About Isletta the GreyBackstory:
Isletta was born in Zirnakaynin, one of the largest Drow cities in all of Golarion. A prophecy told of a favored one being born of House Vexidyr's. It foretold of one born under the sign of The Dragon. It foretold of her doing great things.. However what the foreseer's failed to notice was that these great deeds would not be in the interest of the Drow as a whole.. The signs read the Matron of House Vexidyr forbid any other females to become pregnant under penalty of death.. She alone would bare the next child and plans were made increase the chances of the child being born a noble.. Soon she was pregnant and all that was left was time.. Many sacrifices were performed to secure a safe pregnancy and soon it was time.. The day came and everything went well, except that the child was green eyed and had a large black dragon imprinted across her back.. The only problem was that ger grey skin was an abomination to the Drow and quickly the matron was ordered to kill the child.. Unable to do so she teleported the child to a random location and left her.. The location just happened to be Absalom.. By chance a master wizard was passing by when a tall lithe dark elf female teleported in and dropped a small package before vanishing again.. Curious he quickly grabbed the package and ran off to see what it was.. Soon he regretted it when e heard the childs cries, but being a neutral soul he raised the child as his own. When she was young her innate magical aptitude was immediately noticed and soon after he initiated her into the mage's guild to start her training.. She was a savant and quickly became one of his best students. She took o evocation well, but also showed an aptitude for creating magic items as well.. He put her to work in his shoppe until she graduated upon reaching the 3rd tier of magic.. That's the story of how Isletta became to be.. This is the story of where she is now, The Tomb of Horror's, how she got here is for another story.. Isletta is tall and lithe like her mother.. Charming and seductive, but with a fiery attitude.. Her natural affinity for acidic elements made her a natural evocationist..
Crunch:
Isletta the Grey Female Drow, Noble Sorcerer (Crossblooded, Tattooed Sorcerer) 1 Wizard 8 (Admixture) N Medium Humanoid (elf) Init +8; Senses darkvision 120 ft., low-light vision; Perception +22 Aura elemental manipulation (8 rounds/day) -------------------- Defense -------------------- AC 14, touch 14, flat-footed 10 (+4 Dex) hp 73 (9d6+35) Fort +8, Ref +9, Will +10; +2 vs. enchantments, +2 vs. cloud spells/breath weapons, heat effects Immune magic sleep; Resist elven immunities; SR 20 Weakness light blindness -------------------- Offense -------------------- Speed 30 ft. Melee +3 Ranged +8 Spell-Like Abilities (CL 9th) (Constant)-Detect Magic (At Will)-Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate (1/Day)-Dispel Magic, Divine Favor, Suggestion (DC 21) Sorcerer (Crossblooded, Tattooed Sorcerer) Spells Known (CL 1st): 1 (4/day) Shield 0 (at will) Acid Splash, Arcane Mark, Detect Poison Wizard Spells (CL 9th/10th Evoc.): CC +20, SP +12 4 (5/day) 3 (6/day) 2 (6/day) 1 (10/day) 0 (at will) (x4) -------------------- Statistics -------------------- Str 8, Dex 18, Con 16, Int 26, Wis 12, Cha 12 Base Atk +4; CMB +3; CMD 16 Feats Craft Wondrous Item, Empower Spell, Greater Spell Focus (Evocation), Intensified Spell, Scribe Scroll, Spell Focus (Evocation), Spell Specialization (Burning Hands), Varisian Tattoo (Evocation) Traits Magical Lineage (Fireball), Wayang Spell Hunter (Fireball) Skills Acrobatics +1 (-3 jump), Appraise +12, Climb -4, Craft (alchemy) +20, Craft (tattoo) +10, Escape Artist +1, Fly +5, Knowledge (arcana) +20, Knowledge (dung) +20, Knowledge (eng) +12, Knowledge (geo) +12, Knowledge (history) +12, Knowledge (local) +14, Knowledge (nature) +18, Knowledge (nobility) +12, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +12, Perception +22, Ride +1, Sense Motive +3, Spellcraft +20, Stealth +13, Swim -4; Racial Modifiers +2 Perception Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Infernal, Terran, Undercommon SQ +4 bonus on initiative checks, arcane bonds (object [amulet of spell cunning] [1/day]), bloodline tattoos, empathic link with familiar, familiar tattoo, intense spells +4, mutated bloodlines (draconic [black dragon [acid]], primal [earth]), opposition schools (enchantment, necromancy), poison use, share spells with familiar, specialized schools (admixture), versatile evocation (11/day) Combat Gear Extend metamagic rod (lesser) (3/day), Wand of detect secret doors; Other Gear Amulet of spell cunning, Belt of mighty constitution +4, Boots of escape (1/day), Cloak of resistance +3, Gloves of reconnaissance (10 rounds/day), Headband of vast intelligence +4 (Perception, Stealth), Orange Ioun Stone, Dagger(2), Backpack, masterwork, Spell component pouch (3), Book of Harms, Book of Defense, Book of Other Useful Spells, Book of Cantrips, Waterproof Bag(Spellbooks/Scrolls/Writing Supplies Stored Here), Rations (x10), Bedroll, 1500gp Diamond/Granite Dust, Ink Quill(3), Vials of Ink(10), Scroll Parchment(100), Belt Pouch(3gp), Staff of Dark Flame(10/10) -------------------- Special Abilities -------------------- -+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. -Arcane Bond (Amulet of spell cunning) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level). -Boots of Escape 1/day, when the wearer of the boots is grappled, pinned, or entangled, she may transfer herself to any spot within 30 feet as if using a dimension door spell. -Darkvision (120 feet) You can see in the dark (black and white vision only). -Drow Immunities - Sleep You are immune to magic sleep effects. -Elemental Manipulation (8 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type. -Elemental metamagic rod (lesser, acid) (3/day) -Elven Immunities +2 save bonus vs Enchantments. -Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. -Empower Spell Numeric effects of a spell are increased 50%. +2 Levels. -Extend metamagic rod (lesser) (3/day) -Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar. -Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials. -Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school. -Intense Spells +4 (Su) Evocation spells deal listed extra damage. -Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap). -Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it. -Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. -Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it. -Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon. -Primal (Earth) +1 damage per die for [Acid] spells. -Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. -Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. -Spell Resistance (20) You have Spell Resistance. -Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level -Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level. -Versatile Evocation (11/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. -Wayang Spell Hunter (Fireball) Reduce spell level increase from metamagic for chosen spell by 1. Current Spell List:
Wizard Spells Prepared (CL 9th/10th Evoc.): CC +20, SP +12 4th (5/day) Dimension Door, Greater Invis, Empowered Intense Burning Hands, Stoneskin 3rd (6/day) Battering Blast(DC 23), Empowered Fireball(2)(DC 23), Sheet Lightning(DC 23) 2nd (6/day) Burning Arc(DC 22), Mirror Image(2), Intense Burning Hands(DC 21) 1st (10/day) Magic Missile(3), Ear-Piercing Scream(3)(DC 21) 0 (at will) Ghost Sound, Mage Hand, Prestidigitation(DC 18), Spark Usables:
Versatile Evocation 8/11 Elemental Manipulation 8/8 Arcane Bond 0/1 Wand of Detect Secret Doors 43/50 Wand of Magic Missile(Cl 9th) 49/50 Staff of Dark Flame 8/10 Rod of Lesser Extend 0/3 Rod of Lesser Extend 2/3 Boots of Escape 1/1 Gloves of Recon 7/10 Potion of Cure Serious Potion of Cure Mod Potion of Cure Lt. (3) Scrolls:
Scroll of Ear-Piercing Scream(3)(Cl 9) Scroll of Expeditious Retreat(2)(Cl 5) Scroll of Gust of Wind(2)(Cl 3) Scroll of Jump(2)(Cl 1) Scroll of Knock(2)(Cl 3) Scroll of Scorching Ray(3)(Cl 7) Scroll of Mirror Image (5)(Cl 6) Scroll of Invisibility(3)(Cl 5) Scroll of Fly(Cl 8) Scroll of Displacement(Cl 8) Scroll of See Invis(3)(Cl 3) Scroll of Rope Trick(Cl 8) Scroll of Summon Swarm(Cl 3) Staff of Dark Flame:
Made from bleached bones that have been fused together, the head of this staff burns with an unholy fire. This staff can be used as a +1 flaming quarterstaff (only one end of the staff bears magical enhancement), and it retains this property even if all its charges are drained. This staff can cast the following spells: DC 18+Spell Level, 20+Spell Level(Evoc), Caster Level 9th
Spellbooks:
Book of Harms Average Lock(DC 25), Sepia Snake Sigil(DC 21), Explosive Runes (6d6+16)(DC 23) Spells 59/100-pages used 5th: Cone of Cold 4th: Ball Lightning, Black Tentacles, Volcanic Storm, Wall of Ice 3rd: Battering Blast, Explosive Runes, Fireball, Lightning Bolt, Sheet Lightning, Sleet Storm, Vengeful Comets 2nd: Acid Arrow, Burning Arc, Gliterdust, Scorching Ray , Web 1st: Burning Hands, Corrosive Tocuh, Ear-Piercing Scream, Grease, Magic Missle, Mud Ball, Snow Ball Preperation Ritual: Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spell metamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way. Book of Defense
Book of Other Useful Spells
Book of Cantrips
Tattoo Familiar:
Shade Scorpion, Greensting N Tiny Magical Beast ((vermin)) Init +3; Senses darkvision 120 ft.; Perception +18 -------------------- Defense -------------------- AC 28, touch 19, flat-footed 25 (+3 Dex, +2 size, +9 natural) hp 36 Fort +2, Ref +5, Will +8 -------------------- Offense -------------------- Speed 30 ft. Melee Sting (Scorpion, Greensting) +2 (1d2-4/x2) Space 2.5 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 3, Dex 16, Con 10, Int 10, Wis 10, Cha 2 Base Atk +4; CMB +5; CMD 11 (19 vs. Trip) Feats Alertness, Deepsight Skills Climb +7, Fly +8, Perception +18, Spellcraft +9, Stealth +24; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Languages SQ improved evasion, poison, speak with master, speak with greensting scorpions -------------------- Special Abilities -------------------- Darkvision (120 feet) You can see in the dark (black and white vision only). Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. Riddles so Far:
Look low and high for gold, to hear a tale untold. The archway at the end, and on your way you’ll wend. —A. "If shades of red stand for blood the wise
ACERERAK CONGRATULATES YOU ON YOUR
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