Samaritha Beldusk

Celeste Naevirion's page

5 posts. Alias of Talomyr.


Classes/Levels

Female Human Archaeologist Bard 2 | HP 15/15 | AC 16 T 12 FF 14 | Fort +1 Ref +5 Will+4 | Initiative +2 | Perception + (+ Trapfinding) | Conditions: None

About Celeste Naevirion

Celeste Naevirion
Bard (Archaeologist) 2
CG Human Female
Init +2; Perception +

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Defense
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AC 17 touch 12 flat-footed 15
HP 15 (2d8 + 2 Con Modifier)
Fort +1, Ref +5, Will +4 (Immune to Sleep; +2 vs. Enchantment)

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Offense
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Speed 30 ft.
Melee Longsword +2 (1d8 + 1; Slashing; 19-20/x2)
Melee Dagger +2 (1d4 + 1; Piercing/Slashing; 19-20/x2)
Melee Whip +3 (1d3 + 1; Slashing; x2; 15 ft reach)

Ranged Light Crossbow +3 (1d8; Piercing; 19-20/x2)
Ranged Dagger +3 (1d4 + 1; Piercing/Slashing; 19-20/x2)

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Statistics
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Str 12, Dex 14, Con 13, Int 10, Wis 12, Cha 15

Base Atk +1; CMB +2; CMD 15
Languages: Taldane,

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Feats
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Traits
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Skills
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Acrobatics +3 (+3 Dex)
Appraise +7 (1 Rank, +3 Int, +3 Class Skill)
Bluff +1 (+1 Cha)
Climb +0 (+0 Str)
Craft(Untrained) +3 (+3 Int)
Diplomacy +1 (+1 Cha)
Disguise +1 (+1 Cha)
Escape Artist +2 (+3 Dex, -1 ACP)
Fly +3 (+3 Dex)
Heal +0 (+0 Wis)
Intimidate +1 (+1 Cha)
Perception +5 (+0 Wis, +2 Racial, +3 Feat)
Perform(Untrained) +1 (+1 Cha)
Ride +2 (+3 Dex)
Sense Motive +0 (0 Wis)
Stealth +3 (+3 Dex)
Survival +0
Swim +0 (+0 Str)
Knowledge (Arcane) +7 (1 Rank, +3 Int, +3 Class Skill)
Knowledge (Dungeoneering) N/A
Knowledge (Engineering) N/A
Knowledge (Geography) +7 (1 Rank, +3 Int, +3 Class Skill - Background)
Knowledge (History) +7 (1 Rank, +3 Int, +3 Class Skill - Background)
Knowledge (Local) +7 (1 Rank, +3 Int, +3 Class Skill)
Knowledge (Nature) N/A
Knowledge (Nobility) N/A
Knowledge (Planes) N/A
Knowledge (Religion) N/A
Linguistics +7 (1 Rank, +3 Int, +3 Class Skill)
Profession () N/A
Spellcraft +7 (1 Rank, +3 Int, +3 Class Skill)
Use Magic Device +2 (1 Rank, + 1 Cha)

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Gear
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Explorer's Outfit

Money: 1000 gp

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Racial Abilities
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Class Abilities
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Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex) - Bonded Item (Ring): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School - Divination (Foresight): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Divination (Foresight) Opposition: Enchantment and Necromancy

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

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

-- Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

-- Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats:At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

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Spell Book
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0 Level (DC 13): Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic,
Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

1st Level (DC 14)[/b]: Mage Armor, Shield, True Strike, Comprehend Languages, Color Spray, Burning Hands

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Spells Prepared
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0 Level (3) Detect Magic, Prestidigitation, Acid Splash

1st Level: (2 + 1 Divination) Mage Armor, Color Spray, True Strike

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Backstory
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Description:

You see a half-elven woman of average height and build. She is dressed in functional clothing of earth tones with dark green trim. and unless the situation dictates otherwise she strives to maintain her appearance and gear in a meticulous manner.

Hair: Reddish-Brown
Eyes: Green
Height: 5’ 6”
Weight: 135 lbs.

Personality:

To say that Celeste is her own woman would be an understatement. Independent to a fault she has little use for anyone who would try to baby her. Father did enough of that for everyone. Outside of that particular quirk, she is a pure adventurer - free spirited, seemingly fearless, always ready to try something new.

Background:

Celeste's mother died in childbirth, leaving her father, Daeron to raise his daughter alone. Well, as alone as any ranking member of the Pathfinder Society can be anyway. Celeste spent much of her childhood with different tutors and caretakers while her father traipsed about the globe - Varisia in particular - in search of adventure and artifacts of the past. When she was old enough...by her father's standards and hers, not necessarily any normal person's, she would join her father on his adventures learning all she could and getting into far more trouble than any child her age had a right to. The years went by and this adventurous way of living became normal to her, that is until Daeron decided it was time for his daughter to settle down and raise a family of her own.

Celeste wanted no part of such a mundane life and set off on her own, continuing the work she and her father had started together, but now as friendly competitors. Truth be told, Celeste would like nothing more to become a member of the Pathfinder society herself, and perhaps even someday rejoin her father in their work.

Potential Advancement Plans:

2nd Level - 1st Level Rogue; HP (8 + 1 + 1 FC); Skills +11 + 2 BG, Trapfinding, Sneak Attack
3rd Level - Wizard or Rogue dependent on game play and needs of the party.