Merisiel

Elisile Starbrow's page

1,723 posts. Alias of Mothman.


Classes/Levels

Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Gender

hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow

About Elisile Starbrow

Elisile Starbrow
Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
Chaotic Good

Strength 12 (+1)
Dexterity 20 (+5) (Belt of Incredible Dexterity +4)
Constitution 14 (+2) (Physical enhancement wizard ability +2)
Intelligence 24 (+7) (Headband of Vast Intellect +4)
Wisdom 12 (+1)
Charisma 10 (+0)

Total Hit Points: 87
Current Hit Points: 84

Speed: 30 feet

Armor Class: 18 = 10 +5 [dex] +1 [Ring of Protection +1] +2 [Amulet of Natural Armour +2]
22 [with mage armour]
Touch AC: 16
Flat-footed: 13 (or 17 with mage armour)

Buffs active: Mage Armour, gravity bow, flame arrow
Buffed AC: 22

Initiative modifier: +5

Fortitude save: +9 = 6 [base] +2 [constitution] +1 [resistance]
Reflex save: +11 = 5 [base] +5 [dexterity] +1 [resistance]
Will save: +8 = 6 [base] +1 [wisdom] +1 [resistance] +2 vs enchantments

BAB: +8/+3
CMB: +9
CMD: 25

Melee Attacks
Dagger +13/+8 attack [1d4 (+1), crit 19-20/x2, slashing or piercing]
+1 Rapier of Spell Storing +14/+9 attack [1d6 (+2), crit 18-20/x2, piercing] - currently empowered shocking grasp (7d6)
Silver Dagger +13/+8 attack [1d4, crit 19-20/x2, slashing or piercing]

Ranged Attacks
+1 Shock Composite Longbow (+1 Str): +15/+10 or +13/+13/+8 attack [1d8+2 + 1d6 electrical, crit x3, range inc 120 ft, piercing]
Telekinetic Fist: +15 ranged touch attack [1d4+3 crit 20/x2, range 30 ft max, bludgeoning]

Feats: 8 feats
Weapon Finesse (Dex rather than Str modifier to hit with light weapons and rapier)
Combat Casting
Point Blank Shot (+1 to hit and damge with bow within 30 feet)
Extend Spell (duration doubled, one slot higher)
Precise Shot (no penalties for firing into combat)
Rapid Shot (extra attack on a full attack, all at -2)
Deadly Aim (-2 / +4)
Weapon Focus (Longbow)

Skills: 86 skill points (inc. 4 favoured class)
Climb (str): 1 + 3 + 3 ranks = +7
Diplomacy (cha - headband): 11 ranks = +11
Fly (dex): 5 + 3 + 4 ranks = +12
Intimidate (cha - headband): 3 + 11 ranks = +14
Knowledge – Arcana (int): 7 + 3 + 9 ranks = +19
Knowledge – Dungeoneering (int): 7 + 3 + 4 ranks = +14
Knowledge - History (int): 7 + 3 + 2 ranks = +12
Knowledge – Local (int): 7 + 3 + 4 ranks = +14
Knowledge – Nature (int): 7 + 3 + 3 ranks = +13
Knowledge – The Planes (int): 7 + 3 + 4 ranks = +15
Linguistics (int): 7 + 3 + 4 ranks = +14
Perception (wis): 1 + 3 + 2 + 11 ranks = +17
Stealth (dex): 5 + 3 + 5 (Cloak) + 11 ranks = +24
Survival (wis): 1 + 3 + 11 ranks = +15 (+16 tracking)
Spellcraft (int): 7 + 3 + 11 ranks = +21 (+23 identifying magical items)
Swim (str): 1 + 3 + 2 ranks = +6

Concentration: 9 + 7 = +16 (+22 casting defensively or grappled)
Wild Empathy class ability (cha): +1

Languages:
Common, Elven, Draconic, Goblin, Varisian, Ancient Thassilonian, Giant, Abyssal, Shoanti, Halfling, Dwarven, Infernal

Elf Traits
• Immune to sleep effects
• +2 racial bonus on saves vs enchantments
• Low light vision
• Weapon proficiencies
• Keen Senses
• Elven Magic. +2 racial bonus on caster level checks to overcome spell resistance.

Favoured class: wizard

Ranger Abilities
• Track (half ranger level - minimum 1 – to survival checks to follow or identify tracks)
• Wild Empathy
• Favoured Enemy – Humanoid (Giant) +2 bonus to bluff, knowledge, perception, sense motive, survival and attack and damage rolls.

Wizard Abilities
• Sudden Shift (Alternate Class Feature – PHB 2, pp 69-70. Replaces Arcane Bond) – gain climb, fly or swim speed equal to current land speed for one turn. Activated as Immediate Action, usable 3/day. Effective caster level: 8
• Arcane School: Transmutation specialty – evocation, necromancy opposed.
• Cantrips
School Powers
• Physical Enhancement (Su): +1 to one physical ability score / 5 wizard levels
• Telekinetic Fist (Sp): Standard action, range 30 ft, ranged touch attack. Damage: 1d4 bludgeoning +1 / 2 wizard levels. Usable times per day 3 + int modifier: 10

Eldritch Knight Abilities
• Diverse Training

Magic
CL: 9
Wizard Spells: 0 level (DC 17): 4
First Level (DC 18): 4 + 2 + 1 (transmutation)
Second Level (DC 19): 4 + 2 + 1 (transmutation)
Third Level (DC 20): 3 + 2 + 1 (transmutation)
Fourth Level (DC 21): 2 + 1 + 1 (transmutation)
Fifth Level (DC 22): 1 + 1 + 1 (transmutation)

Spellbook 1: 99 pages used ; Spellbook 2: 95 pages used ; Spellbook 3: 50 pages used
0 Level spells: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Light (E), Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
Level 1 spells: Enlarge Person (T), Expeditious Retreat (T), Sleep, Mage Armor, True Strike, Protection from Evil, Shield, Magic Weapon (T), Grease, Gravity Bow (T), Ant Haul (T), Feather Fall (T), Detect Secret Doors, Comprehend Languages, Endure Elements
Level 2 spells: Blur, Cat's Grace (T), Mirror Image, Protection From Arrows, Alter Self (T), Invisibility, Acid Arrow, Glitterdust, Arrow Eruption, Bear’s Endurance (T), Bull’s Strength (T), Make Whole (T), SB2: Owl’s Wisdom (T), Rope Trick (T), Spider Climb (T), Whispering Wind (T), See Invisibility, Summon Swarm, Web
Level 3 spells: Flame Arrow (T), Invisibilty Sphere, Fly (T), Haste (T), Displacement, Dispel Magic, Water Breathing (T), SB2: Blink (T), Gaseous Form (T), Keen Edge (T), Greater Magic Weapon (T), Slow (T), Clairaudience/Clairvoyance, Phantom Steed, Magic Circle Against Evil, Protection From Evil
Level 4 spells: Beast Shape II (T), Summon Monster IV, Dimension Door, Stone Shape (T), SB2: Reduce Person, Mass (T), Greater Invisibility, Arcane Eye, Detect Scrying, Scrying, Black Tentacles, Solid Fog, Dimensional Anchor, Remove Curse, Stoneskin
Level 5 spells: Teleport, SB2: Baleful Polymorph (T), Beast Shape III (T), SB3: Elemental Body II (T), Passwall (T), Polymorph (T), Telekinesis (T), Transmute Rock to Mud (T), Cloudkill, Summon Monster V, Wall of Stone, Break Enchantment, Dismissal

Wizard Spells prepared:0 Detect Magic, Read Magic, Message, Acid Splash,
1 Enlarge Person, Expeditious Retreat, Grease, Mage Armour (cast), Gravity Bow x2 (1 cast), Feather Fall
2 Glitterdust, Mirror Image, Arrow Eruption, Invisibility, Cat's Grace, See Invisibility, Summon Swarm
3 Flame Arrow (cast), Dispel Magic (cast), Dispel Magic, Slow, Fly, Haste
4 Summon Monster 4, Dimension Door, Greater Invisibility, Beast Shape 2
5 Telekinesis, Summon Monster V, Dismissal

Alter Self forms:

Spoiler:

Boggard Form
Darkvision 60 ft
Low Light Vision
Speed: 20 ft
Swim: 30 ft
hold breath 4 x Con score
Sticky Tongue Attack: +3 touch. 10 ft range. -2 AC penalty as long as tongue attached. Opposed Str check or 2 points of slashing damage to remove (AC11).
Strength 16 (+3)
Lose elven bonuses (Perception +10)

Bugbear Form
Darkvision 60 ft
Speed 30 ft
Scent (detect 30 ft)
Strength 16 (+3)
Lose elven bonuses (Perception +10)

Goblin Form
Darkvision 60 ft
Speed 30 ft
Dexterity 20 (+5)
+1 size bonus to AC, +1 size bonus to hit, -1 penalty to CMB and CMD, +4 bonus to stealth.
Lose elven bonuses (Perception +10)

Sewer Troll Form
Darkvision 60 ft
Low Light Vision
Scent
Speed 30 ft
Bite +10 (1d6+3), 2 claws +10 (1d4+3)
Rend (2 claws, 1d6+3)
Strength 16 (+3)
Lose elven bonuses

Equipment:
22 arrows
2 daggers
silver dagger
spellbook
explorer's outfit
backpack
Winter cloak.
10 candles.
chalk.
flint and steel
ink
ink pen
scroll case
small steel mirror
10 sheets of paper
Belt pouch x 2
Spell component pouch
5 days trail rations
waterskin
spare clothes (monks outfit)
spare clothes (travellers outfit)
signal whistle
Blue jade head-stone (50gp)
Gold deputy sherrif badge (Sandpoint)
Pearl of Power (1st)
Ring of Protection +1
Belt of Incredible Dexterity +4
Amulet of Natural Armour +2
Sihedron Medallion
Cloak of Elvenkind
Bag of Holding Type II
+1 Shocking Composite Longbow (+1 Strength bonus)
+1 Spell Storing rapier
10 masterwork adamantine arrow
20 cold iron arrows
20 silver arrows
Wand of Acid Arrow (CL 3, 43 charges)
Scroll of Glitterdust (CL4)
Scroll of See Invisibility (CL4)
Scroll of True Strike (CL4)
Scroll of Acid Arrow (CL4)
Scroll of Invisibility (CL4)
Scroll of Mage Armour (CL6) x 2
Scroll of Evard's Black Tentacles (CL7)
Potion of Cure Moderate Wounds (3rd) x 2
Holy Water x 1
Alchemist's Fire x 2
Torch
Flask of lamp oil
Money: 127pp 709gp 31sp 23cp

Sihedron Medallion

Spoiler:
+1 resistance bonus on all saves, false life as free action 1/day at CL 5th

Party Loot:

XP: 125,951 after fight with Mokmurian
+ 2,740 (the horror under Sandpoint)
= 128,691
+ 3,660 ('Veth', etc.)
= 132,351

Next level: 145,000 (Fast track)

Description:
Height: 5 ft, 10 inches
Weight: 108 pounds
Age: 155 years
Eyes: Black on blue (no whites)
Hair: White
Skin: Pale
Region of Origin: Mierani Forest
Religion: Desna and Callistra

Elisile Chibi

Elisile by Ditzy DM

Background

Spoiler:

Description.

Of medium height, quick and slender, Elisile has long white hair, a narrow face, ears that rise to points above the crown of her head, and large, somewhat expressionless eyes. She dresses functionally in dark leather and silk. She looks around her with an air of restrained but thirsty curiosity and mild distaste. A dark blue stone of high polish seems embedded into her forehead.

Background:

Elisile studied the arcane arts for several decades at the Tower of Stars, in the deepest regions of the Meriani. Magic was very serious, and studies that humans may have breezed through in mere weeks, the elves would spend years understanding the deepest mysteries of.

As her studies neared their end, rumours began to reach the Tower of trouble at the borders – marauding bands of humanoids and giants – the border Watchers were struggling to deal with the influx. Darker rumours too – that the marauders were not truly the problem, little worse than ever, but the Watchers were dealing with a cancer from within the borders.

Whatever the truth, those studying at the Tower who had demonstrated a particular competence with magic, or blade, or bow, were drafted to serve in the border guard.

Elisile served for two years, training, wraith-walk patrols, killing ogres from hidden tree-top archery platforms. At last, to her stoic relief, she was to return to the Tower to finish the last months of her training.

But she was turned away at the gates. “It has been Seen,” the Magister informed her through the barbed gates. “Your training finishes elsewhere. There is a destiny. Travel to the lands of the Mon-Khee. Seek the Unshining Light. Your journey begins.”

She made her way to the den of Riddleport, her first taste of humanity unpleasant but little more than expected, her blade and her ability to remain hidden her protection. Passage on a boat, pure elven gold to a dirty peddlar of journeys. Enduring the stink and harsh cries of humans on the voyage.

At last, the ship’s destination, a tiny blot of “civilization” called Sandpoint – a human town, known for it’s lighthouse, now unshining. Her journey begins.