed 10 (+2 Dex, 1 Dodge)
HP 38 (2d10 + 3d6 + 10 Con)
Fort +6, Ref +6, Will +4

Offense
Speed 30 ft.
Melee Unarmed Strike +5 (1d6 + 1 20/x2)
Dagger +5 (1d4+1 19-20/x2)
Ranged Crossbow +7 (1d8+1/19-20/x2)
Special Attacks Force Missile 1d4+1 (8 times a day)
Flurry of Blows
Stunning Fist

Statistics
Str 12, Dex 14, Con 14, Int 20, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 17
Feats Scribe Scroll; Point-Blank shot; Precise Shot; Alertness*; Dodge*; Stunning Fist*; Improved unarmed strike; Fast Study; Evasion; Throw Anything
Skills Acrobatics +6; Appraise +4; Bluff +3; Climb +5; Diplomacy +0; Disguise +0; Escape Artist +2; Heal +0; Intimidate +13; Knowledge (Arcana) +13; Knowledge (Dungeoneering) +11; Knowledge (Planes) +13; Knowledge (Religion) +15; Perception +8; Ride +2; Sense Motive +2; Spellcraft +11; Stealth +2; Survival +0; Swim +5
Traits Blasphemy, Bruising Intellect
Languages Common, Undercommon, Draconic, Chelaxian, Infernal, Celestial, Goblin

Inventory::

Worn:
Peasants outfit
equiped
Dagger (1lbs)
Crossbow (4lbs)
40 bolts (1lbs x 2)
Spell Component Pouch (2lbs)
Scroll of Spider climb (crafted)

In backpack (0,5lbs)
Flint and steel
Inkpen
Mess kit (1lbs)
Scroll box (1lbs)
Waterskin (filled, 4lbs)
Spellbook (3lbs)
Bedroll (5lbs)
Inkvial

Current Weight Carried 27 lbs
Weight Allowance Light: 43, Medium 86, Heavy 130
Archetype: Pact Wizard

loot:

778 gp, 5 silver and 7 copper -- From killing Odenkirk

Evocation School:

Evocation School
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot 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): 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.

Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

Pact: Devil
Opposition schools: Enchantment, Necromancy, Divination
Aura: Evil

Viper Familiar

Jasmus
Male Viper
Tiny Familiar

Init +3 Senses Perception +9; Low-Light vision, Scent

Defense
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 Natural, +2 Size)
HP 12
Fort +1, Ref +5, Will +3

Offense
Speed Walk 20 ft. Climb 20 ft. Swim 20 ft
Melee Bite +5 (1d3-3)
Special Attack Poison. (injury; Save Fort DC 9; Frequency 1/round for 6 rounds; Effect 1d2 Con damage; Cure 1 save.)

Statistics
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +0, CMB +1 CMD 8
Feats Alertness*, improved evasion, share spells, empathic link
Skills Acrobatics +3, Escape Artist +3, Perception +9, Stealth +15, Survival +1, Swim +15

Alice is a young woman. Early 20's you would guess. Her face is gaunt and pale. Its obvious life hasnt treated her well.
Her hair is black, and she has brown eyes.

Alice her family worshipped Iomedae in secret. When her parents died young, Alice was left with her younger brother. When her younger brother got very ill, so asked the Iomedean church for help.
Denied, she fell from her faith.
Increasingly desperate for money, Alice did more and more bad things, just to keep her brother semi-healthy.
Eventually she ended up in Longacre, where she entered into a pact with a patron just too get enough money to keep her brother from dying.
This was a slippery slope downward, where her patron had het systematically do worse and worse things, tempting her towards evil.

The betrayel by the Iomedean church helped Alice find justification in her descend into evil. The good had abandoned her, and Asmodeus was at least keeping her brother alive...

Fast Study:

Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.

Spell list known:

0st level
All, except for cantrips from prohibited schools, they take up two slots.

1st level
- Endure Elements
- Protection from Good
- Shield
- Grease
- Mage armor
- Burning Hands
- Shocking grasp
- Enlarge Person
- Feather Fall
- Color Spray
- Disguise self

2nd level
- Scorching Ray
- Glitterdust
- Protection from Good, Communal
- Resist Energy
- Spider Climb
- Acid Arrow

3rd level
- Haste
- Lightning bolt.

Spells per day
1st: 4 + 1
2nd: 3 +1
3rd: 2 + 1