Laurel

Lilybeth Zey's page

388 posts. Organized Play character for Auke Teeninga.


Full Name

Lilybeth Zey

Race

Human

Classes/Levels

Conjurer 9 | HP 74/74 | Init+2 | F:+11 R: +9 W: +12

Gender

Female

Age

23

Deity

Nethys

Intelligence 28

About Lilybeth Zey

Lilybeth Zey
Female human conjurer (teleportation[APG]) 9 (Pathfinder Player Companion: Familiar Folio 8, Pathfinder RPG Advanced Player's Guide 147)
LN Medium humanoid (human)
Init +2; Senses Perception +16
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 74 (9d6+36)
Fort +11, Ref +9, Will +12; +1 vs illusions
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4-2/19-20)
Spell-Like Abilities (CL 9th; concentration +7)
. . 3/day—acid splash
Arcane School Spell-Like Abilities (CL 9th; concentration +18)
. . At will—dimensional steps (270 feet/day)
Conjurer (Familiar Adept) Spells Prepared (CL 9th; concentration +18)
. . 5th—life bubble[APG] (DC 24), summon monster V, summon monster V
. . 4th—black tentacles, dimension door, dimension door, emergency force sphere
. . 3rd—haste (3), greater magic weapon (2)
. . 2nd—aram zey’s focus, command undead (DC 21), create pit[APG] (DC 22), euphoric cloud[ACG] (DC 22), glitterdust (DC 22), suppress charms and compulsions
. . 1st—grease (3), heightened awareness[ACG], mage armor, mage armor (2)
. . 0 (at will)—dancing lights, mage hand, message, prestidigitation
. . Opposition Schools Divination, Enchantment, Illusion
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Statistics
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Str 7, Dex 12, Con 17, Int 28, Wis 12, Cha 7
Base Atk +4; CMB +2; CMD 13 (18 vs. grapple)
Feats Acadamae Graduate, Alertness, Augment Summoning, Dimensional Agility[UC], Improved Familiar, Spell Focus (conjuration), Tattoo Attunement, Varisian Tattoo[ISWG]
Traits clever wordplay, magic is life, magical lineage, wayang spell hunter
Skills Acrobatics +11, Appraise +22, Bluff -1, Climb -1, Craft (alchemy) +19, Diplomacy +22, Disable Device +11, Disguise -1, Escape Artist +7, Fly +14, Heal +2, Intimidate +0, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +22, Perception +16, Profession (librarian) +6, Ride +2, Sense Motive +16, Spellcraft +22 (+23 illusion), Stealth +14, Survival +2, Swim -1
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Elven, Gnome, Halfling, Ignan, Infernal, Protean, Sylvan, Terran, Thassilonian, Tien, Undercommon
SQ arcane bond (Inkwell "Actually" Pendragon, calligraphy wyrm [school familiar]), familiar spells, focused school, shift 12/day (20 feet), summoner's charm (4 rounds)
Combat Gear wand of infernal healing (CL 2nd, 50 charges), alchemical grease[APG] (4); Other Gear dagger, belt of mighty constitution +2, cloak of resistance +4, headband of aerial agility (int +4)[UE], ring of summoning affinity (daemon)[ACG], stone of good luck (luckstone), pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], wrist sheath, spring loaded (2)
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Steps (54 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Familiar Spells (Ex) A familiar adept stores his spells in his familiar rather than in a spellbook, exactly as a witch does. His familiar can freely trade spells known with a witch’s familiar, provided the spells traded are on both casters’ class spell lists. The fam
Focused School (2/day) (Ex) Familiar may use 1st level school ability.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (20 feet, 12/day) (Sp) Short-range teleport
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+4 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Tattoo Attunement Standard action, summoned creature touched turns into tattoo.
Teleportation Associated School: Conjuration
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.

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Inkwell "Actually" Pendragon CR –
Male calligraphy wyrm (school familiar) (Pathfinder Player Companion: Legacy of Dragons 26)
LG Diminutive dragon
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
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Defense
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AC 26, touch 17, flat-footed 23 (+4 armor, +3 Dex, +5 natural, +4 size)
hp 37 (3d12)
Fort +3, Ref +6, Will +7
Defensive Abilities improved evasion; Immune paralysis, sleep
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Offense
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Speed 10 ft., fly 80 ft. (average)
Melee gore +11 (1d2-3)
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells, ink spray, sneak attack +2d6
Spell-Like Abilities (CL 3rd; concentration +4)
. . At will—arcane mark, read magic
. . 3/day—erase
. . 1/day—secret page
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Statistics
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Str 4, Dex 17, Con 10, Int 13, Wis 12, Cha 13
Base Atk +4; CMB +3; CMD 10 (14 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +12 (+4 to jump), Appraise +13, Bluff +7, Craft (calligraphy) +7, Diplomacy +13, Disable Device +10, Fly +24, Intimidate +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +13, Perception +13, Sense Motive +13, Spellcraft +13, Stealth +27
Languages Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran; speak with animal (same kind only), speak with master
SQ change shape (golden pen), empathic link, master's side, school cantrip, school link, specialty stowaway, summoned shell
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Special Abilities
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Change Shape (golden pen) (Su) You can change your form.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (80 feet, Average) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Ink Spray (1/2d4 rounds, DC 15) (Ex) As a standard action, 10 ft cone of ink affects foes as glitterdust (Ref neg) except can end blind with standard act and no stealth pen.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master's Side (4/day) (Sp) Return to master's side with dimension door.
School Cantrip (Create Alcohol [ale or wine]) (Sp) Cast selected cantrip at will.
School Link (Su) Can only deliver spells or share spells of master's specialized school.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Specialty Stowaway (Sp, Su) Use abilities from master's specialty school at double cost.
Summoned Shell (Sp) Can choose to inhabit body of creature summoned by master.