Almah Rovshki

Ishia of the Sands's page

117 posts. Alias of lazulin.


Race

Female Human Conjurer 2 HP 13 | AC 12, T 12, FF 10 | F: +1, R: +2, W: +2 | CMD 12 | Perc. +1 | Init. +2

About Ishia of the Sands

Ishia of the Sands
Female Human Wizard (Conjurer) 1
N Medium Humanoid (Human)
Init +2 (+2 Dex); Senses Perception +1
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (6 + 1 Con + 1 Favored Class)
Fort +1 (0 base +1 Con)
Ref +2 (0 base, + 2 Dex)
Will +2 (2 base, -1 Wis)

OFFENSE
Spd 30 ft
Melee Quarterstaff +0 (1d6/1d6/x2)
Ranged Heavy Crossbow +2 (2 Dex) (1d10/19-20/x2)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 11(+0)
Dex 14 (+2)
Con 13 (+1)
Int 18 (+4)
Wis 8 (-1)
Cha 8 (-1)
Base Atk +0
CMB +0 (+0 BAB)
CMD 12 (10 +2 Dex)
Feats: Augment Summoning, Spell Focus: Conjuration, Scribe Scroll, Alertness (from familiar)

Traits
Devotee of the Old Gods: You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic.
Genie Caller: Once per day, you may cast one conjuration (summoning) spell as if your caster level were 2 higher than normal.
Power Hungry: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Skills
Appraise +8 (1 rank, +3 class, +4 Int)
Bluff +4/+9, (2 rank, -1 Cha/+4 Int, +3 Familiar)
Diplomacy +0/+5 (1 rank, -1 Cha/+4 Int)
Knowledge (History) +10 (2 rank, +3 class, +4 Int, +1 trait)
Knowledge (Religion) +10 (2 rank, +3 class, +4 Int, +1 trait)
Knowledge (Arcana) +9 (2 rank, +3 class, +4 Int)
Knowledge (Dungeoneering) +9 (2 rank, +3 class, +4 Int)
Knowledge (Planes) +9 (2 rank, +3 class, +4 Int)
Linguistics +9 (2 rank, +3 class, +4 Int)
Spellcraft +9 (2 rank, +3 class, +4 Int)
Total Points: 18 ([2 Wizard + 2 Background + 4 Int + 1 Human] x2 level)
AC penalty is -0
Languages Common, Osirian, Ancient Osirian, Keleshite, Ignan, Auran, Terran

Equipment
Outfit, Hot Weather (- gp, 4 lbs)
Wizard’s Kit (21 gp, 21 lbs)
Heavy Crossbow (50 gp, 8 lbs)
Crossbow Bolts (9) (1 gp, 1 lbs)
Scroll of Mage Armor (1) (25 gp)
Scroll of Summon Monster I (2) (25 gp)
Scroll of Feather Fall
Scroll of Identify
Scroll of Mount
Pearl of Power (1000 gp)

371 gp
Weight Carried: 37 lbs (38 lbs or less is light, 39-76 is medium, 78-115 is heavy)

Spells Prepared (Caster Level 1, Concentration +5, Specialty: Conjuration, Opposition Schools: Evocation, Abjuration)
1st Level (3+1): Summon Monster I, Grease, Enlarge Person, [Free Slot]
0th Level (4/at will): Detect Magic, Read Magic, Disrupt Undead, Mending

Spellbook
1st Level: Cause Fear, Color Spray, Charm Person, Mage Armor, Mudball, Ray of Enfeeblement, Summon Monster I, Grease, Enlarge Person, Identify
0th Level: All

SPECIAL ABILITIES
Cantrips Ishia can cast any 0th level spell she knows at will
Spellcasting Ishia casts arcane spells drawn from the Sorcerer/Wizard spell list
Specialty School (Conjuration)
Opposition Schools (Evocation, Abjuration)
Conjurer’s Charm Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. 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 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.
Arcane Bond (Viper Familiar)

Appearance:
Ishia is a typical Garundi woman, with straight black hair that she keeps fairly short, soft brown skin and dark, nearly black eyes, and sharp, angular features. Ishia wears the loose fitting clothing common in Garund, though she favors blue cloth uncommon in the desert heat. She is fond of veiling her face in sheer fabric or wrapping herself in a headscarf; she enjoys the aura of mystery she can gain this way.

Background:
Born in Wati in the Asp district to a merchant family, Ishia was destined to follow in her parents footsteps--but she always hungered for more than being a simple trader. Osirion had once been the center of the world, and the remnants of its legacy lay all around them--someone simply had to sit up and take it--and as native child of Osirion, Ishia always felt it was her birthright.

Though they paid homage to Pharasma and the other popular gods of modern Osirion, Ishia’s family had not completely forgotten the religion of Osirion’s past. They taught Ishia about Osirion’s forgotten patrons: Ra and Wadjet and Horus, but there knowledge was piecemeal and Ishia hungered for more. Ishia’s parents would occasionally give her scrolls and books they acquired from her business; Ishia devoured them all, but especially favored those about Osirion’s ancient past. Occasionally, pieces of magical scrolls and arcane writing would go through the shop; Ishia would do her best to surreptiously pocket any such papers for further study. Over time, she crafted herself a spellbook--but it was not enough to satiate her curiosity. Ishia resolved to finally unlock magical power for herself--and if she could not do it at home with her books, she would do so by consorting with the genie powers of the desert.

In the desert, Ishia communed with spirits of sand and sun, seeking knowledge of the forgotten gods of her nation. In the cold desert night, she saw visions of animal headed gods, of a serpent devouring the sun, of a falcon with wings like the starry sky, of all the ancient gods of darkness that once ruled the midnight sky of Osirion. She summoned to herself a familiar--a cobra she named Hayya. From that day on, Ishia referred to herself as Ishia of the Sands, and though she returned to her family in Wati

Ishia knew that the opening of the Necropolis presented an opportunity, both to begin exploring a piece of Osirion’s past and gather resources to further explore its mysteries. She immediately signed up for the lottery to begin exploring the Necropolis. She knew she would need to start collecting funds if she was to properly explore the Necropolis, of course--luckily her parents allowed her to assist in their shop--and Ishia’s knowledge of Ancient Osirion and general lack of scruples made her quite successful working there.

Roleplay Sample:
“It’s worthless,” said Ishia, putting the trinket down on the table between her and the adventurers. “I’m fairly certain it’s fake; did you make it yourself? If so, your craftsmanship needs work.”

“It’s not fake,” hissed the man, snatching the bauble up from the table. He was, in fact, right, and Ishia knew that; it was easily worth three times what the man had asked her for when he had brought it in--but there was no need to let him know that. “Found it in a tomb--”

“Out in the desert, guarded by mummies, which you valiantly slayed? I’ve heard it all before,” answered Ishia with an exaggerated roll of her eyes. She dropped a few coins onto the table in front of her before continuing. “That’s all I’ll give you. Take it or leave it. But it’s better than you’ll get anywhere else. The other merchants in town will probably just report you to the guards.”

“Fine,” said the man, tossing the trinket to Ishia. Her heart skipped a piece as she caught it; it would actually be worthless if it shattered on the ground. The adventurer left with the pittance that Ishia had paid him, and Ishia began to wonder which merchant she would sell the bauble to--at a much higher price than she had paid, of course. If she was going to explore the metropolis, she was going to need all the money she could get.