Jirelle

Isobel the Nymph's page

132 posts. Organized Play character for PatheticWretch.


Full Name

Isobel the Nymph

Race

Kitsune

Classes/Levels

Sorcerer 3 | HP 20/20 | AC 16; Tch 12; FF 14 | F +4; R +4; W +3 | CMB-2; CMD 10 | Speed 30 ft | Init +2 | Sling: +3 (1d4-3) | Perc +4

Age

18

Strength 5
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 8
Charisma 20

About Isobel the Nymph

Isobel the Nymph
Female Kitsune Sorcerer 3
CG Medium Humanoid (Kitsune, Shapechanger)
Init +2; Senses Low-light Vision; Perception +4
Languages Common, Sylvan, Elven
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DEFENSE
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AC 16, touch 12, flat-footed 14
    (+4 mage armor, +2 Dex)
hp 20 (3d6, +6 Con)
Fort +4, Ref +4 Will +3
Defensive Abilities
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OFFENSE
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Speed 30 ft. (6 squares)
Melee Bite -2 (1d4-3)
Ranged Sling +3 (1d4-3)
Base Atk +1; CMB -2; CMD 10
Special Attacks Laughing Touch (8/day)
Bloodline Fey
Known Sorcerer Spells (CL 3, concentration +9):
    1st (7/day) - entangle, grease, sleep (DC 22), snowball
    0th (at will) - acid splash, daze (DC 20), detect magic, dancing lights (3x/day), ghost sound, prestidigitation
Scrolls: air bubble, animate rope, ant haul, comprehend languages, disguise self, erase, expeditious excavation, hold portal, obscuring mist, protection from evil, touch of the sea, ventriloquism
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STATISTICS
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Abilities STR 5, DEX 14, CON 14, INT 12, WIS 8, CHA 20
Feats Spell Focus (Enchantment), Eschew Materials, Greater Spell Focus (Enchantment)
Traits Honeyed Words, Strength of the Sun
Skills Acrobatics +2, Appraise +1, Bluff +10, Climb -3, Diplomacy +7, Disguise +6, Escape Artist +2, Fly +2, Heal -1, Intimidate +10, Knowledge (Arcana) +5, Perception +4, Perform (Untrained) +6, Ride +2, Sense Motive -1, Spellcraft +5, Stealth +2, Survival -1, Swim -3, Use Magic Device +11
SQ Woodland Stride
Combat Gear wand of magic missile [50/50], wand of cure light wounds [48/50], wand of mage armor [49/50], potion of cure light wounds, acid flask (x3) Other Gear +1 cloak of resistance, sling, bullets (10), haramaki, outfit (cold-weather), MW backpack, bandolier, scroll case (x3), rope (silk/50'), bedroll, waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), smoked goggles, earplugs, MW perception tool, spring-loaded wrist sheath (loaded with wand of cure light wounds), 1,430 gp

SPECIAL ABILITIES:

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Bloodline Powers: Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Bonus Sorcerer Enchantment DC: Add +1/4 to the DC of enchantment spells.
Cantrips: You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Change Shape (Su): Kitsune can assume the appearance of a specific single human form of the same sex.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Fey Bloodline: The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. This tends to make you more emotional than most, prone to bouts of extreme joy and rage.
Honeyed Words: Benefit: You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Kitsune Magic (Ex): Kitsune add +1 to the DC of any enchantment spells they cast.
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
Natural Weapons (Ex): Kitsune have a bite attack in their natural form.
Naturalized: Kitsune who live their entire lives around humans are able to perfectly mimic how humans talk, act, and think. While in human form, the kitsune no longer needs to make Disguise checks in order to appear human and he can take 10 on Bluff checks to convince others that he is human. This racial trait replaces agile.
Strength of the Sun: Benefit During the day, you gain a +1 trait bonus on all Charisma-based checks.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

BACKGROUND:

A delicate figure nears the gathered group. She appears nearly human, only with long ears tapering to points above her head. Her beauty is almost painful in its perfection. She wears a simple silken sash lined with articulated metal plates and tied about the stomach to protect it over elegant clothing with a nature motif.

"Is this the right place?" she asks the others. "For the Pathfinders, I mean."

Bluff check to determine Isobel is kitsune, not human.

The capricious nature of the fey runs in Isobel's family due to some intermingling of fey blood and magic. She is more emotional than most, prone to bouts of joy and rage.

Though similar in appearance to any of the minor divinities of nature represented as beautiful maidens dwelling in the mountains, forests, trees, and waters, Isobel is not, contrary to her own belief, a nymph. Isobel is, in fact, a kitsune, as was her father. Her mother had strong fey ties, and Isobel may indeed exhibit many nymph characteristics. Isobel knows none of this, since she was kidnapped as a small child. She believes that her kitsune form is simply one of her magical abilities.

Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature—a guardian of nature's purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.

Isobel loves to dance, sing, and swim.

PFS:

Boons and Vanities:
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.
You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.
Goblin Bane: By slaying Grunk, the goblin's bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus to intimidate checks to humanoids with the goblin subtype.

PFS# 132076-17
XP 6
Prestige/Fame 2/8
Faction Liberty's Edge
-Faction Card [1 goal (liberate captive)]
Scenarios Completed
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought wand of cure light wounds [-2 PP], level-1 scrolls (x12) [-300 gp], potion of cure light wounds [-50 gp], MW perception tool [-50 gp]
*We Be Goblins [1 XP, 1 PP, 500 gp]
*Master of the Fallen Fortress [1 XP, 1 PP, 479 gp]
-Bought +1 cloak of resistance [-1000 gp], wand of mage armor [-2 PP]
*The Emerald Spire Superdungeon: The Tower Ruins [3 XP, 4 PP, 1398 gp]
-Bought wand of magic missile [-2 PP]

Level Progression:

Level 1:
Class Taken: Sorcerer
Class Feature Gained: Bloodline power, cantrips, eschew materials
Hit points Gained: 1d6 + 2 (Con)
Skill Points (3): bluff (1), perception (1), spellcraft (1)
Feats: spell focus (enchantment), eschew materials*
Favored Class Bonus: Add +¼ to the DC of enchantment spells

Level 2:
Class Taken: Sorcerer
Class Feature Gained:
Hit points Gained: 1d6 + 2 (Con)
Skill Points (3): intimidate (1), perception (1), use magic device (1)
Favored Class Bonus: Add +¼ to the DC of enchantment spells

Level 3:
Class Taken: Sorcerer
Class Feature Gained: bloodline power, bloodline spell
Hit points Gained: 1d6 + 2 (Con)
Skill Points (3): knowledge (arcana)(1), perception (1), use magic device (1)
Feat: greater spell focus (enchantment)
Favored Class Bonus: Add +¼ to the DC of enchantment spells

Dice:

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

DC
10 (base)
5 (charisma)
1 (level 1 spell)
1 (spell focus enchantment)
1 (greater spell focus enchantment)
1 (honeyed words trait)
2 (fey sorcerer bloodline)
1 (kitsune magic)