Priestess of Pharasma

Kyrie, the Remorseless's page

360 posts. Alias of Atlas2112.


Race

Evoker 3| HP 23/23 | 1st: 4/4[(P:3/3)] 2nd: 2/3 Focus: 1/1 |

Classes/Levels

FM: 7/10 | AC (MA:16)12/12/10 | F+4, R +5, W+6 | Perc:+4 | Initiative +9

Alignment

LN

Strength 9
Dexterity 16
Constitution 15
Intelligence 20
Wisdom 12
Charisma 11

About Kyrie, the Remorseless

char pic
-------------------------------------------------------

---===Statistics===---:
Female Human Wizard 1
N Female Human
Init +9 [+2Trait +3Dex + 4 Imp.Init]; Senses Perception +
-------------------------------=DEFENSE=-------------------------------
AC: 13 (+3 dex), Touch: 13, Flat-Footed: 11 (+0 armor, +3 dex,+0 Magic)
HP: 9+7+7 {,+2Con, +1 FavCls}/level
Fort: +4, {+1Base,+2Con, +1 cloak}
Reflex: +5, {+1Base,+3Dex, +1 cloak}
Will: +6,{+4Base,+1Wis, +1 cloak}
CMD 15 {+misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +0; {+ 2 +-1 + -1 + misc}
Base Atk: +1;
Melee:+0{+1Base,-1Str}
Ranged:+4{+1Base,+3Dex}

-------------------------------=STATISTICS=----------------

-------------------------=Traits=----------------------

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Metamagic Master (Magic Missile): When you use the chosen spell(Magic Missile) with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell [Magic Missile] when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Principled: You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a —2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

----------------=Drawbacks=-----------------
---
Power-Hungry: You're addicted to power. You take a —2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Meticulous: You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a —2 penalty on skill checks for skills with which you're untrained.

----------------=Race Traits=-------------------

Normal Speed
+1 skill pt per level

--------------=Feats=-----------------
1stH: Improved Initiative (+4 Init)

1st: Toppling spell (Spell with the [force] descriptor knocks targets prone.)
Benefit: If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.

A toppling spell only affects spells with the force descriptor.
Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell's actual level.)

2nd [background feat]: Craft Wondrous Item

3rd: Empower Spell: Metamagic +2 Increase spell variables by 50%

-------------=Skills=- (2[base]+5[Int]+1[Race](=8)/lvl|)---------

Acrobatics*(Dex)____+0{+0rank,+0Dex}
Appraise(Int)____+11{+3rank,+5Int}Y
Bluff(Cha)____+1{+1rank,+Cha}
Climb*(Str)____+0{+1rank,-1Str}
Craft (Int)____+11{+3rank,+5Int}Y
Diplomacy(Cha)____+1{+1rank,0Cha}
Disable Device____+0{+0rank,+0Dex}
Disguise (Cha)____+{+rank,+Cha}
Escape Artist*(Dex)____+4{+1rank,+3Dex}
Fly*(Dex)____+7{+1rank,+3Dex}Y
Handle Animal (Cha)____+0{+0rank,+0Cha}
Heal(Wis)____+1{+0rank,+1Wis}
Intimidate(Cha)____+1{+1rank,+0Cha}
Knowledge (Arcana)(Int)____+11{+3rank,+5Int}Y
Knowledge (Dungeoneering)(Int)____+11{+3rank,+5Int}Y

Knowledge (Geography)(Int)____+9{+1rank,+5Int}Y
Knowledge (History)(Int)____+9{+1rank,+5Int}Y
Knowledge (Local)(Int)____+9{+1rank,+5Int}Y
Knowledge (Nature)(Int)____+9{+2rank,+5Int}Y
Knowledge (Nobility)(Int)____+9{+1rank,+5Int}Y
Knowledge (Planes) (Int)____+9{+2rank,+5Int}Y
Knowledge (Religion) (Int)____+9{+2rank,+5Int}Y

Linguistics(Int)____+11{+1rank,+5Int}Y
Perception(Wis)____+4{+3rank,+1Wis}n
Perform(Cha)____+0{+0rank,+0Cha}
Profession(Wis)____+0{+0rank,+1Wis}Y
Ride*(Dex)____+0{+0rank,+0Dex}
Sense Motive(Wis)____+04{+3rank,+1Wis}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
Spellcraft(Int)____+11{+3rank,+5Int}Y
Stealth* (Dex)____+4{+1rank,+3Dex}
Survival(Wis)____+{+rank,+1Wis}
Swim*(Str)____+0{+0rank,+0Str}
Use Magic Device(Cha)____+1{+1rank,+0Cha}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-

-=Languages=- Common, Undercommon, Abyssal, Orc, Infernal, Gnoll, Goblin, Giant, Draconic.

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

---===Spells===---:

-------------------------------=Spells=-------------------------------

Arcane Bond: Object (+1 spell)

Spells Known:

0) (Sv DC 10+0+5=15)

Light
Disrupt Undead
Create Water
Detect Magic
Ray of Frost (Evocation)

1) (4/4) (Sv DC 15)

Magic Missile
Magic Missile
Magic Missile
Mage Armor

Toppling Magic Missile Damage!: 1d4 + 1 + 1
If survive, trip check DC 16 (Int + level) or be tripped.

2nd:
Sphere of Flame

Summon Swarm

(Bonded Object)

--------------------

Spellbook:
Magic Missile
Mage Armor: Gives subject +4 armor bonus. 1hr/lvl
Summon Monster I:
Comprehend Languages
Identify

2nd:
Ball of Flame
Summon Swarm:

-----------------------------=0th (at will)=--------------------------------

------------------------------=1st (0/day)=------------------------------

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Scholar's Outfit (0 lb.)

Cloak of Protection +1

4 Pearls of Power! 1st level

Bandolier-R Shoulder (0 lb)
flask of acid 1 lb
Bandolier-L Shoulder (0 lb)
dagger

Backpack holds:
50' Silk Rope (5lb)
Water skin (4 lb.)
5 Days of trail rations (5 lb.)
Hooded lantern (2 lb.)
1 Oil [1-pint flask] (1 lb.)
Hip flask--strong Rumboozle (1lb)
Flint and steel, whistle, chalk (0 lb.)

https://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/unending-tom e/

Unending Tome, which potentially holds libraries worth of arcane knowledge, may prepare bonus spells as if her Intelligence were 6 points higher.

https://www.d20pfsrd.com/magic-items/legacy-items/carved-kings-band/

Carved King’s Band

A wizard who wears the headband gains two extra uses per day of a 1st-level arcane school power
4th: The carved king’s band acts as a headband of vast intelligence +2 (granting skill ranks in Perception).

7th
10th
13th
15th

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 27 lb.

-=Money=- 29 GP 18 SP 20 CP

[DICE=Magic Missile Intense spell Damage!]d4+1+2[/DICE]
[DICE=Magic Missile Toppling Spell Trip Check!]d20+8[/DICE]

[DICE=Magic Missile Damage!]d4+1[/DICE]
[DICE=Magic Missile Toppling Spell Trip Check!]d20+8[/DICE]

---===Appearance===---:

Eyes:Hard to say, they seem to change from blue to gray to purple to amber and back again.
Hair:Harvest Wheat
Skin: Alabaster
Height: Just right.
Weight: A wee too little.