Sorshen

Im'sera's page

19 posts. Organized Play character for Gothalo.


Full Name

Im'sera

Race

| HP 50/60 | Init +7; Per +15 | AC 17, T 14, FF 14 | F+8, R+8, W+10

Gender

Female Human Conjurer 10

Age

22

Alignment

Neutral Good

Languages

Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Goblin, Infernal, Kelish, Osiriani, Sylvan, Terran, Tien, Vudrani

Strength 10
Dexterity 16
Constitution 13
Intelligence 24
Wisdom 12
Charisma 10

About Im'sera

Im'sera
Female human (Keleshite) conjurer 10
NG Medium humanoid (human)
Init +7; Senses Perception +15

Defense:

AC 17, touch 14, flat-footed 14 (+1 armor, +1 deflection, +3 Dex, +2 natural)
hp 60 (10d6+18)
Fort +8, Ref +8, Will +10

Offense:

Speed 30 ft.
Melee mwk cold iron dagger +6 (1d4/19-20)
Ranged light crossbow +8 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 10th; concentration +19)
. . At will—dimensional steps (300 feet/day)
. . 10/day—acid dart (1d6+5 acid)
Conjurer Spells Prepared (CL 10th; concentration +19)
. . 5th—acidic spray[UM] (2, DC 23), summon monster V, wall of force
. . 4th—ball lightning[APG] (2, DC 21), black tentacles, summon monster IV, summon monster IV
. . 3rd—fireball (DC 20), cold elemental flaming sphere (DC 19), fly, haste (2), summon monster III
. . 2nd—bull's strength, flaming sphere (2, DC 19), glitterdust (DC 20), glitterdust (DC 20), invisibility, scorching ray
. . 1st—burning hands (DC 18), enlarge person (DC 18), grease, mage armor, magic missile (2), obscuring mist
. . 0 (at will)—acid splash, dancing lights, detect magic, ghost sound (DC 17)
. . Opposition Schools Enchantment, Necromancy

Statistics:

Str 10, Dex 16, Con 13, Int 24, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 19
Feats Augment Summoning, Combat Casting, Elemental Spell[APG], Extend Spell, Great Fortitude, Improved Initiative, Silent Spell, Spell Focus (conjuration), Superior Summoning[UM]
Traits focused mind, tomb raider
Skills Appraise +11, Craft (jewelry) +11, Fly +10, Knowledge (arcana) +16, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +20, Knowledge (local) +19, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +20, Knowledge (religion) +15, Linguistics +15, Perception +15, Spellcraft +19, Survival +2 (+4 to avoid becoming lost)
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Goblin, Infernal, Kelish, Osiriani, Sylvan, Terran, Tien, Vudrani
SQ arcane bond (ring), summoner's charm (5 rounds)
Combat Gear pearl of power (1st level) (4), pearl of power (2nd level) (2), pearl of power (3rd level), potion of cure light wounds (2), scroll of color spray (2), scroll of dispel magic, scroll of enlarge person (2), scroll of remove curse (2), scroll of see invisibility, scroll of see invisibility, silent metamagic rod (lesser), wand of comprehend languages (50 charges), wand of endure elements (50 charges), wand of mage armor (50 charges), wand of magic missile, wand of protection from evil (50 charges); Other Gear light crossbow with 20 bolts, mwk cold iron dagger, - arcane bond ring -, amulet of natural armor +2, bag of holding i, belt of incredible dexterity +2, bracers of armor +1, cloak of resistance +2, headband of vast intelligence +4, ring of protection +1, wayfinder[ISWG], sleeves of many garment (worth 200 gp, 1 lb), 813 gp

Special Abilities:

Acid Dart (1d6+5 acid, 10/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Dimensional Steps (60 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Elemental Spell (Cold) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+5 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one

Background:

Criada en los desiertos de Osirion en un campamento de saqueadores de tumbas, desde muy joven Im'sera mostró más interés en los conocimientos arcanos que dichas tumbas enterraban que en los tesoros que en ellas se hallaron, adquiriendo poco a poco conocimientos arcanos.

En estos saqueos encontró un anillo de oro con forma de ojo, cuyo iris lo conformaba una hermosa esmeralda. Enseguida se dio cuenta que no era un anillo normal, descubriendo que éste dotaba de un gran poder a su portador si este era capaz de explotarlo.

Al llegar a la mayoría de edad, tenia muy claro cual era su destino, por lo que dejó atrás su familia y se dedicó a viajar completando sus conocimientos. Fruto de estos viajes, entró en contacto con la Sociedad Pathfinder quienes, tras ver su potencial, decidieron reclutarla como uno de sus agentes de campo.

Conjuros usados:

Lv-3 Haste

Dimensional Steps 20/300