Carmilla Caliphvaso

Issil Telfae's page

89 posts. Organized Play character for chadius.


Race

HP 38 | AC 19 | Saves 7/9/7 | Perception +5 |

Classes/Levels

PFS ID: 133608-2005 | CG Female Human Oracle of Flames 3 | Focus Points 2/2 | Hero Points 1 | ◆ ◇ ◈ ↺ |

Gender

Alter Ego |Spell DC 19 | Spells -/3/2 | Curse: None

Alignment

CG

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Issil Telfae

Pathbuilder 2e character sheet

She may or may not know the The Carnelian Signet.

Who is Issil?:
Grandmother Issil was quite the firecracker. After the Tanessen Family threw her out, she began raising hell in Cheliax. Exposed several nobles' corruption, freed gods know how many slaves and even exorcised the devil her parents were bargaining with. She also had a flame that kept her charming, married, and rich well through her last years.

My mother, on the other hand, worked tirelessly to rebuild our family's reputation. Flames of chaos force change, but you need limits to keep it under control. She made sure to send me to the Pathfinder Society as soon as possible.

As Grandmother said, you can't cage me any longer. My political influence will grow slowly yet surely. I'll never get my hands dirty, but I do know someone who can't wait to return...

XP: 31
PFS ID: 133608-2005
GP: 154.58

Defenses and Movement:

HP 38
AC 19

Fort T 7
Ref E 9
Will T 7

Size Medium
Speed 30 Feet (25 + 5 from >Fleet<)

Feather Step lets Issil Step through difficult terrain.

Languages
- Common
- Halfling

Offense:

Weapon Proficiency gives Issil Martial proficiency.

Whip
Group: Flail
Reach (10 foot reach), Disarm, Finesse, Trip, Nonlethal
[dice=Whip]1d20+7[/dice]
[dice=Slashing]1d4[/dice]

Rapier
Group: Sword
Deadly d8, Disarm, Finesse
[dice=Rapier]1d20+7[/dice]
[dice=Piercing]1d6[/dice]

Light Mace
Group: Flail
Agile, Finesse, Shove
[dice=Rapier]1d20+7[/dice]
[dice=Piercing]1d4[/dice]

Shortbow
Group: Bow
Range: 60ft
Damage: 1d6 Piercing
Deadly d10

[dice=Shortbow]1d20+7[/dice]
[dice=Piercing]1d6[/dice]

Spells:

Spell DC 19
Spell Attack +9

2 Focus Pool Points per day

Revelation Spells
Flame Mystery Initial Revelation Spell Incendiary Aura

Sun Domain Revelation Spell
Dazzling Flash

Divine Spells
Cantrips (Unlimited)
- Sigil
- Light
- Message
- Shield
- Stabilize
- Produce Flame (Flame Mystery)
[dice=Produce Flame]1d20+9[/dice]
[dice=Fire]2d4+4[/dice]

Spell List 1 (3 slots per day)
- Magic Weapon
- Command
- Heal (Signature Spell)

Spell List 2 (2 slots per day)
- >Resist Energy<
- >Warrior's Regret<

Oracle: Flame Mystery:

Casting a Revelation Spell advances your curse.

First curse of the day advances to Minor stage. It remains until you rest and finish your preparations.

Casting a curse while under a Minor effect goes to Moderate. You can Refocus to reduce the curse to Minor and gain a Focus Point.

Casting a curse while under a Moderate effect you are Overwhelmed. You cannot Cast A Spell or Sustain A Spell. You can regain a Focus Point but you can't cast until you rest.

You can't remove the curse effects by any means besides Refocusing and resting.

Flame Mastery
Related Domains
Fire, Sun

You see flames and smoke wherever you look. These flames might be imagined, or they might be a preternatural glimpse of the metaphorical fires that empower the entire multiverse—but you always see them. Fires flare noticeably (though not dangerously) in your presence, you occasionally smoke slightly, and your body is almost painfully hot to the touch.

Mystery: Flames
Fire lives at the center of the world, the center of the sun, and the center of civilization. You might revere this elemental force, siphon power from the Elemental Plane of Fire, or venerate a collection of deities such as Asmodeus, Sarenrae, the Tian goddess of disasters and volcanoes Lady Nanbyo, or the elemental lord of fire Ymeri.

Mystery Benefit
Like fire itself, you flicker and dance, avoiding effects that would quench your vitality. You have expert proficiency in Reflex saves.

Trained Skill
Acrobatics

Minor Curse
Creatures further than 30 feet are concealed from you. You can't benefit from effects that would allow you to ignore or mitigate this concealment, as normal for effects of an oracular curse.

Moderate Curse
You are concealed from other creatures, though as the other creatures aren't cursed themselves, they can benefit from effects that would allow them to ignore or mitigate the concealed condition, as normal. All other creatures and objects are concealed from you regardless of distance; however, when casting a fire spell, you automatically succeed at the flat check for this concealed condition for targets within 30 feet.

Skills:

(T) [dice=Acrobatics]1d20+6[/dice]
(E) [dice=Deception]1d20+11[/dice]
(T) [dice=Intimidation]1d20+9[/dice]
(T) [dice=Lore(Heraldry)]1d20+6[/dice]
(T) [dice=Perception]1d20+5[/dice]
(T) [dice=Performance]1d20+9[/dice]
(T) [dice=Religion]1d20+5[/dice]
(T) [dice=Society]1d20+6[/dice]
(T) [dice=Thievery]1d20+6[/dice]

Deception
Issil has a Disguise Kit. She disguises herself as is a BIG fan of the Carnelian Signet.

Vigilante Dedication: Issil and The Carnelian Signet are two different people, obviously. If someone tries to see if they are the same, the Deception DC is 20 + Proficiency bonus. Changing between disguises takes 1 minute.

Intimidation
Intimidating Glare

Society
Courtly Graces
- Issil can use Society to Make an Impression on a noble (as if she used Diplomacy).
- Issil can use Society to Impersonate being a noble (as if she used Deception, but she IS a noble, so...)

Thievery
Issil has a set of Thieves' Tools. Not that she'd ever use it. Openly.

Gear:

Rapier
Whip
Light Mace
Shortbow
Studded leather armor

Adventurer's Pack
backpack (containing the other goods)
bedroll
- 10 pieces of chalk
- flint and steel
- 50 feet of rope
- 14 days rations
- soap
- 5 torches
- waterskin

Disguise Kit
Thieves' Tools

Character Creation:

Abilities
|Str|Dex|Con|Int|Wis|Cha
Base |10 |10 |10 |10 |10 |10
Human |-- |-- |12 |-- |-- |12
Noble |-- |12 |-- |-- |-- |14
Oracle |-- |-- |-- |-- |-- |16
4 Free |-- |14 |14 |12 |-- |18
Total |10 |14 |14 |12 |10 |18

HP 8 Human + 8 Oracle + 2 Con = 18

Skills
Background
T Society
T Lore(Heraldry)

Oracle
T Perception
T Religion

Flame Mystery
T Acrobatics

3 + Int
T Deception

T Stealth
T Thievery
T Performance

Saving Throws
Trained in Fortitude
Trained in Reflex (Expert due to Flame Mystery)
Expert in Will

Ancestry
Human (Human, Humanoid)

Ancestry Feat:
Feather Step

Heritage: Versatile Heritage
Weapon Proficiency

Background
Noble
Boost to Int or [Cha]
Free Boost
Trained in Society
Trained in Heraldry Lore
Courtly Graces

Other Proficiencies
Trained in simple weapons
Trained in unarmed attacks

Trained in light armor
Trained in unarmored defense

Trained in divine spell attack rolls
Trained in divine spell DCs

Equipment
Cost 13.6
Bulk 4.5

Rapier 2 gp, Bulk 1

Whip 0.1 gp, Bulk 1

Studded leather armor 2 gp, Bulk L

Adventurer's Pack 1.5 gp, Bulk 1
backpack (containing the other goods)
bedroll
- 10 pieces of chalk
- flint and steel
- 50 feet of rope
- 14 days rations
- soap
- 5 torches
- waterskin

Disguise Kit 2 gp Bulk L

Shortbow 3 gp Bulk 1
20 Arrows 2 sp Bulk 2L

Thieves' Tools 3 gp Bulk L

Spells
Cantrips (Unlimited)
- Sigil
- Light
- Message
- Shield
- Stabilize
- Produce Flame (Flame Mystery)

Spell Level 1 (2 slots per day)
- Command
- Heal

1. Q4 Port Peril Pub Crawl:

2. Q13 Falcon's Descent:

3. 1-08 (GM) Revolution on the Riverside:

<Chronicle>

<Gameplay>

Issil received GM Credit.

4. 1-12 (GM) Burden of Envy:

<Chronicle>

<Gameplay>

Issil received GM Credit.

5. 1-10 (GM) Tarnbreaker's Trail:

6. 2-09 The Seven Secrets of Dacilane Academy:

Chronicle

Dayjob roll is 20 earning her 4 sp.

Thread

Level 2:

Skill Feat: Intimidating Glare
Class Feat: Vigilante Dedication

(GM Credit) 1-06 Lost on the Spirit Road:

>Chronicle<
>Thread<

Issil did not play, but she did get credit.

2-19 Enter the Pallid Peak:

I'm level 3:

> Level 2 Pathbuilder 2e character sheet<

Proficiency +1

HP +8 + 2 Con (38)
Skill Increase: Issil is an Expert of Deception

Spell Repertoire:
New 2nd list spell: >Resist Energy<
New 2nd list spell: >Warrior's Regret<

Spells per day: 2 level 2 spells each day.

Signature Spell: Heal is a Signature Spell.

General Feat: >Fleet< Increases her land speed by 5 feet.

B20. Burden in Bloodcove:

TODO: Buy an >Owlbear Talisman<

3-18 Dacilane Academy’s Delightful Disaster: