Elf

Merevelyn's page

148 posts. Organized Play character for FurtiveZoog.


Full Name

Merevelyn

Race

Half-Elf

Classes/Levels

Wizard (Ench./Manipulator) 2 HP 14/14; NL0 AC16/12 T12 FF14/10 CMB-1 CMD11 F+1 R+2 W+4 Init+3 SPD30 Perc+10/12 SM+6/8 LL

Caelum (Thrush):
HP 7/7 | AC17 T16 FF15 | F+0 R+4 W+5 | Init+2 | Perc+10 SM+3 LL

Gender

F

Size

Medium (5'5", 115 lbs.)

Age

28

Alignment

Neutral Good

Deity

Sarenrae

Location

Absalom (from the Narrows in Oppara, Taldor)

Languages

Common, Draconic, Dwarven, Elven, Goblin, Kelish, Sylvan, Varisian

Occupation

Pathfinder

Strength 7
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 14

About Merevelyn

Physically weak, Merevelyn survived growing up on the rough streets of the Narrows (in Oppara, the capital of Taldor) though wit and charm, preferring diplomacy to conflict. But, when trouble comes, she is ready.

Caelum is of a species of birds called "Veery", appreciates it when his voice is considered "ethereal and reedy", and has an inconspicuous light brown plumage and white, spotted belly. He is also rather proud of the "plump belly" found in such birds - his is a particularly fine example of which, accentuated by his fondness for human food - and often chides the too-slender Merevelyn about such, bringing her small treats.

PFS# and Stats:

PFS#: 92489-6
XP: 3
FP: 6
PP: 2

Background:

To be done.

Caelum's character sheet:

Caelum
Male Thrush
Animal 1
NG Diminutive Animal/Magical Beast
Init: +2, Senses: Low-Light Vision, Perception: +10
Languages: Common
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DEFENSE
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AC 17, Touch 16, Flat-footed 15, CMD 4
HP 7 (1HD)
Fort: +0, Ref: +4, Will: +5
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OFFENSE
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Speed: 10 ft. (2 Squares)Fly 40 ft. ()
Face: 1 ft. Reach: 0 ft.
Base Atk: +1, CMB: -1
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STATISTICS
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Abilities: Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6

Feats: Skill Focus (Perception)

Skills:
Acrobatics +2
Acrobatics (Jump) -6
Appraise -2
Bluff -1
Climb +2
Craft (Untrained) -2
Diplomacy -1
Disguise -2
Escape Artist +2
Fly +12
Heal +2
Intimidate -2
Knowledge (Arcana) -1
Knowledge (Dungeoneering) -1
Knowledge (Local) -1
Knowledge (Nature) -1
Knowledge (Planes) -1
Knowledge (Religion) -1
Perception +9
Perform (Untrained) -2
Ride +2
Sense Motive +3
Spellcraft -1
Stealth +14
Survival +2

Possessions:
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SPECIAL ABILITIES
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Merevelyn's Character Sheet:

Merevelyn
Female Half-Elf (Taldan)
Enchanter 1
NG Medium Humanoid (Elf, Human)
Init: +3, Senses: Low-Light Vision, Perception: +9/+11
Languages: Common, Draconic, Dwarven, Elven, Goblin, Kelish, Sylvan, Varisian
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DEFENSE
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AC 12, Touch 12, Flat-footed 10, CMD 11
HP 14 (2HD)
Fort: +1, Ref: +2, Will: +4
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OFFENSE
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Speed: 30 ft. (6 Squares)
Face: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: -1
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STATISTICS
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Abilities: Str 7, Dex 14, Con 12, Int 18, Wis 12, Cha 14

Feats: Alertness (w/familiar), Cosmopolitan (Bluff, Diplomacy), Skill Focus (Diplomacy), Spell Focus (Enchantment)

Skills:
Acrobatics +2
Appraise +4
Bluff +9, 1 Rank, 3 Class, 2 Cha, 1 Trait, 2 Enchanting Smile
Climb -2
Craft (Untrained) +4
Diplomacy +15, 1 Rank, 3 Class, 2 Cha, 1 Trait, 3 Skill Focus, 2 Enchanting Smile/+3 Thrush Familiar
Disguise +2
Escape Artist +2
Fly +2
Heal +1
Intimidate +4, 2 Enchanting Smile
Knowledge (Arcana) +8; 1 Rank, 3 Class, 4 Int
Knowledge (Dungeoneering) +8; 1 Rank, 3 Class, 4 Int
Knowledge (Local) +8; 1 Rank, 3 Class, 4 Int
Knowledge (Nature) +8; 1 Rank, 3 Class, 4 Int
Knowledge (Planes) +8; 1 Rank, 3 Class, 4 Int
Knowledge (Religion) +8; 1 Rank, 3 Class, 4 Int
Perception +10/+12; 1 Rank, 3 Class, 4 Int, 1 Trait/+2 Familiar
Perform (Untrained) +2
Ride +2
Sense Motive +6/+8; 1 Rank, 3 Class, 1 Wis, 1 Trait/+2 Familiar
Spellcraft +8
Stealth +2
Survival +1

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SPECIAL ABILITIES
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Class Abilities
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Favored Class Bonus: +1 Hit Point (x2).

Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (Diplomacy)
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.

Traits
Narrows Survivor (Regional): You spent your childhood in the infamous Narrows district of Oppara. Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Observant (Faction, Grand Lodge): Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. (Perception)

Possessions:

Dagger, Cold Iron
Spell Component Pouch
Bandolier
Ioun Torch
Outfit (Traveler's)
Backpack (MW): Trail Rations (1), Waterskin (Empty)(1), Waterproof Bag, Chalk (2 pc.), Inkpen, Ink (1 oz.), Mess Kit, Flint and Steel, Blue Book (Magnimar)
Alchemist's Fire
Antiplague
Antitoxin
Ear Plugs
Ear Trumpet
Potion of Cure Light Wounds
Potion of Touch of the Sea
Powder: 2
Scroll Box: Parchment sheets (5), Rice Paper sheet (4)
Scroll Box: (Scrolls)
Skeleton Key
Smelling Salts
Spellbook (Wizard's)
Wrist Sheath (R): Wand of Shield
Wrist Sheath (L): Wand of Magic Missiles

In the room: Waterproof bag ( lbs.), containing: 1 Bedroll, 1 Blanket (Winter), Chronicler's Kit, Grooming Kit.
Outfit (Cold Weather)

Abilities, Equipment, and Money remaining:

Dazing Touch (Sp): 7/7

Alchemist's Fire
Antiplague
Antitoxin
Potion of Cure Light Wounds
Potion of Touch of the Sea
Powder: 2
Scrolls: Burning Hands, Comprehend Languages, Expeditious Retreat (1/1), Hold Portal, Jump, Mage Armor (1/1), Obscuring Mist, Prestidigitation (2), Protection from Evil (2), Ray of Frost (2), Read Magic, Unseen Servant
Wand of Magic Missiles: 38/50 (38)
Wand of Shield: 48/50 (48)

In the room: Waterproof bag ( lbs.), containing: 1 Bedroll, 1 Blanket (Winter), Chronicler's Kit; Outfit (Cold Weather)

Money at start: (18.03 gp) 17 gp, 10 sp, 3 cp
Money spent:

Borrowed equipment, Scenario equipment:
None.

Spells Prepared:

0 - Detect Magic, Mage Hand, Prestidigitation, Resistance
1 - Charm Person (DC 16)(1/1), Grease (DC 15)(1/1), Mage Armor (1/1), Sleep (DC 16)(1/1)

Known Spells/Spells in Spellbook:

(34/100 p)
0 - All
1 - Burning Hands, Charm Person, Expeditious Retreat, Grease, Jump, Mage Armor, Magic Missile, Memory Lapse, Obscuring Mist, Shield, Sleep