Perelir

Allisandra's page

12 posts. Alias of Shady_Motives.


Classes/Levels

Female Emberkin Conjurer-Priest 20 HP: 260/260 | AC:37 T: 16 FF: +31 | Fort: +24 | Ref: +24 | Will: +33 | Perception: +34 Initiative: +6, Darkvision 60 ft.

About Allisandra

Allisandra Moonflower

History:

Spoiler:
Born four hundred years ago on the planet of Faerun, Allisandra was both a surprise and a boon to her family. From an early age her celestial blood manifested with an unearthly beauty, shimmering red hair like a cascade of blood and sapphire eyes. Born into a prestigious family of mages on the elven island of Evereska she took to the craft with a zeal and quickly climbed the ranks as a premier conjurer. She gained her tressym familiar at only 120 years of age and named the winged cat Lumiya, meaning "Illuminated One" in the ancient elven language. All too soon the stellar wizard seemed destined to join the circle of High Mages that protected the ancient elven kingdom.

Something else called to her though. Despite earning top marks all through schooling and being considered for apprenticeship to the High Mage Glen'thuril the young aasimar felt more and more restless by the day. She sought a remedy for this discontent by throwing herself into her work at first but even that lost it's appeal to her after a few fruitless years. She often sought counsel among the wandering forest paths on the island, walking among the shadowed paths as Lumiya flitted from branch to branch, hunting the small birds that nested on the island. And then the Fey'ri struck.

Scions of an exiled elven house from the ancient elven empires sealed away underground for 5,000 years, the demon tainted elves attacked one of the most heavily warded mage towers on the island and killed no less then three of the rare High Mages before making off with a treasure trove of rare and powerful artifacts. While the island reeled from the attack Allisandra's senior student in the tower responded to the attack by gathering as many arcane tools he could get his hands on and activating one of the rarely used elven gateways on the island. Araevin Teshurr was one of the leading experts on gateway magic and ignored the orders of the remaining High Mages before setting off in pursuit of the Fey'ri.

Before Allisandra could follow suit the Queen posted heavy gaurd contingents around every portal on the island, sealing it. For months the young wizard used what diving spells she had access to to try and follow the journey of Araevin and his allies. Most of the time her magic would fail as the barrier around the island prevent all none sanctioned teleport and divination magic. There were ways that elven wizards could pierce the divination barriers, special passcodes that had not been granted to the increasingly agitated assimar.

And then the call for the Return came. A member of the Queen's inner council resigned his rank and called for a grand army of volunteers to venture back onto the mainland to war on the army of the Fey'ri and reclaim the abandoned elven cities the demon-elves were inhabiting. Without asking permission from both of her family and the Circle of Light the young wizard packed as much as she could and slipped away into the thousands who responded to the General's call. The next few years she spent hunting fey'ri and their demon allies, the two armies clashing deep in the wild amongst the ruins of the seven elven kingdoms.

When atlast the fey'ri army was cornered in Myth Drannor the Army of the Return, along with their humans allies from the Dales and Sembie, marched. For three bloody days mortals battled immortals for freedom and survival. When the last of the demons were vanquished the ancient mythal of the city was rent asunder. Barrier spells that had held out for millenia unraveled as the demonic and devil taint was purged as the last remaining fey'ri fled the city. As a sensitive weaver of magic Allisandra's mind was overcome by the backlash of energy that accompanied the mythal's destruction.

When next she woke the war was over. The fey'ri had been shattered beyond recovery and the elves had reclaimed Myth Drannor in it's entirety. Those who had followed and fought for so many years now chose to say in their homeland and rebuild it to the glory of old. After spending a week recovering from the magical attack on her mind Allisandra spent the next 5 years assisting in the reconstruction of the city and a deeper study of the powerful magic that had created the very first Living Mythal, anchored in the center of the city in the essence of a magical tree that would grow and endure for thousands of years.

Soon she felt the old restlesness return and left Cormanthyr completely. Without a plan to follow the wizard simply wandered, following a nameless call she didn't understand. A year later found her battling a trio of nycaloth's and their summoner, fighting to protect a family traveling on the road, like her. A holy warrior of some kind had already been felled by the beasts as well as the father of the young family, who had taken a 4th nycaloth with him to death. Bringing forth her own mighty summons the wizards rent the vale with fire and lightning as their summoned beasts tore up the ground and felled ancient trees.

Eventually Allisandra proved to be the superior wizard and defeated the evil summoner. Instead of killing him however an instinct caused her to strip him of all of his magic and bind him in special anti-magic manacles she found in the paladin's bags. To her surprise the elder human warrior proved to be far tougher then he looked and had survived the battle, if only barely. With her limited knowledge of healing the wizard helped nurse the holy warrior back to health while they plus the young family of half elves traveled slowly to Waterdeep. Many times the wagon had been challenged and the phantom horses summoned to pull the wagon killed by bandits or roving monsters.

Each time Allisandra drove them back or killed them, risking both her and her familiar's life on multiple occasions to protect the slowly healing paladin, who was affected by some kind of curse as a result of the nycaloth attach, and the young half elven mother and her twin girls, barely five years old. Every day the paladin would ask the wizard why she so willingly threw herself into danger for others and every day got the same shrug in answer. At night the wizard and the paladin would often speak for many hours, exchanging stories of the various conflicts they had been through. The wizard was impressed by the old human for despite his advanced years he still sought evil in all of it's forms to eradicate. The paladin in turn was impressed with the wizard's deep knowledge of demons and devils and her stories about the retaking of Cormanthyr.

A week out from Waterdeep Allisandra was finally able to complete the spell that allowed to break the curse wasting away at the paladin. In return he began to teach her the fundamental principles of divine magic and how, in return for service, the gods would supply their agents with magic to mold in whatever fashion they chose. Despite her advanced skill with magic however this magic completely mystified the wizard. While it should operate by the same principles as all other magic she couldn't even cast the simplest orison. For days she tried and failed and every day the old human would only smile. When the irritated wizard lost her temper and blew a hole in a tree trunk the man had finally explained what she was missing.

"You mages, always trapped in your head. That might be fine for your type of magic but this kind of magic doesn't come from the head, it comes from the heart. You don't have just to know, you have to believe. Faith powers this magic, not arcane forces from around you. Accept Helm not just as an idea but as an IDEAL to strive for. Speak to him and he will listen, I'm sure of it."

The next morning found Allisandra holding a holy symbol of Helm, The Guardian God, and sitting in a meditative position. Whispering an oath of loyalty and protection the wizard reached out to Helm and felt a resolute wamrth suffuse her as divine magic responded to her call and she cast her first healing spell. Joyful at her discovery of casting both arcane and divine magic the wizard adventured with her mentor Paladin Amin Savros, also a follower of Helm. The powerful wizard-priest and paladin battled many foes threatening settlements of all sizes including destroying the great fire wyrm Xersavanasx from whose scales Allisandra crafted her holy symbol.

In 1384 two events would crack the foundations of the wizard's life. Amin, like all humans do, eventually grew too old to continue his duty and fell in battle. Months later divine magic failed her completely as the heavens wept and angels killed angels. Due to the machinations of the Cyric, Helm was falsely accused of wrong doing and killed in battle against Tyr. When angels loyal to Helm began a defensive battle against those loyal to Tyr, a powerful solar appeared before the mighty wizard.

As one of the most powerful of Helm's faithful in any realm Allisandra would be an ideal haven for the wounded celestial. In exchange for allowing the creature to inhabit her body the wizard wound gain the divine spark needed to power her divine magic. In a ritual that changed the color of her eyes to a goldan topaz color Allisandra became something more then mortal and sheltered many of Helms faithful agsinst the vengeance of Tyr's faithful.

When the spellplauge struck in 1385 Allisandra, through fate or luck, was one of the very few wizard unaffected. It was then the seed of an idea laying dormant in the wizard-priests mind for hundreds of years grew, that magic was not tied to any god or the Weave but was a part of the very fabric of the cosmos and only those who shackled themselves to the knowledge handed down by the god of magic Mystra were affected. As magic ran rampant and destruction threatened Waterdeep Allisandra simply left Faerun, left the fueding gods and their mortal victims. No longer would she be tied to any god when the cosmos itself responded to her call.

Personality:
Brash and confident the wizard-priest has survived cataclysms and the death of gods. She is not afraid to meet fire with fire when she can bring both arcane and divine magic to bear. As one of the most powerful beings in existance (that's she's met) she often dresses for the occasian with custom clothing created by her own hand. Her deep knowledge of a multitude of subjects will sometimes leave her silent as her mind searches through the dozens of libraries worth housed within. She often crafts small, innocuous items of wood or metal that she gives to children, a soft spot for her. She laughs at clerics or wizards who ascribe to such a narrow world view that magic of any kind comes from a divine source when she can weave starlight and laughter into spells regardless of what god says what.

Appearance:
With the fair skin typical of her gold elf parantage Allisandra has unusual characteristic not normally found in elves. A thick mane of straight crimson hair falls almost to her waist and shimmers with metallic highlites. Her angular eyes are a startling gold-topaz color with her pupils being slightly more angular then a humans, cat-like even. She often wears luxurious clothing with silk, satin and fur being a common element.

Level 20 Celestial-Blessed Advanced Emberkin Conjurer/Priest
Init +6
Lowlight
Darkvision 60
Perception +34
5'9", 135 Lbs.


STATS
Str 18, Dex 22, Con 22, Int 44, Wis 41, Cha 27

DEFENSE
AC 37, touch 16, flat-footed 31
hp 240
Fort +24, Ref +24, Will +33
Resist: Electricity 20
Immune: Fire

Speed 30 ft.
CMB: +14
CMD: +30

OFFENSE
Base: +10
Melee: +15
Ranged: +22
Heavy Crossbow: +22, 1d10 (19-20x2), 20 bolts

Weapons
Heavy Crossbow

FEATS:
Insightful Reflexes
Skill Focus (Spellcraft)
Brew Potion
Spell Focus (Conjuration)
Augment Summoning
Superior Summoning
Familiar Bond
Improved Familiar
Opposition Research (Enchantment)
Immortality

TRAITS
Talented (Perform Wind) - You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.
Spark of Creation - You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

SKILLS
Acrobatics: +16
Appraise: +40
Bluff: +8
Climb: +4
Craft (Jewelry): +41
Craft (Wood): +41
Craft (Clothing): +41
Diplomacy: +31
Disguise: +28
Escape Artist: +21
Fly: +29
Heal: +38
Intimidate: +8
Knowledge:
>>Arcane: +50
>>Religion: +50
>>Planar: +52
>>Nature: +50
>>History: +50
>>Local: +40
>>Dungeoneering: +40
>>Engineering: +40
>>Nobility: +40
>>Geography: +40
Linguistics: +40
Perception: +35
Perform (Wind): +34
Ride: +16
Sense Motive: +38
Spellcraft: +52
Stealth: +26
Survival: +25
Swim: +7

LANGUAGES
Common, Celestial, Draconic, Aboleth, Abyssal, Aklo, Aquan, Auran, Cyclops, Dark Folk, Dwarven, D'Ziriak, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Imaskari, Ignan, Infernal, Necril, Netherese, Orc, Protean, Sphinx, Sylvan, Tengu, Terran, Thassilonian, Treant, Undercommon, +5 more to be chosen later

SPECIAL ABILITIES
Conjurer:
Arcane School: Conjuration (Creation)
Opposed School: Necromancy
Scribe Scroll
Cantrips
Bonus Feats: Craft Wonderous, Craft Staff, Craft Wand, Forge Ring

Summoner's Charm (Su):Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Create Gear (Su): At 1st level, you can create any object that weighs no more than 1 pound per wizard level you possess. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an Item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Creator’s Will (Sp): At 8th level, you can cast minor creation as a spell-like ability. You can have no more than one minor creation active at a time. If you cast the spell again, the previous casting immediately ends. At 12th level, this ability improves to major creation. You can use this ability a number of times per day equal to 1/2 your wizard level.

Priest:
Channel Energy 10d8

Domains:
Knowledge

Spoiler:
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.


Fire
Spoiler:
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).


Glory
Spoiler:
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.


Orisons

Aura (Ex): A priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Priests that don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Channel Energy (Su): Regardless of alignment, any priest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good priest (or one that worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil priest (or one that worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral priest that worships a neutral deity (or one that is not devoted to a particular deity) must choose whether he channels positive or negative energy. Once this choice is made, it cannot be reversed. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the priest. The amount of damage dealt or healed is equal to 1d8 points of damage plus 1d8 points of damage for every two priest levels beyond first. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ the priest’s level + the priest’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total – all excess healing is lost. A priest may Channel energy a number of times per day equal to 3 + his charisma modifier. This is a standard action that does not provoke an attack of opportunity. A priest can choose whether or not to include himself in this effect. A priest must be able to present his holy symbol to use this ability.

Lore (Ex): Thanks to long hours of study, a priest has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the priest’s class level in place of the bard level.

Celestial-Blessed:

Spoiler:
Slaying Shot (Su): Once per day as a free action, a solar-blessed creature can imbue a single ranged attack with the power to slay the creature it strikes instantly. The player must declare the use of this ability before making the attack roll. A creature damaged by such an attack must succeed on a Fortitude save (DC 10 + 1/2 celestial-blessed creature’s HD + celestial-blessed creature’s Cha modifier) or die (or be destroyed, if it is an undead or a construct). If used against a living creature, this attack is considered a death effect. If the attack misses or the solar-blessed creature does not make the attack within 1 round of imbuing the ranged weapon with power, that daily use of the ability is wasted.

Discern Lies (Sp): Three times per day, a solar-blessed creature can use discern lies, as the spell, (caster level equals celestial-blessed creature’s HD).

Sacredness (Su): Each of a celestial-blessed creature’s melee attacks with a natural or manufactured weapon deals 1d6 points of extra damage to a creature of evil alignment. All of its natural and manufactured weapons are treated as magic and good-aligned for the purpose of overcoming damage reduction.

Blessed (Su): A celestial-blessed creature has a +1 morale bonus on all attack rolls and saving throws.

Heavenly Health (Ex): A celestial-blessed creature gains a +2 resistance bonus on Fortitude saves against poison and petrification.

Inhabited (Ex): Each celestial-blessed creature is inhabited by a specific celestial. Although the celestial is aware of the actions and perceptions of the creature it inhabits, it can take no actions on its own behalf, nor can it communicate with the creature. It can neither exit the creature nor rescind its blessing in whole or in part.

While merged with a celestial-blessed creature, the celestial cannot be located or detected by any means. It cannot be targeted by any spells or effects, except as noted in the description of the spell vulnerability special quality. Detection spells register only the celestial-blessed creature’s alignment, location, aura, magic, or other qualities. A properly worded wish or miracle spell can reveal the presence of the celestial only if the caster knows its true name. If the celestial-blessed creature is killed while the celestial inhabits it, the latter is instantly returned to its home plane. For one year thereafter, it automatically returns to its native plane 1 round after it leaves—whether its departure was intentional or not.

Resistance to Electricity (Ex): A celestial-blessed creature gains electricity resistance 20.

Spell Vulnerability (Ex): Certain powerful spells have special additional effects against celestial-blessed creatures. These spells must first overcome the celestial’s spell resistance (if any) to have any effect. A celestial-blessed creature subjected to a dismissal or dispel good spell must succeed on a Will saving throw or lose all the modifications bestowed by the celestial-blessed template for a number of rounds equal to the opponent’s caster level. A celestial-blessed creature subjected to a banishment spell must succeed on a Will saving throw or lose the template until again blessed by a celestial creature. Failure returns the celestial to its normal form but leaves it lying helpless and unconscious adjacent to the creature with which it was previously merged. The amount of time that the celestial remains helpless and unconscious depends on the current alignment of the creature from which it was expelled. If that creature’s alignment is the same as the celestial’s, the latter is helpless and unconscious for 1 round. For each step by which the base creature’s alignment differs from that of the celestial, the celestial remains unconscious and helpless for 1d4 rounds. Th us, a lawful good solar inhabiting a creature that has turned chaotic evil would lie unconscious and helpless for 4d4 rounds (two steps away on the lawful-chaotic axis and two steps away on the god-evil axis). If the same lawful good solar inhabited a neutral good creature, it would be unconscious and helpless for only 1d4 rounds after being expelled (one step away on the lawful-chaotic axis).

WIZARD SPELL'S KNOWN

1st- Shield, Alarm, grease, Mage Armor, Detect Metal, Identify, True Strike, Crafter's Fortune, Enlarge Person, Lighten Object, Exepiditious Retreat, Ant Haul, Floating Disk, Unseen Servant, Obscuring Mist, Summon Monsters 1, Gravity Bow

2nd-Summon Monster 2, Spider Climb, Make Whole, Invisibility, Shatter, Scorching Ray, See Invisibility, Web, Acid Arrow, Warding Weapon, Arcane Lock

3rd-Summon Monster 3, Dispel magic, Protection from Energy, Phantom Steed, Slow, Haste, Shrink Item, Greater Magic Weapon, Keen Edge, Fly, Displacement, Fireball, Lightningbolt, Arcane Sight, Gloomblind Bolts

4th-Summon Monster 4, Dimensional Anchor, Phantom Chariot, Greater Invisibility, Greater Make Whole, Eart Glide, Randbow Pattern, Mass Enlarge Person, Detonate, Wall of Fire, Wall of Ice, Control Summoned Creature, Terrible Remorse, Acid Pit, Black Tentacles

5th-Summon Monster 5, Acidic Spray, Teleport, Wall of Force, Fabricate, Transmute Rock to Mud, Transmute Mud to Rock, Telekinesis, Echolocation, Mass Lighten Object, Lightning Arc, Sending, Cone of Cold, Mirage Arcana, Overland Flight, Permanency, Break Enchantment, Secret Chest

6th-Summon Monster 6, Freezing Sphere, Disintigrate, Oasis, Move Earth, Hardening, Guards and Wards, Wall of Iron, Getaway, Analyze Dweomer, Greater Heroism, Chains of Fire, Chain Lightning, Greater Dispel Magic, Acid Fog, Contingency

7th-Summon Monster 7, Banishment, Mages Magnificent Mansion, Greater Teleport, Mass Invisibility, Control Construct, Prismatic Spray, Greater Teleport, Caustic Eruption, Phase Door, Vision

8th-Summon Monster 8, Mindblank, Trap the Soul, Polar Ray, Polymorph Any Object, Screen, Dimensional Lock, Prismatic Wall, Discern Location, Moment of Prescience, Horrid Wilting, Stormbolts, Greater Planar Binding, Protection from Spells

9th-Summon Monster 9, Dominate Monster, Shapechange, Wish, Timestop, Teleportation Circle, Clashing Rocks, World Wave, Foresight, Freedom, Mage's Disjunction, Mage's Magnificent Enclosure, Prismatic Sphere, Winds of Vengeance, Meteor Swarm

Items:
Wizard's Mail (Increased to +5 and Greater Fortification)
Cloak of Resist +5
Headband of Mental Prowess +6 (Int/Wis)
Gem of 20 CL Mindblank 1/day
Belt of Physical Might +6 (Dex/Con)
Amulet of Natural Armor +5 with Selective Channeling
Blessed Book x2
Eyeglasses of Ranged Precision (+5 ranged attack rolls)
Ring of Protection +5
Ring of Sustenance, Force Shield, Evasion, invisibility, Freedom of Movement (Arcane Bond)
Bag of Holding IV
MW Red Wood Flute (Native american style)

120,000 Spent on Scrolls
5 Wishes used on Intelligence
5 Wishes used on Wisdowm

200 Gold

Lumiya
FAMILIAR
Tressym (Winged Cat)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE
AC 24, touch 14, flat-footed 22 (+2 Dex, +2 size, +10 natural)
hp 130
Fort +12, Ref +8, Will +13
SR 25

OFFENSE
Speed 30 ft., 50 ft. Fly (Good)
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 10, Int 15, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

Feats
Weapon Finesse

Skills
Acrobatics: +20
Climb: +7
Fly: +30
Intimidate: +1
Knowledge:
>>Arcane: +22
>>Religion: +22
>>Planar: +22
>>Nature: +22
>>History: +22
>>Local: +12
>>Dungeoneering: +12
>>Engineering: +12
>>Nobility: +12
>>Geography: +12
Linguistics:
Perception: +5
Ride: +14
Sense Motive: +21
Spellcraft: +22
Stealth: +14
Survival: +11

SPECIAL ABILITIES
Immunity to poison

ECOLOGY
Environment: Temperate and hot plains or urban
Organization: Solitary
Treasure: None

Tressym typically weigh 5–15 pounds when fully grown with a 3 foot wingspan.

Familiar Abilties
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.