Old Marm

Grizelda Blau's page

254 posts. Alias of bluedove.


Full Name

Grizelda Blau

Race

Human

Classes/Levels

Conjurer-4 | AC:13(17 w/MA) T:13 FF:10 |HP 27/31 (4d6)+10 | F +2 R +4 W +5 | Init +8 | Perc +10/+7

Gender

Female

Size

Medium

Age

25

Special Abilities

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 +1 points of acid damage., You can use this ability 7 times per day.

Alignment

Neutral Good

Languages

Common, Celestial, Draconic, Elven, Infernal, Orc

Occupation

Librarian

Strength 7
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Grizelda Blau

Grizelda Blau

Female Human Conjurer 4
NG Medium humanoid (human)
Init +9; Senses Perception +10,

DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dex, )
hp 31 (4d6)+10
Fort +2, Ref +4, Will +5

OFFENSE

Speed 30 ft.
Special Attacks Acid Dart,
Spellbook (Wizard's/Blank) Prepared Spell List
Wizard (CL 4th):
2nd - burning gaze (DC 16) , flaming sphere (DC 16) , glitterdust (DC 17) , levitate , mirror image (DC ) , stone call , summon monster ii , *web (DC 17)
1st - color spray (DC 15) , enlarge person (DC 15) , grease (DC 16) , mage armor (DC 16) , mount , protection from chaos (DC 15) , protection from evil (DC 15) , shield (DC ) , silent image (DC 15) , summon monster i , *unseen servant
0th - acid splash , arcane mark , dancing lights , detect magic , detect poison , flare (DC 14) , ghost sound (DC 14) , haunted fey aspect (DC ) , light , mage hand , mending (DC 14) , message , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , read magic (DC ) , resistance (DC 14) , spark (DC 14)
Prepared Spells Prepared Spell List
Wizard (CL 4th):
2nd - burning gaze (DC 16) , flaming sphere (DC 16) , summon monster ii , *web (DC 17)
1st - color spray (DC 15) , enlarge person (DC 15) , grease (DC 16) , mage armor (DC 16) , shield (DC )
0th - acid splash , daze (DC 14) , detect magic , light

STATISTICS

Str 7, Dex 16, Con 12, Int 19, Wis 12, Cha 8
Base Atk +2; CMB +0; CMD 13
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration), Toughness
Skills Acrobatics +4, Appraise +9, Bluff -1, Climb -2, Craft (Alchemy) +8, Craft (Untrained) +4, Diplomacy -1, Disguise -1, Escape Artist +3, Fly +7, Heal +1, Intimidate -1, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Orc) +8, Perception +10, Perform (Untrained) -1, Profession (Librarian) +5, Ride +3, Sense Motive +4, Spellcraft +11, Stealth +3, Survival +1, Swim -2,
Languages Celestial, Common, Draconic, Elven, Infernal, Orc
SQ Arcane Bond, Bonus Feat, Bonus Wizard Spell (2x), Cantrips, Conjuration School, Enchantment Opposition School, Familiar, Necromancy Opposition School, Skilled, Summoner's Charm, ,
Possessions spellbook (wizard's/blank);
SPECIAL ABILITIES

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+2 points of acid damage., You can use this ability 7 times per day.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Wizard Spell (2x) Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Conjuration School You have chosen to specialize in conjuration spells.
Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchanment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 2 rounds.

Lvl 3 Sheet:
Female Human Conjurer 3
NG Medium humanoid (human)
Init: +8; Senses: Perception: +9(w/Gregor in shadow), +6(w/Gregor in bright), +7(Gregor near, in shadow), +4(w/out Gregor)

DEFENSE:
AC: 12, touch 12, flat-footed 10 (+2 Dex)
HP: 22 (3d6)+7, +3(Toughness) +3(Con) +1(Fav Class)
Saves: Fort +2, Ref +3, Will +3

OFFENSE:
Speed: 30 ft.
Special Attacks: Acid Dart,
[spoiler=Wizard Spells Prepared] (CL 3rd, concentration +7):
2nd - burning gaze (DC 16) , glitterdust (DC 17) , *summon monster ii
1st - color spray (DC 15) , *mage armor (DC 16) , (open slot) , (open slot)
0th - acid splash , detect magic , ghost sound (DC 14) , read magic

STATISTICS:

Str 7, Dex 14, Con 12, Int 18, Wis 12, Cha 8
Base Atk +1; CMB -1; CMD 11
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration), Toughness

Skills:
Acrobatics +2,
Appraise +8,
Bluff -1,
Climb -2,
Craft (Alchemy) +8,
Craft (Untrained) +4,
Diplomacy -1,
Disguise -1,
Escape Artist +2,
Fly +2,
Heal +1,
Intimidate -1,
Knowledge (Arcana) +10,(+2PS)
Knowledge (Dungeoneering) +8,
Knowledge (Engineering) +8,
Knowledge (Geography) +8,
Knowledge (History) +8,
Knowledge (Local) +10, (+2PS),
Knowledge (Nature) +8,
Knowledge (Planes) +8,
Knowledge (Religion) +8,
Linguistics(Orc) +8,
Perception +9,
Perform (Untrained) -1,
Profession(Librarian) +5,
Ride +2,
Sense Motive +4,
Spellcraft +10,
Stealth +2,
Swim -2,

Languages: Celestial, Common, Draconic, Elven, Infernal, Orc
SQ: Arcane Bond, Bonus Feat, Cantrips, Conjuration School, Enchantment Opposition School, Familiar, Necromancy Opposition School, Skilled, Summoner's Charm,

Gear:
outfit (explorer's); signal whistle; spellbook (wizard's/blank); Sling ; Backpack [ Candle (x5); Chalk (1 Piece) (x5); Ink (1 oz. Vial); Inkpen; Lamp (Common); Oil (1 Pint Flask) (x2); Parchment (Sheet) (x3); Sewing Needle; String (50 ft.); Tindertwig (x3); ]; Scabbard of Keen Edges ; Spell Component Pouch ;

Spellbook(Wizard Spells Known): (CL 3rd, concentration +5):
2nd - burning gaze (DC 16) , glitterdust (DC 17) , levitate , mirror image (DC ) , stone call , *summon monster ii
1st - color spray (DC 15) , enlarge person (DC 15) , grease (DC 16) , mage armor (DC 16) , mount , protection from chaos (DC 15) , protection from evil (DC 15) , shield (DC ) , silent image (DC 15) , summon monster i , *unseen servant
0th - acid splash , arcane mark , dancing lights , detect magic , detect poison , flare (DC 14) , ghost sound (DC 14) , haunted fey aspect (DC ) , light , mage hand , mending (DC 14) , message , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , read magic (DC ) , resistance (DC 14) , spark (DC 14)

Wizard Spells Prepared (CL 3rd, concentration +7):
2nd - burning gaze (DC 16) , glitterdust (DC 17) , *summon monster ii
1st - color spray (DC 15) , *mage armor (DC 16) , (open slot) , (open slot)
0th - acid splash , detect magic , ghost sound (DC 14) , read magic

SPECIAL ABILITIES
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+1 points of acid damage., You can use this ability 7 times per day.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Wizard Spell (2x) Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Conjuration School You have chosen to specialize in conjuration spells.
Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchanment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 1 rounds.

Backstory:

Grizelda Blau is the third eldest of the thirteen Blau children. Her family runs a local Inn and General Store. From a very young age, Grizelda was expected to care for her younger brothers and the household as her parents were always quite busy with their business and conceiving more children. Though her two elder sisters are lovely and well liked, Grizelda has always been odd both in looks and manner. With her nose shoved firmly in a book at every opportunity, she never developed her people skills. She is not shy, instead feeling obligated to tell anyone exactly what she is thinking/feeling when asked. A typical response might sound something like this:

“Good morning, Grizelda! How does this fine day find you?”
*scoffs* “For the day to find me, it must first look for me. And with what, might I inquire, do you suppose the day would USE in such an endeavor? Do you suppose the day has eyes? Ears? Or even the capacity or desire to seek me out?”
*sighs* “No, Grizelda… I can’t imagine anything would desire to seek you out.”

So it should come as no surprise to anyone (least of all Grizelda), that no one came courting when she came of age. Her parents were distressed that she might end up an old maid and began trying to train her in taking over the family business, but it did not take long to see that she was not suited to deal with customers either. Thus her parents jumped at the idea when the aging librarian, Mitress Walsh requested Grizelda to come and work with her. For once Grizelda seemed genuinely pleased and immediately accepted the offer to escape her prison of porridge crusted dishes and snot-nosed children. But even she had no idea what she was truly in for.

One day while cleaning a particularly neglected area of the library, Grizelda discovered a hatch in the wall that contained a collection of richly made ornate books. Her eyes grew to size of saucers as she realized she was paging through a book of SPELLS! Mistress Walsh must be a wizard! After a few months of logical arguments, attempts at bribery and finally outright begging, Mistress Walsh finally admitted her secret and agreed to begin training Grizelda in secret. Since that time, Grizelda has become somewhat less prickly although certainly no less eccentric. Since gaining her familiar, a grey owl she calls Gregor, the children now call her “the Owl-lady” and hoot at her from their hiding places. She has embraced the title and adorns her hair and clothing with the feathers Gregor has shed and often hoots back in reply.