Yuki-Onna

Nalita Moonfire's page

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Full Name

Nalita Moonfire

Race

Samsaran

Classes/Levels

Wizard (Conjurer) 13

Gender

Female

Size

M

Alignment

NG

Deity

Desna

Location

Sandpoint

Strength 8
Dexterity 12
Constitution 12
Intelligence 24
Wisdom 12
Charisma 12

About Nalita Moonfire

Traits, Feats:
Traits: : Scholar of the Ancients (+1 to Knowledge: Arcana, Knowledge: History), Arcane Temper (+1 Initiative, +1 Concentration), Resilient (+1 Fort), Adopted (Human), Carefully Hidden (+1 Will, +2 more vs Divination)
Feats: Scribe Scroll (Wizard Bonus 1), Spell Focus: Conjuration (1), Augment Summoning (3), Greater Spell Focus: Conjuration (5), Reach Spell (Wizard Bonus 5), Improved Familiar (7), Spell Penetration (9), Intensify Spell (Wizard Bonus 10), Extra Traits

Stat Block:
Nalita Moonfire
Female Samsaran Wizard (Conjurer) 13
NG Medium Humanoid (Samsaran)
Init: +3 (+4), Perception: +5 (+4), Darkvision 60ft, See Invisibility
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Defense
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AC 13 (+2 Dex, +1 Def), touch 13, flat-footed 11
HP 86 (13d6+13+13 favoured Class) Currently: 99 (+13 enhancement bonus to Con)
Fort +9, Ref +8 (+9), Will +13 (+12)
+2 on saves vs Negative Energy and Death Effects, +4 vs visual effects
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Offense
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Speed: 30ft
Melee: Quarterstaff of Entwined Serpents +6 (1d8-1), Dagger +5 (1d4-1, 19-20 x2)
Ranged: Dagger +7 (+8) (1d4-1, 19-20 x2)
Special: : Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dimensional Steps (Sp): you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. (390ft, 0ft expended)

Arcane Bond: Familiar, Silvanshee Agathion

Lifebound: Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Samsaran Magic: Spell-Like Abilities, CL 7, 1/day each, Comprehend Languages, Deathwatch, Stabilize

Mystic Past Life: You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). Spells chosen; Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Heal, Threefold Aspect.
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Statistics
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Str 8, Dex 12 (14), Con 12 (14), Int 26, Wis 12 (10), Cha 12
Base Attack: +6/+1, CMB +5, CMD 16 (17)
Feats: Scribe Scroll (Wizard Bonus 1), Spell Focus: Conjuration (1), Augment Summoning (3), Greater Spell Focus: Conjuration (5), Reach Spell (Wizard Bonus 5), Improved Familiar (7), Spell Penetration (9), Intensify Spell (Wizard Bonus 10), Extra Traits (11), Dimensional Agility (13)
Traits: Scholar of the Ancients (+1 to Knowledge: Arcana, Knowledge: History), Arcane Temper (+1 Initiative, +1 Concentration), Resilient (+1 Fort), Adopted (Human), Carefully Hidden (+1 Will, +2 more vs Divination)
Skills: Appraise 6 +17, Craft Alchemy 5 +16, Fly 10 +12 (+14), Knowledge: Arcana 10 +22, Knowledge: Dungeoneering 5 +16, Knowledge: Engineering 4 +15, Knowledge: Geography 4 +15 (+17), Knowledge: History 9 +21, Knowledge: Local 3 +14, Knowledge: Nature 5 +16, Knowledge: Nobility 2 +13, Knowledge: Planes 7 +18, Knowledge: Religion 8 +19, Linguistics 9 +20, Perception +5, Sense Motive +3, Spellcraft 13 +24
Languages:Common (Taldane), Samsaran, Varisian, Tian, Draconic, Giant, Terran, Thassilonian, Celestial, Goblin, Infernal, Sylvan, Aquan, Auran, Shoanti, Abyssal

Skills:
Appraise 6 +17, Craft Alchemy 5 +16, Fly 10 +12 (+14), Knowledge: Arcana 10 +22, Knowledge: Dungeoneering 5 +16, Knowledge: Engineering 4 +15, Knowledge: Geography 4 +15 (+17), Knowledge: History 9 +21, Knowledge: Local 3 +14, Knowledge: Nature 5 +16, Knowledge: Nobility 2 +13, Knowledge: Planes 7 +18, Knowledge: Religion 8 +19, Linguistics 9 +20, Perception +5, Sense Motive +3, Spellcraft 13 +24

Gear:
6pp, 10454gp, 7sp, 6cp
Handy Haversack, Bedroll, Belt Pouch, Clay Mug, 2 Fish hooks, Flint & Steel, Sewing Needle, Signal Whistle, 50 ft String, 50 ft Thread, Waterskin, 7 Trail Rations, Whetstone, Spell Component Pouch, Spellbook (2), Magnet, 9 sheets of Parchment, Inkpen, Ink, 5 pieces of Chalk, Grooming Kit, Wooden Holy Symbol of Desna, 3 Scrollcases, Sack, Soap, 3 Tindertwigs, Moonrod, Vermin Repellent, Antitoxin, Antiplague, Holy Water, Grappling Bolt, Portable Alchemy Lab (+1), 6 Spirit of Wine, Chime of Opening (5 charges), Cracked Dusty Rose Prism Ioun Stone (+1 Initiative), Handy Haversack, Pearl of Power 1, Pearl of Power 2, Cloak or Resistance +3, 2 Dweomer's Essence (+5 to SP), Ivory Statuette of Self (1500gp), Gloves of Arrow Snaring, Belt of Incredible Dexterity +2, Pathfinder Chronicle (Geography)

Medusa Mask (The mask grants a +4 bonus on all saving throws against visual effects, including gaze attacks and sight-based illusions. Once per day as a standard action, the wearer can cause the central gemstone to glow with pale green light, at which point she may target any one creature within 30 feet. The targeted creature must succeed at a DC 15 Fortitude save or be petrified for 1 minute, as if by flesh to stone.)

Spellguard Bracers (The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result.)

Robe of Runes (Though favored by wizards, this robe can provide some benefit to any spellcasting creature. While worn, it grants a +4 enhancement bonus to Intelligence and allows the wearer to recall, as a free action, up to four levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power. For 1 round after recalling a spell, the wearer's spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.)


Expendables:

Scroll of Flaming Sphere
Scroll of Burning Hands
2 Scrolls of Comprehend Languages
Scroll of Minor Image
Scroll of Sleep
Scroll of Whispering Wind
Scroll of Cure Light Wounds
Scroll of See Invisibility
Scroll of Keen Edge
Scroll of Obscuring Mist
Scroll of Teleport (CL9)
Scroll of Investigative Mind
Scroll of Resist Energy
Scroll of Invisibility Sphere
Scroll of Telekinetic Charge
Scroll of Rope Trick (CL9)
3 Scrolls of Fly
Scroll of Limited Wish
Scroll of Contact Other Plane
Scroll of Overland Flight
2 Scrolls of Glitterdust
Potion of Cure Moderate Wounds (2d8+3)
Wand of Cure Light Wounds (34 ch)
Wand of Cure Light Wounds (50 ch)
Wand of False Life (29 ch)
Wand of Identify (15 ch)
Wand of Gentle Repose (17 ch)
Wand of Cure Moderate Wounds (12 ch)
Wand of Vampiric Touch (2d6) (33 ch)
Wand of Ray of Enfeeblement (28 ch)
Wand of Magic Missile (13 ch)
Wand of Magic Missile (CL 3, 44 ch)
Wand of Shocking Grasp (25 ch)
Wand of Silent Image (5 ch)
Wand of Enervation (12 ch)
Wand of Bear's Endurance (13 ch)
Wand of Heightened Awareness (49 ch)

Spellbook:

L0: All, 28 pages
L1: Colour Spray, Cure Light Wounds, Enlarge Person, Mage Armor, Summon Monster 1, Grease, Silent Image, Mount, Shocking Grasp, Magic Weapon, Comprehend Languages, Detect Secret Doors, Floating Disc, Identify, Obscuring Mist, Burning Hands, Ray of Enfeeblement, Magic Missile, Protection From Evil*, Liberating Command*(18 pages/2 pages)
L2: Glitterdust, Cure Moderate Wounds, Summon Monster 2, Scorching Ray, See Invisibility, Flaming Sphere, Invisibility, Spider Climb, Mirror Image, Web, Fox's Cunning, Cat's Grace, Acid Arrow, Shatter, Investigative Mind*, Rope Trick* , Resist Energy*, Darkvision* (28 pages/8 pages)
L3: Cure Serious Wounds, Haste, Summon Monster 3, Fly, Lightning Bolt, Dispel Magic, Displacement, Stinking Cloud, Blink, Invisibility Sphere*, (27 pages/3 pages) (Spellbook 1) Fireball*
L4: Summon Monster 4, Dimension Door, Threefold Aspect, Acid Pit, Improved Invisibility, Telekinetic Charge*, Resist Energy: Communal*, Dragon's Breath* (20 pages/12 pages)
L5: Teleport, Summon Monster 5, Telekinesis, Cone of Cold, Icy Prison*, Wall of Stone*, (0 pages/30 pages), Permanency*, Overland Flight*
L6: Summon Monster 6, Disintegrate, Greater Dispell Magic, Chain Lightning, Stone to Flesh, Heal, Contingency (0 pages/18 pages)
L7: Summon Monster 7, Greater Teleport (0 pages/14 pages)

Spells Prepared:

Spells Prepared (X) indicates spell already expended
Level 0: 4 + 1, Acid Splash, Detect Magic, Read magic, Message, Dancing Lights
Level 1: 4 + 2 + 1, Grease, Mage Armor, Mage Armor, Cure Light Wounds, Liberating Command, Magic Missile, Enlarge Person
Level 2: 4 + 2 + 1, Glitterdust (DC 19), INTENSIFIED Shocking Grasp (10d6), Cure Moderate Wounds (X), Mirror Image (), Invisibility, Resist Energy, Scorching Ray
Level 3: 4 + 2 + 1, Invisibility Sphere, Haste, Haste, Dispel Magic, Fly, Lightning Bolt, Lightning Bolt
Level 4: 4 + 2 + 1, Acid Pit, Improved Invisibility, Improved Invisibility, Telekinetic Charge, Dragon's Breath, Dragon's Breath, Dimension Door
Level 5: 2 + 1 + 1, Teleport, Summon Monster 5, Overland Flight (X), Wall of Force
Level 6: 2+1+1, Heal, Summon Monster 6, Chain Lightning, Greater Dispel (X)
Contingency: Improved Invisibility
Level 7: 1+1+1, Summon Monster 7, Summon Monster 7, Greater Teleport

Familiar, Silvanshee Agathion:

Rain
NG Tiny outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
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DEFENSE
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AC 21, touch 14, flat-footed 19 (+2 Dex, +7 natural, +2 size)
hp 43 (13d10+2)
Fort +7, Ref +8, Will +7; +4 vs. poison
DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 16
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OFFENSE
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Speed 30 ft., fly 90 ft. (good)
Melee bite +10 (1d3–4), 2 claws +10 (1d2–4), Touch +10
Space 5 ft.; Reach 0 ft.
Special Attacks: heroic strength, pounce
Spell-Like Abilities (CL 2nd; concentration +3)
Constant--know direction, speak with animals
At will--dancing lights, prestidigitation, stabilize
1/day--dimension door (self plus 5 lbs. of objects only)
1/week--commune (6 questions, CL 12th)
Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
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STATISTICS
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Str 3, Dex 15, Con 12, Int 11, Wis 12, Cha 13
Base Atk +6; CMB +3; CMD 9 (13 vs. trip)
Feats: Improved Initiative, Weapon Finesse
Skills: Acrobatics +11, Appraise 6 +6, Climb +7, Craft Alchemy 5 +5, Fly 11 +16, Knowledge (arcana) 10 +12, Knowledge: Dungeoneering 5 +5, Knowledge: Engineering 4 +4, Knowledge: Geography 4 +4, Knowledge: History 9 +9, Knowledge: Local 3 +3, Knowledge: Nature 5 +5, Knowledge: Nobility 2 +2, Knowledge (planes) +7, Knowledge: Religion 8 +8, Linguistics 9 +9, Perception +10, Spellcraft 13 +13, Stealth +19; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ cat’s luck, flight, lay on hands (1d6, 1/day, always as a 2nd-level paladin), spectral mist
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SPECIAL ABILITIES
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Cat’s Luck (Su)
A silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes.
Heroic Strength (Su)
Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute.
Spectral Mist (Su)
A silvanshee can assume an eerie, mistlike form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.