Eviana Nirgassan

Mylvwara Elberion's page

1,092 posts. Organized Play character for GeraintElberion.


Full Name

Mylvwara Elberion

Race

Elf

Classes/Levels

Wizard (Conjurer) 6 hp32, AC12/12/10, Fort +3, Ref +7, Will +7(+9), Init +2, Perception +11

Gender

Female

Size

Medium

Age

124

Alignment

NG

Deity

Nethys

Location

Absalom

Languages

Celestial, Common, Draconic, Elven, Osiriani, Tien, Vudrani, Kelesh

Occupation

Society Researcher

Strength 12
Dexterity 14
Constitution 10
Intelligence 21
Wisdom 12
Charisma 12

About Mylvwara Elberion

Mylvwara Elberion
Female elf conjurer 6
NG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +11
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 32 (6d6+6)
Fort +3, Ref +7, Will +7; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 30 ft.
Melee longsword +4 (1d8+1/19-20)
Ranged longbow +5 (1d8/×3)
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—acid dart (1d6+3 acid)
Conjurer Spells Prepared (CL 6th; concentration +11)
. . 3rd—haste, summon monster III, summon monster III
. . 2nd—fleeting defect, glitterdust (DC 18), invisibility, mirror image, see invisibility
. . 1st—comprehend languages, grease, hold portal, magic missile, protection from evil, shield
. . 0 (at will)—detect magic, mage hand, mending, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 12, Dex 14, Con 10, Int 21, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 16
Feats Acadamae Graduate, Alertness, Augment Summoning, Breadth Of Experience[APG], Spell Focus (conjuration), Spell Mastery
Traits force for good, greater adept of the society
Skills Appraise +10, Fly +6, Knowledge (arcana) +13, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +17 (+18 Demons), Knowledge (religion) +11, Linguistics +13, Perception +11, Profession (scribe) +8, Sense Motive +4, Spellcraft +14 (+16 to identify magic item properties), Use Magic Device +2; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Azlanti, Celestial, Common, Draconic, Elven, Goblin, Kelish, Osiriani, Sylvan, Thassilonian, Tien, Vudrani
SQ arcane bond (Cariad, fox), elven magic, summoner's charm (3 rounds)
Combat Gear pearl of power (1st level), potion of invisibility, potion of lesser restoration, scroll of communal mount, scroll of invisibility sphere, scroll of make whole, scroll of tongues, wand of lesser restoration (50 charges), wand of mage armor (50 charges), wayfinder, shining, air crystal (2), alchemist's fire, holy water (4), oil; Other Gear arrows (20), longbow with 2 +1 evil outsider-bane arrows, longsword, aegis of recovery[UE], cloak of resistance +1, globe of moonlight, handy haversack, headband of vast intelligence +2, sandsculpt resin, soul soap[APG], backpack, chalk, custom container, ink, inkpen (2), journal[UE], marbles[APG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], scroll case, spellbook, travelling spellbook[APG], waterproof bag[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 2,666 gp, 6 sp, 9 cp
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Special Abilities
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Acid Dart (1d6+3 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
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: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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.
Spell Mastery (PfE, SM3, Haste, Fly, Invisibility) You can prepare the chosen spells without a spellbook.
Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
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Note: Pathfinder Chronicle is 'Chronicle of Kyonin'. +2 knowledge check regarding elves, elven history and elven settlements.

spellbook:

O - level spells (5)
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Bleed

1st Level Spells (5+1)
Ant Haul
Color Spray
Comprehend Languages
Enlarge Person
Grease
Hold Portal
Identify
Magic Missile
Mage Armor
Mount
Obscuring Mist
Protection from Evil
Shield
Silent Image
Summon Monster I
Snapdragon Fireworks
Touch of the Sea
True Strike
Unseen Servant

2nd Level Spells (4+1)
Angelic Aspect, Lesser
Blur
Book Ward
Bull's Strength
Continual Flame
Create Pit
Darkvision
Endure Elements
False Life
Fleeting Defect
Flurry of Snowballs
Fog Cloud
Glitterdust
Invisibility
Knock
Make Whole
Mirror Image
Mount, Communal
See Invisibility
Spider Climb
Summon Monster II
Summon Swarm
Web

3rd Level Spells (3+1)
Conjure Carriage
Disable Construct
Dispel Magic
Fireball
Fly
Gaseous Form
Haste
Invisibility Sphere
Sands of Time
Summon Monster III
Tongues
Water Breathing
Wind Wall

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

Note: Pathfinder Chronicle is 'Chronicle of Kyonin'. +2 knowledge check regarding elves, elven history and elven settlements.

spellbook:

O - level spells (5)
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Bleed

1st Level Spells (5+1)
Ant Haul
Color Spray
Comprehend Languages
Enlarge Person
Grease
Hold Portal
Identify
Magic Missile
Mage Armor
Mount
Obscuring Mist
Protection from Evil
Shield
Silent Image
Summon Monster I
Snapdragon Fireworks
Touch of the Sea
True Strike
Unseen Servant

2nd Level Spells (4+1)
Angelic Aspect, Lesser
Blur
Book Ward
Bull's Strength
Continual Flame
Create Pit
Darkvision
Endure Elements
False Life
Fleeting Defect
Flurry of Snowballs
Fog Cloud
Glitterdust
Invisibility
Knock
Make Whole
Mirror Image
Mount, Communal
See Invisibility
Spider Climb
Summon Monster II
Summon Swarm
Web

3rd Level Spells (3+1)
Conjure Carriage
Disable Construct
Dispel Magic
Fireball
Fly
Gaseous Form
Haste
Invisibility Sphere
Sands of Time
Summon Monster III
Tongues
Water Breathing
Wind Wall

Wand of Mage Armour 32/50 remaining.

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Boons:

Evoking Day 4712 ar Boon
This Chronicle sheet may only be assigned to a Pathfinder Society character between November 13, 2012, and December 3, 2012. Once assigned, the effects may be used at any time thereafter.
Your participation in the feasting and flashy displays of evocation magic that mark the Nethysian holiday have left you with an affinity for magic you didn’t possess before, or honed skills you already possessed. You gain a +5 competence bonus on any single Knowledge (arcana) or Spellcraft check, declared before attempting the skill check. You may attempt this skill check even if you possess no ranks in the associated skill. After using this ability, cross this boon off the Chronicle sheet.
In addition to celebrating evocation and the awe-inspiring power of magic, wizards and other spellcasters use Evoking Day as an opportunity to share their knowledge with one another openly. As a result, the costs of sharing spells with fellow arcanists is reduced for those participating in the holiday’s festivities. When adding a spell or formula to a spellbook or formula book, you may ignore the material component cost of scribing a single spell or formula. You must still pay for the purchase of a scroll if one serves as the source of the learned spell or formula. Once you have used this boon, cross it off the Chronicle sheet.

Crystalhue 4712 ar Boon
Zonzon Doll: You have a Zonzon doll that was used during Crystalhue. Anytime you attempt a Diplomacy check to influence a creature’s attitude and fail the check by 5 or more, shifting the creature’s attitude toward hostile, you can give the target this Zonzon doll, reminding the creature of forgiveness and kindness. By giving the creature the doll, the decreased attitude is restored to the point it was before the failed Diplomacy check. Once you have given your Zonzon away by using this boon, cross the boon off the Chronicle sheet.

Kayle’s Blessing You gain a +1 luck bonus on any saving throw against a dragon’s breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times.

The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continet of Garund, you may purchase mundane equipment (nut not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.

Dragon Empires Expert: Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
Temple Trained: Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.

Attuned to the Citysong: Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
Urban Tenacity: Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
Dampening ring of Laurdin Iket (1,000 gp, limit 1; on a successful melee touch attack targeting a construct, this small, ring-like device attaches to the target, forcing the construct to make a DC 16 Will save of be unable to move or take any actions [as if paralyzed]. At the end of each round during which it is unable to act, the construct may attempt a new Will save to end the condition with a cumulative +1 bonus on the saving throw for each round it suffers the dampening ring’s effects. After an affected construct is destroyed or saves against the effect, the ring is destroyed.)

Five Kings Negotiatior: Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
Kalistrade Appraisal: You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

Unwitting Spelunker: You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.
Unite the Tribes: Not all goals can be accomplished alone, and your oratorical skill can convince even the most recalcitrant locals to aid your cause. When using Diplomacy or Perform (oratory) to impress, receive aid from, or improve the attitude of a group of five or more individuals who share your creature type, you either gain a +2 competence bonus on the skill check or reduce the DC to request dangerous aid by 5. When you use this boon, cross it off the Chronicle sheet.

Master of Shadows: You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.

Fugitive from Numeria: You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
Duplicitous Charm: As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.

Insights of the Shadowless Sword: Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.

Distrust of Witches: Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
Magical Scrivener: Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.

Faithless: Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
Supernatural Investigator: A history of solving mysteries and sniffing out renegades has trained you to look in all of the right places. You gain a +1 competence bonus on Knowledge, Perception, and Survival checks to find clues, locate hidden compartments, and identify tracks, lasting until the end of the scenario in which the boon is used. When this bonus is used, cross it off your Chronicle.

Prince of Wolves: Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

Nidalese Apostate: Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
Cross-Cultural Empath: Despite differences in language and culture, you are able to acquire allies and forge friendships. Choose a humanoid subtype other than your own. For the duration of the scenario, you gain a +1 bonus on Diplomacy and Sense Motive checks with creatures of that subtype, and you may make a DC 10 Intelligence, Wisdom, or Charisma check to communicate basic concepts with said creatures even if you do not share a language. When this boon is used, cross it off this Chronicle sheet.

Demonic Scholar: You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon of your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.

Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city in Andoran, Cheliax, Jalmeray, Osirion, Qadira or Taldor, you can present this coin to any citizen of Jalmeray and receive a +4 circumstance bonus on any one appraise, diplomacy or knowledge skill check.
You may use this coin only once per scenario.

spellbook:

O - level spells (5)
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Bleed

1st Level Spells (5+1)
Ant Haul
Color Spray
Comprehend Languages
Enlarge Person
Grease
Hold Portal
Identify
Magic Missile
Mage Armor
Mount
Obscuring Mist
Protection from Evil
Shield
Silent Image
Summon Monster I
Snapdragon Fireworks
Touch of the Sea
True Strike
Unseen Servant

2nd Level Spells (4+1)
Angelic Aspect, Lesser
Blur
Book Ward
Bull's Strength
Continual Flame
Create Pit
Darkvision
Endure Elements
False Life
Fleeting Defect
Flurry of Snowballs
Fog Cloud
Glitterdust
Invisibility
Knock
Make Whole
Mirror Image
Mount, Communal
See Invisibility
Spider Climb
Summon Monster II
Summon Swarm
Web

3rd Level Spells (3+1)
Conjure Carriage
Disable Construct
Dispel Magic
Fireball
Fly
Gaseous Form
Haste
Invisibility Sphere
Sands of Time
Summon Monster III
Tongues
Water Breathing
Wind Wall

Cariad, my familiar:

Cariad CR –
Male fox (Pathfinder RPG Ultimate Magic 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +13
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Defense
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AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 16 (1d8+1)
Fort +3, Ref +4, Will +6
Defensive Abilities improved evasion
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Offense
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Speed 40 ft.
Melee bite +4 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 9, Dex 15, Con 13, Int 8, Wis 12, Cha 6
Base Atk +3; CMB +3; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Tricks Come, Fetch, Heel, Perform, Performance, Stay, Track
Skills Acrobatics +2 (+14 to jump), Appraise +1, Fly +10, Linguistics +4, Perception +13, Sense Motive +2, Spellcraft +5, Survival +1 (+5 to track by scent), Use Magic Device -1; Racial Modifiers +4 Survival to track by scent
Languages speak with master
SQ empathic link, performance, track
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Performance [Trick] The animal has been trained to perform many tricks.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.
Track [Trick] The animal will track a scent.

background:

Mylvwara (Mylvie, to her friends) is an enthusiastic, scholarly young pathfinder who grew up in Westgate and began her apprenticeship amongst the society's researchers. She became well-versed in all manner of lore but as she learnt more of the society she felt that she could make a larger contribution, at the same time the tales of adventure in the pathfinder journals filled her heart with a restless desire.
And so, she resigned her commision amongst the libraries and collections of the society and rejoined as a pathfinder, eager to lend her magics to the quests of discovery.

Mylvie is a wizard who comes with obscure languages, an array of knowledge skills and an array of battlefield-control and buff spells. Her chosen class is conjuration, but that's really looking ahead to level 7 when the delights of Summon Monster 4 can be realised.
Outside of spells, her class abilities include a nice touch-attack and, as an elf, she wields a longbow and (if push comes to shove) a longsword. Hopefully the longsword will remain purely ornamental and gather much rust during her adventuring life.