Vendra Loaggri

Alie Saechel's page

2,504 posts. Organized Play character for Gerald.


Fey Sorcerer 14 | HP 125/125 (+ _20_ temp HP) | AC (25)18, Touch 15, Flat Footed 15 | CMD 18 |


Fort: (19)+17, Ref: (18)+15, Will: (17)+15 (+2 vs. Illusions) | Init. +6 | Perception +2 | SM 0

About Alie Saechel

Spells cast
1st 1
2nd 1
3rd 1
5th 1

“Dame" Alie Saechell, "the Stormtamer!"
Female Gnome Sorcerer 14
Chaotic Good
Fey Bloodline
PFS #12445-2
xp 41; Fame/PP +77/71 (spent 2 PP for Wand of Mage Armor)(spent 2 PP for a wand of Magic Missile)(spent 4 PP for Wand of Cure Light Wounds(x2)(spent 1 PP for Noble title of "Dame," specialized in Knowledge Nobility)(spent 5 PP for body retrieval)(only got 1 PP for 7-23)(spent 2 PP for scroll with five castings of See Invisibility)(plus 10 Prestige from Torch 2 chronicle)

Init. +6; Perception +2 (2 racial bonus)
Low Light Vision

AC 18, Touch 15, Flat Footed 15
HP: 125/125 (6 + 4 + 4 + 4 + 4 + 4 + 4+4 + 4 + 4 + 4 +4 + 4 + 4 + 56 Con + 11 Favored Class)
Fort: +16, Ref: +14, Will +14 (+2 vs. Illusions)
Speed 20'

Melee: +7 Melee Touch Attack
*Laughing Touch Bloodline Power used 0 times today. Creature bursts out laughing and can take only a move action during the next round.

Ranged: +11 to hit



*0 level Enchantment [compulsion] spell DC 21 (10 + 8 Charisma + 1 Spell Focus Enchantment + 2 Fey Bloodline
*1st level DC 19 (10 + 1 Spell Level + 8 Charisma)
*1st level Illusion/Evocation Spell DC 20 (10 + 1 Spell Level + 8 Charisma + 1 Racial/Spell Focus)
*1st Level Enchantment [compulsion] Spell DC 22 (10 + 1 Spell Level + 8 Charisma + 2 Fey Bloodline + 1 Spell Focus Enchantment)
*2nd level DC 20 (10 + 2 Spell Level + 8 Charisma)
*2nd level Illusion/Evocation spell DC 21
*2nd level Enchantment [Compulsion] DC 23
*3rd level DC 21 (10+ 3 Spell Level + 8 Charisma)
*3rd level Illusion/Evocation spell DC 22
*3rd level Enchantment [Compulsion] DC 24
*4th level DC 22 (10 + 4 Spell Level + 8 Charisma)
*4th level Illusion/Evocation spell DC 23
*4th level Enchantment [Compulsion] DC 25
*5th level DC 23 (10 + 5 Spell Level + 8 Charisma)
*5th level Illusion/Evocation spells DC 24
*5th level Enchantment [Compulsion] DC 26
*6th level DC 24
*6th level Illusion/Evocation DC 25
*6th level Enchantment [Compulsion] DC 27
*7th Level DC 25
*7th Level Illusion/Evocation DC 26
*7th Level Enchantment [Compulsion] DC 28

(Unlimited) 0-Acid Splash, Daze (DC 21), Detect Magic, Disrupt Undead, Haunted Fey Aspect, Message, Prestidigitation, Ray of Frost, Read Magic
(8/8). 1-Ear Piercing Scream (DC 20), Entangle*, Grease (DC 19), Magic Missile, Protection from Evil, Silent Image (DC 20), Vanish
(8/8). 2-Alter Self, Create Pit (DC 20), Glitterdust (DC 20), False Life, Hideous Laughter* (DC 23), Mirror Image, Resist Energy.
(8/8). 3-Deep Slumber* (DC 24), Dispel Magic, Fly, Haste, Heroism
(8/8). 4-Confusion (DC 25), Dragon's Breath (DC 23), Dimension Door, Lesser Globe of Invulnerability, Poison (DC 23)*.
(7/7). 5-Echolocation, Hold Monster (DC 26), Overland Flight, Tree Stride*.
(6/6). 6-Greater Dispel Magic (DC 25), Mislead*, True Seeing.
(4/4). 7-Grasping Hand (DC 26).

Gnomish Magic:

once per day each
*Dancing Lights, Ghost Sound, Prestidigitation, Speak w/ Animals

STR 8, DEX 14 (16), CON 16 (18), INT 12, WIS 10, CHA 27

BAB: +7/+2; CMB +4, CMD 18


B. Eschew Materials, 1. Spell Focus (Enchantment), 3. Improved Initiative, 5. Spell Penetration, 7. Spell Focus (Evocation), Bloodline7. Quicken Spell, 9. Persistent Spell. 11. Empower spell, Bloodline13. Lightning Reflexes, 13. Greater Spell Penetration.


*Fashionable- When wearing Clothing and Jewelry worth at least 80 gp, receive +1 bonus on Bluff, Diplomacy, and Sense Motive. Diplomacy is always a class skill.
*Resiliant- +1 to Fortitude Saves


42 points(2 +1 Int)/level plus +1 for FC at third level plus +1 for FC at 5th level plus +1 at 7th level. Also Knowledge Nobility is class skill due to Noble title.

Bluff +12 (1 rank + 8 Cha + 3 Class)
Diplomacy +20 (8 Ranks + 8 Charisma + 3 Class Skill + 1 Trait)
Intimidate +12 (1 Rank + 8 Charisma + 3 Class Skill)
Know. (Arcana) +16 (12 Ranks + 1 Intelligence + 3 Class Skill)
Know. (Nature) +5 (1 rank + 1 Intelligence + 3 Class Skill)
Know.( Planes) +5 (1 rank + 1 Int + 3 Class)
Perception +2 (Racial Bonus)
Perform (Vocal) +11 (3 ranks + 8 Charisma)
Spellcraft +15 (11 Ranks + 1 Intelligence + 3 Class Skill)
Stealth +7 (3 Dexterity + 4 Racial)
Use Magic Device +18 (7 Ranks + 8 Charisma + 3 Class Skill)


Gnomish, Common, Draconic, Sylvan

Racial Abilities:


*+2 Con, +2 Cha, -2 Str
*Small Size- +1 AC, +1 to Hit, -1 CMD and CMB, +4 Stealth
*20' Movement
*Low light vision
*+4 Dodge Bonus to AC v. giants
*+1 to attack v. goblinoids and reptilians
*+2 to saves vs. Illusions
*+2 to Perception
*Familiarity w/ gnome weapons.
*Gnome Magic

Fey Bloodline:


*Laughing Touch ability x10/day
*Knowledge Nature as class skill
*+2 on DC of Compulsion subschool
*Woodland Stride
*Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Wealth 7 Silver plus 12176 gold
XP: 41

Story Awards:


Gift of the Ghaele: Azata whom you rescued owes you a favor and grants you a bit of her power. One a one time only basis, you may cast: Continual Flame, Dispel Magic, Lesser Globe of invulnerability, or Restoration. Cross the boon of your sheet afterwards.

Year of the Risen Rune (Proud but Discouraged)(Taldor): The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.

Exemplar of Falcon's Hollow:
You have saved the town of Falcon's Hollow from certain death. As a result, you are now a famed Andoran adventurer and gain a +1 circumstance bonus on any Charisma based checks with any citizen of Andoran.

Hero of the Fey:
You have saved the Fey of Darkmoon Wood from certain death. As a result, you may automatically succeed on one Charisma based check when dealing with fey in the future. Fey are chaotic and their memories tend to run short- as a result, you may use this boon only once, after which it is discarded.

+2 circumstance on all Cha based checks with dwarves of the Five Mountains.

You Rescued the Minotaur Prince:
+1 bonus to all Intelligence and Charisma based checks made while in Absalom.

Voucher for 267 gp worth of equipment from House Cartaghen (no weapons or armor).

+2 Circumstance bonus on Charisma based check when dealing with the dwarves of the Five Mountains.

True Ally of the Lantern Lodge: when spending 1 PP to gain a +4 on skill check, while in Tian Xia the bonus, is +5 and in Goku, the bonus is +6.

Axe Beak Companion: can gain as axe beak as a mount.

Spider's Captor--+5 on Diplomacy checks to influence government official in Andoran.

Charted Pillars: +2 on Knowledge Geography checks and Survival checks when dealing with the Pillars of the Sun and the surrounding mountains.

Writings of Rachikan:
+3 bonus on Knowledge checks against Jistka Imperiium and its constructs. May cross this boon off sheet to reroll attack versus construct with a +2 bonus.

Lissalan Library: +2 on Knowledge Religion checks against Lissala and her cult.

Sihedron Brand (Endurance): +2 profane bonus on Fortitude saves. +4 on Bluff and Diplomacy checks vs. cult of Lissala. One time a day, can activate tattoo to receive temporary hit points equal to double your class level

Ritual of Stardust 4715 AR boob: took place in Desna's ritual of Stardust. Chose to use as Starkissed San. Counts as powered gems, up to 250 gold as component. Also, can treat one spell as either Enlarged, Extend, Heightened (+1 to DC), or Silent spell. Once used, cross it off your sheet.

Gameday IV boon Against the Consortium: Once per scenario, when you defeat a named Aspis agent in battle or thwart the agent’s plans, record the agent’s name below.
Aspis Agent Name: __________________________________________GM Initials: ______________________
Aspis Agent Name: __________________________________________GM Initials: ______________________
Aspis Agent Name: __________________________________________GM Initials: ______________________
Aspis Agent Name: __________________________________________GM Initials: ______________________

Once you have defeated four agents, you have distinguished yourself as one of the Society’s experienced operatives in countering the Aspis Consortium’s machinations. Select one of the following boons, crossing the other boons off of your Chronicle Sheet.
• Your very presence makes members of the Aspis Consortium uneasy. You gain a +2 bonus on Intimidate checks against members of the Aspis Consortium and their direct associates, and they take a –1 penalty on saving throws against all of your spells and abilities with the fear descriptor.
• You are skilled at detecting weaknesses in agents of the Aspis Consortium. You gain a +2 competence bonus on attack rolls to confirm critical hits against members of the Aspis Consortium and their direct associates.
• You gain DR 1/— against attacks made by members of the Aspis Consortium and their direct associates.

*Waverider's True Revenge: made an enemy of Jirandial Wavrrider. The Captain might return to haunt you in your adventures.

*Special DM boon: gained the nickname The Stormtamer" for exemplary performance holding the ship together during the storm.

*A Glimpse of the Future: you retrieved the Sarkorian Prophecy. You may cast the spell Augury once with a 60% success rate. Cross off the boon when used.

*Year of the Shadow Lodge (Combat Boon): three total times as an immediate action, you may reroll an attack roll, but you must take the new roll. After three uses, mark the boon off your sheet.

*Portable Technologist

*Elemental Boon: AIr Affinity.

*Isah’s Wish: used to wish for power. Gained one inherent bonus to Charisma.

*Liberated Divinity: you have freed Ranginori, and he is legal to worship in PFS play for you and all your characters. His domains are Air, Good, Travel, and Weather. He is neutral good.

*Elylsia’s Insight: before rolling a knowledge check can use this boon to either A. Roll the check twice and take the higher result, or B treat yourself as having a number of ranks equal to your character level (+3 added as well as treated as trained). Can use this boon 3 times.

*Mantis Bane: can use one time and for the whole scenario, when a critical hit or sneak attack is scored against you, there is a 25% that attack is negated.

Used Boon: Emerald Exilir--Elemental Bond (Water/Musculature): Treat your Strength score as 2 points higher when determining your carrying capacity.

One of the Ten: +10 bonus to Prestige that can’t be higher than Fame score. Possess a seal of the Decemvirate, that you can use to send letters to NPCs. It could confer circumstances, depending on the GM’s ruling.

Torch’s Bag of Contingencies: gain a Handy Haversack. Can pull an item up to five poundsand 500 gold out of the bag four different times before the Magic is expended. Can combine uses, for example, can expend all four uses to gain an item up to twenty pounds and 2000 gold.

Load 13 lbs. Light load: 33 lbs. (enhanced due to Emerald Exilir)



Robe of Arcane Heritage, 16000 gold
Cracked pale green prism ioun Stone (+1 to saves), 4000 gold
Boots of Escape, 8000 gold
Belt of Physical Might +2 (Dex/Con), 10000 gold.
Bracers of Volcanic Might , 15000 gold, (Unleashing the Untouchable) once per day as a swift action, you gain the effects of a fire shield (warm) and a Stoneskin Spell (50 hit points) until the beginning of your next turn. If you activate them as a standard action, you gain the effects for five rounds.
Metamagic Rod of Piercing, 11,000 gold
Lesser Metamagic Rod of Extend, 3000 gold
Lesser Metamagic Rod of Persistent, 9000 gold
First Aid Gloves, 4500 gold (1 gem remaining, not worn)
First Aid Gloves, 4500 gold (10 gems)
Hat of Disguise, 1800 gold
Amulet of Natural Armor +2, 8000 gp
Headband of Alluring Charisma +6, 36000 gold
Wand of Magic Missile (3rd level), 39 charges, 2,250 gp.
Wand of Mage Armor, 39 charges (spent 2 PP for this item)
Wand of Magic Missile (1st level), 35 charges, (spent 2 PP for this item)
Wand of Cure Light Wounds, 0 charges, (spent 2 PP for this item, now expended)
Wand of Cure Light Wounds, 50 charges, 2 PP
Wand of Cure Serious Wounds, 47 charges, 11250 gold
Wand of Lesser Restoration, 50charges, 4500 gold
Page of Spell Knowledge (1st level, Ear Piercing Scream), 1000 gp
Page of Spell Knowledge (2nd level, Resist Energy), 4000 gp
Cloak of Resistance +5, 25,000 gp
Ring of Protection +2, 8000 gp.
Scroll of Stoneskin (x2), 1900 gp
Scroll of Mass Enlarge Person, 700 gp
Scroll of See Invisibility, 150 gp
Scroll of Water Breathing, 375 gp
Scroll of Endure Elements (x2), 50 gp
Scroll of Air Bubble (x4), 100 gold
Scroll of MonkeyFish (x2), 50 gold
Scroll of See Invisibility (x5), 2 PP.
Scroll of Teleport, 1150 gold
Scroll of Slipstream (x2), 300 gold
Scroll of Tongues (x2), 750 gold
Scroll of Remove Blindness/Deafness (x2), 750 gold
Scroll of Restoration, 700 gold plus 1000 gold in material component.
Scroll of Planar Adaptation, 1125 gold
Scroll of Talisman of Respite (x2), 2250 gold
Handy Haversack, 2000 gold

Oil of Daylight, 750 gp
Brooch of Shielding (25 points), 371 gp

*All Small Sized
Hot weather clothing, 8 gp
Noble's Outfit and Jewelry 2.5 lbs, 80 gp.
Traveler's Outfit 1 lb, 1 gp.
Cold Weather Outfit, 2.5 lbs, 8 gp,
Backpack .5 lbs., 5 sp
Waterskin 1 lbs., 5 sp.
Belt Pouch .5 lbs., 1 gp
3 day's rations 1 lb., 1.5 gp
Bedroll 1.5 lbs., 1 sp.
Ink vial- 8 gp.
Parchment (x5)- 1 gp.
Ink Pen- 1 sp.
Small Steel Mirror, 1/2 lb., 10 gp
Sack (empty) 1/2 lb., 1 sp.
Caltrops 2 lbs, 1 gp.
4 vials of antitoxin, 200 gp
Flask of Alchemist's Fire, 20 gp
500 gold component cost for two castings of True Seeing


Alie was the second child of a fairly meager trading family. She had a happy upbringing, and spent a good deal of time volunteering at the church of Shelyn during her youth. As most gnomes she had numerous varied experiences as a child.

She time in several of cities, including Absalom. She has experienced numerous cultures, and does not have any biases towards any country or its people.

She was blessed by Shelyn with a bit of performance ability, as she sings rather well, with no formal training.

She learned a good bit about the fashion fashion do's and don'ts during her travel, and therefore considers herself a bit of a fashionista. She always keeps a pen and parchment with her to record secret notes on all her interesting adventures, whether they be bits of knowledge, or just an inspiring design for a new dress. As a copious note-taker, she has gained some friends within the Pathfinder Society, and she has began attempting to catalog her journeys, in case anything interesting enough for them is discovered. Just about everything is interesting to Alie.

As most gnomes, she is given to ramble on a bit when she gets excited, and has learned to not get insulted when a 'tall' person asks her to slow down. She is mischevious and has been known to use her abilities to play pranks on others.

Alie is no fan of violence but understands it is sometimes necessary evil. However, it is not necessary from her. She does not carry a weapon, and relies on her spells and other abilities to assist her friends.


Alie is a pretty female gnome with dark hair and large green eyes. She dresses in noble clothing whenever possible, even on missions. She keeps more suitable clothing, when the situation requires it. She loves to attend parties, cotillions, etc, as any opportunity to dress up for a nice outing is appreciated by her. She uses prestidigitation to keep her clothing pristine.

Scenarios completed:


1.Silent Tide,
2.Beggar's Pearl,
3.The Pallid Plague,
4.Bloodcove Disguise,
5.Slave Pits of Absalom,
6.Among the Living,
7.Among the Dead,
8.Mists of Mwangi,
9.Delirium's Triangle,
10.Way of the Kirin,
11.The Night March of Kalkamedes,
12.Quest for Perfection Pt. 1,
13.Quest for Perfection Pt. 2,
14.Quest for Perfection Pt. 3,
15.01-29 The Devil We Know Part 1: Shipyard Rats,
16.01-30 The Devil We Know Part 2: Cassomir's Locker,
17.1-41 The Devil We Know Part 3: Crypt of Fools.
18.1-48 The Devil We Know Part 4: The Rules of the Swift.
19. 2-23 Shadow's Last Stand Part 1: At Shadow's Door.
20. 2-24 Shadow's Last Stand Part 2: Web of Corruption.
21. 01-56 The Jester's Fraud.
22. 00-20 King Xeros of Old Azlant
23. 6-04 The Beacon Below (only got 1 PP)
24. 00-22 Fingerprints of the Fiend
25. 2-10 Fury of the Fiend
26. 5-17 Fate of the Fiend
27. 04-08 The Cultist's Kiss
28. 38. No Plunder, No Pay.
29. O2-08 The Sarkorian Prophecy.
30. The Year of the Shadow Lodge Special.
31. 07-23 Abducted in Aether (1 PP)
32. 08-04 Wardens of Sulpher Gulch
33. 46 Eyes of the Ten Part I: Requiem for the Red Raven (2 xp, 2 PP, 23247 gold)
34. 54 Eyes of the Ten Part II: The Maze of the Open Road (1 xp, 2 PP, 10805 gold)
35. 02-05 Eyes of the Ten Part III: Red revolution (1 xp, 1 PP, 11982 gold)
36. 02-22 Eyes of the Ten Part IV: Nothing Ventured, Nothing Gained. (1 xp, 2 PP, 24,129 gold)
37. 08-25 Unleashing the Untouchable (1 xp, 2 PP, 13132 gold)
38. 10-22 Passing the Torch, Part 1 (1 xp, 2 PP, 22020 gold)
39. 10-23 Passingthe Torch, Part 2 (1 xp, 2 PP, 20000 gold)