Iramine

Almathea's page

654 posts. Alias of Joy.


Full Name

Almathea (Thea)

Race

Elf

Classes/Levels

Wizard / 5

Gender

Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12

Size

Medium

Alignment

Neutral Good

Deity

Nethys

Languages

Common, Elven, Ossirion, Ancient Ossirion, Draconic, Kelish,Thasolonian, Terran, Sphynx, Abyssal

Strength 10
Dexterity 16
Constitution 10
Intelligence 22
Wisdom 14
Charisma 10

About Almathea

Skills:

Acrobatics +11 [5rank+3dex+3inclass]
Perception +13 [5rank+2wis+3inclass+1trait+2racial]
Knowledge Arcana +15 [5rank+5int+3inclass+2feat]
Knowledge Engineering +11 [1rank+5int+3inclass+2trait]
Knowledge History +13 [3rank+5int+3inclass+2feat]
Knowledge Planes +13 [5rank+5int+3inclass]
Spellcraft +13 [5rank+5int+3inclass]
Linguistics +13 [5rank+5int+3inclass]
Stealth +11 [5rank+3dex+3inclass]
Knowledge Nature +10 [2rank+5int+3inclass]

Combat:

HP: 18/23
AC: 13
Flat-Footed: 10
Touch: 13

Init: +6
BAB: +2
Melee: +2
Range: +5

CMB: +2 [2+0]
CMD: +12 [2+0+10]

Saving Throws
Fortitude: +1
Reflex: +4
Will: +6

Traits:

Inquisitive Archaeologist: You have studied the
architectural styles of nations throughout the Inner Sea
region, but none have fascinated you like the architecture
of Ancient Osirion. Hearing that the famed necropolis of
Wati has finally been opened for exploration, you’ve come
to that city to get firsthand experience with the lost secrets
of Ancient Osirion’s master builders. You gain a +2 trait
bonus on Knowledge (engineering) checks, and that skill is
always a class skill for you. In addition, you gain a +2 trait
bonus on Perception checks to find concealed or secret
doors in structures built in the style of Ancient Osirion.

Seeker

You are always on the lookout for reward and danger.

Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Warrior of Old (Elf)

As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.

Benefit: You gain a +2 trait bonus on initiative checks.

Feats:

Spell Master

Scholar

You have graduated from one of the many colleges, universities, and specialty schools of higher learning scattered throughout the Inner Sea region.

Benefit: Pick any two Knowledge skills. You gain a +2 bonus on these two skills. If you have 10 or more ranks in one of these Knowledge skills, the bonus increases to +4 for that skill. (Arcane and History)

Schools and Spells:

School:
Divination School

Diviners are masters of remote viewing, prophecies, and using magic to explore the world.

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Opposed schools - Illusion and Enchantment

Spellbook

All Cantrips except those of the Illusion and Enchantment schools

1st Level
Endure Elements, Grease, Mage Armor, Magic Missile, Burning Hands, Web Bolt, Comprehend Language, Protection from Evil, Ray of Enfeeblement, Feather Fall

2nd Level
Glitterdust, See Invisibility, Resist Energy, Spider Climb, Levitate, Web, Burning Sphere

3rd Level
Dispel Magic, Clairaudience/Clairvoyance

Spells Known for the Day

Cantrips
(4)
Detect Magic
Read Magic
Acid Splash
Disrupt Undead

1st Level
(3)
Grease
Burning Hands
Magic Missile
Mage Armor
*Comprehend Language

2nd Level
(2)
Glitterdust
Web
Burning Sphere
See Invisibility

3rd Level
Dispel Magic
Dispel Magic
Clairaudience/Clairvoyance

* = School spell

Elven Racial Traits:

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
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.
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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. Choosing: Stealth and Acrobatics The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. Source Heroes of the Wild

Background:

Equipment:

Wealth
268.62gp

Total wealth - 37 gp / 9 sp

Weapons
Light crossbow / 35 gp
20 bolts
Dagger / 2 gp / 1 lbs
Quarterstaff / 0 gp

Magical Items
Headband of Vast Intellect +2 / 4,000 gp

Gear
Backpack / 2 gp / 2 lbs
Bedroll / 1 sp / 5 lbs
Tindertwig / 1 gp
Grappling hook / 1 gp / 4 lb
Rope, silk (100 ft.) / 20 gp / 10 lbs
Waterskin / 1 gp / 4 lbs
Holy symbol, wooden / 1 gp /
Spell Component Pouch / 5 gp / 2 lbs
Spellbook
Travelers Outfit / 1 gp
Hot Weather Outfit
Lantern (common) / 1 gp
Ink / 8 gp
Parchment (x5] / 1 gp
Chalk (x10) / 1 gp
Waterskin / 1 gp
Sunrod x2 / 4 gp
Flasks of Alchemical Fire x2