Gerya Rohalendi

Emilia Cosovei's page

56 posts. Organized Play character for Faelyn.


Full Name

Emilia Cosovei

Race

Varisian

Classes/Levels

Wizard 1 | HP 10/10 | AC 12 | T 12 | FF 10 | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +2 | Perc +6 | AD - 7/7

Gender

Female

Size

Medium

Age

22

Special Abilities

Arcane Bond, Arcane School (Conjuration), Cantrips

Alignment

Neutral

Deity

Alseta

Location

Absalom

Languages

Taldane (Common), Varisian, Azlanti, Thassilonian, Draconic, Shoanti

Homepage URL

Character Sheet

Strength 10
Dexterity 15
Constitution 12
Intelligence 18
Wisdom 12
Charisma 9

About Emilia Cosovei

Emilia Cosovei
Female Varisian Wizard 1
Neutral Humanoid
Init +2; Senses Perception +6/+8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex, +0 Armor)
hp 10
Fort +1, Ref +2, Will +3
Defensive Abilities
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Offense
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Speed 30 ft.
Melee
Dagger +0 (1d4/19-20/x2)
Ranged
Dagger +2 (1d4/19-20/x2)
Special Attacks
Acid Dart +2 (1d6+1)
Wizard Spells Prepared (CL 1):
Concentration Check: 1d20+5 (+1 CL, +4 Int)
SR Check: 1d20+1 (+1 CL)
0 (At Will) - Acid Splash, Detect Magic, Prestidigitation
1st (1+1+1/day) - Grease, Protection from Evil, Summon Monster I
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Statistics
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Str 10, Dex 15, Con 12, Int 18, Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 12
Feats Spell Focus: Conjuration, Augment Summons, Toughness

Skills:

Appraise +4 (0 Rank, +4 Int)
Diplomacy +4 (1 Rank, -1 Cha, +3 CS, +1 Trait)
Fly +2 (0 Rank, +2 Dex)
Knowledge: Arcana +8 (1 Rank, +4 Int, +3 CS)
Knowledge: History +8 (1 Rank, +4 Int, +3 CS)
Knowledge: Local +8 (1 Rank, +4 Int, +3 CS)
Knowledge: Planes +8 (1 Rank, +4 Int, +3 CS)
Linguistics +8 (1 Rank, +4 Int, +3 CS)
Perception +6/+8 (1 Rank, +1 Wis, +3 CS, +1 Trait, +2 Alertness*)
Spellcraft +8 (1 Rank, +4 Int, +3 CS)
Stealth +5 (0 Rank, +2 Dex, +3 Fam)

Languages Taldan (Common), Varisian, Azlanti, Draconic, Shoanti, Thassilonian
SQ Arcane Bond; Arcane School - Conjuration; Opposition School - Enchantment/Illusion; Cantrips
Other Gear Dagger, Traveler’s Clothing, Backpack (Bedroll, Flint & Steel, Ink (Vial), Inkpen, Spellbook, Sunrod (4), Sack, Trail Rations (2), Waterskin), Belt Pouch (Acid Flask (2), Sunrod), Belt Pouch (Scroll of Comprehend Languages, Scroll of Endure Elements), Spell Component Pouch

0pp 542gp 7sp 0cp
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Traits
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Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Benefit: Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. Benefit: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
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Special Abilities
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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 or Sp): 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: 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.

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.

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 Spell Focus as a bonus feat. PFS specific rule.

Conjuration School:

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

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). 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.

Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Spellbook:
Cantrips – Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue.
1st Level – Burning Hands, Feather Fall, Grease, Mage Armor, Protection From Evil, Summon Monster I, Unseen Servant

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Human Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


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Background:

Description:

PFS Character Information:

PFS#: 13693-18 (Core)
Faction: Grand Lodge
XP: 1
Fame: 2
Prestige: 0/2
Inventory Tracking Sheet
Journal Card
Scenarios:
The Stolen Heir [1 XP, 2PP, 509gp, 0gp Day Job] Chronicle Sheet
- Boons: N/A

Cinderfoot
N Tiny Animal (Cat Familiar)
Init +2; Senses: Low-light vision, Scent, Perception +5
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Defense
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AC 15, Touch 14, Flat-footed 13 (+2 Dex, +2 Size, +1 Natural)
hp 5
Fort +1, Ref +4, Will +3
Defensive Abilities Improved Evasion
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Offense
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Speed 30 ft.
Melee
Claws +4/+4 (1d2-4/x2)
Bite +4 (1d3-4/x2)
Special Attacks
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Statistics
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Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats

Skills:
Climb +6 (0 Rank, +2 Dex, +4 Racial)
Perception +6 (1 Rank, +1 Wis, +3 CS)
Stealth +18 (1 Rank, +2 Dex, +3 CS, +8 Size, +4 Racial)
Racial Modifiers: +4 Climb, +4 Stealth

Language
SQ Alertness, Improved Evasion, Share Spells, Empathic Link
Gear:
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Special Abilities
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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.