Merisiel

Ilsensine's page

53 posts. Organized Play character for PatheticWretch.


Full Name

Insensine

Race

Elf

Classes/Levels

Wizard 1 / Druid 1 | HP 15/15 | AC 17; Tch 13; FF 14 | F +3; R +3; W +6 | CMB-1; CMD 12 | Speed 30 ft | Init +9 | MW Longbow: +4 (1d8-1/x3) | Perc+10

Age

202

Strength 9
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 14
Charisma 7

About Ilsensine

Ilsensine
Female Elf Druid (Serpent Shaman) 1 / Wizard 1 (Evocation/Admixture)
N Medium Humanoid (Elf)
Init +9 (Warrior of Old, Improved Initiative); Senses Low-light Vision; Perception +10 (Alertness)
Languages Common, Druidic, Gnome, Goblin, Orc, Sylvan, Terran
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DEFENSE
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AC 17, touch 13, flat-footed 14
    (+4 mage armor, +3 Dex)
hp 15 (1d8, 1d6, +2 Con, +1 favored)
Fort +3, Ref +3, Will +6 (+8 vs. enchantment spells and effects)
Defensive Abilities Elven Immunities, Chameleon Aspect (5/day)
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OFFENSE
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Speed 30 ft. (6 squares)
Melee Longsword -1 (1d8-1/19-20)
Ranged MW Longbow +4 (1d8-1/x3)
Base Atk +0; CMB -1; CMD 12
Special Attacks Intense Spells (+1 dmg), Versatile Evocation
Domain Trickery (Ambush)
Prepared Spell List
Druid (CL 1 [+3 vs. spell resistance], Concentration +3 [+5 cast defensively]):
*Domain
    1st - alarm*, entangle, snowball (DC 14)
    0th - create water, detect magic, light
Spells per Day: (2+1/0/0/0/0/0/0/0/0/ DC:12+spell level)
Specialist School: Evocation Opposition Schools: Enchantment, Necromancy
Wizard (CL 2 [+4 vs. spell resistance], Concentration +6 [+8 cast defensively]):
*Specialist School
    1st - grease (DC 16), ear-piercing scream* (DC 16), color spray
    0th - dancing lights*, daze, mage hand, read magic
Spells per Day: (2+1/0/0/0/0/0/0/0/0/ DC:14+spell level)
Scrolls: none
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STATISTICS
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Abilities STR 9, DEX 16, CON 12, INT 18, WIS 14, CHA 7
Feats Spell Focus (Conjuration), Spell Focus (Evocation), Improved Initiative*, Alertness*
Traits Magical Knack, Warrior of Old
Skills Acrobatics +3, Appraise +4, Bluff +2, Climb +3, Diplomacy -2, Disguise -2, Handle Animal +2, Heal +2, Intimidate -2, Knowledge (Arcana) +8, Knowledge (Nature) +10, Knowledge (Planes) +8, Linguistics +8, Perception +10, Sense Motive +4, Spellcraft +9 (identify magic item +11), Stealth +8, Survival +8, Swim +3
SQ Spontaneous Casting, Nature Sense, Wild Empathy, Arcane Bond, Arcane School
Combat Gear wand of mage armor [50/50], wand of cure light wounds [50/50], acid flask (x3) Other Gear MW longbow, longsword, club, dagger (cold iron), sling, bullets (10), outfit (cold-weather), backpack, rations (trail/per day)(x3), spell component pouch (x2), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), smokestick, earplugs, spring-loaded wrist sheath (wand of cure light wounds), 974 gp

FAMILIAR:

Vermithrax (alertness, improved evasion, share spells, empathic link, deliver touch spells)
Compsognathus
N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 13 (3d8)
Fort +4, Ref +4 (improved evasion), Will +3

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +3 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Knowledge (Arcana) -2, Knowledge (Planes) -2, Knowledge (Religion) -2, Perception +5, Spellcraft -1, Swim +10,

The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

SPECIAL ABILITIES:

Arcane Bond (Su):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.
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 below).
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 Craft Magic Arms and Armor feat). 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.
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.
Arcane School: 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.
Chameleon Aspect (Su): As a swift action, you can subtly alter the color of your scales, blending them with the surrounding environment. While under the effect of this power, you gain concealment from creatures more than 10 feet away (attacks have a 20% miss chance), and total concealment from creatures more than 40 feet away (attacks have a 50% miss chance). You can use this ability a number of rounds per day equal to 3 + your Wisdom modifier.
Elven Immunities (Ex): Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex): 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.
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Keen Senses (Ex): Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex): You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Sense (Ex): You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting: You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Weapon Familiarity (Ex): Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+-1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

BACKGROUND:

A female elf with pale platinum hair carries a longbow and longsword, along with matched wooden armor and shield.

"We will keep nature in balance, as well as complete your task," she nods.

PFS:

Boons and Vanities:
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

PFS# 132076-34
XP 3
Prestige/Fame 1/5
Faction Liberty's Edge
-Faction Card [1 goal (DM an adventure)]
Scenarios Completed
*Master of the Fallen Fortress [1 XP, 1 PP, 479 gp]
-Bought MW longbow [-375 gp], MW perception tool [-50 gp]
*The Wounded Wisp [1 XP, 2 PP, 430 gp]
-Bought wand of cure light wounds [-2 PP]
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought wand of mage armor [-2 PP]

Level Progression:

Level 1:
Class Taken: Druid
Class Feature Gained: nature bond, nature sense, orisons, wild empathy
Hit points Gained: 1d8 + 1 (Con)
Skill Points (4+4): climb (1), handle animal (1), knowledge (nature)(1), perception (1), spellcraft (1), stealth (1), survival (1), swim (1)
Feats: spell focus (conjuration)

Level 2:
Class Taken: Wizard
Class Feature Gained: arcane bond, arcane school, cantrips, spell focus (evocation)
Hit points Gained: 1d6 + 1 (Con)
Skill Points (2+4): knowledge (arcana) (1), knowledge (planes)(1), linguistics (1), perception (1), spellcraft (1), stealth (1)

Dice:

[dice=ranged touch]1d20+3[/dice]

[dice=handle animal]1d20+[/dice]
[dice=longsword]1d20-1;1d8-1[/dice]
[dice=MW longbow]1d20+3;1d8-1[/dice]