Giseil Voslil

Naneryn's page

240 posts. Organized Play character for Archmage of Entropy.


Full Name

Naneryn (CORE)

Gender

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

Size

5'11' / 120 lbs

Age

123

Alignment

Neutral Good

Homepage URL

PCGen Char Sheet / Inventory Sheet

Strength 12
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 10
Charisma 7

About Naneryn

Details:
Name Naneryn
Male Elf Rogue 2 / Illusionist 1
Neutral Good, Medium
Init +6; Senses Low Light Vision

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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 18
Fort +0, Ref +7, Will +2
+2 save vs enchantment spells and effects

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Offense
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Base Atk +1; CMB +1 ; CMD 16
Speed 30 ft.
Melee
Short Sword (cold iron) +5 (1d6+1) 19-20/x2
Dagger +5 (1d4+1) 19-20/x2

Ranged
Long Bow (30/+5 100/+5 200/+3 300/+1 ....1000/-14) (1d8/20x3)

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Statistics
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Abilities:

Str 12 (+1)
Dex 18 (+4)
Con 10 (+0)
Int 18 (+4)
Wis 10 (+2)
Cha 7 (-2)

Feats:

Weapon Finesse
Spell Focus Choose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
* Illusion
Skill Focus (Disable Device) You are particularly adept at your chosen skill. You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Traits:

Dangeriously Curious (+1 UMD)
Reactionary (+2 init)

Skills:

Trained:
Acrobatics: 10 (3 ranks)
Appraise: 8 (1 rank)
Climb: 6 (2 ranks)
Disable Device: 14 (+2 masterwork tools) (3 ranks + skill focus)
Escape Artist: 10 (3 ranks)
Knowledge (Arcana): 9 (2 ranks)
Knowledge (Engineering): 9 (2 ranks)
Knowledge (Local): 9 (2 ranks)
Linguistics (read lips): 8 (1 rank)
Perception: 8 (trapfinding 9) (3 ranks)
Perform (act): 2 (1 rank)
Slight of Hand: 10 (3 ranks)
Spellcraft: 8 (1 rank) (identify magic item +2)
Stealth: 10 (3 ranks)
Swim: 5 (1 rank)
UMD: 3 (1 rank)

Untrained:
Bluff: -2
Diplomacy: -2
Disguise: -2
Fly: 4
Heal: 0
Intimidate: -2
Ride: 4
Sense Motive: 0
Survival: 0

Languages:

Common, Draconic, Elven, Goblin, Orc, Read Lips, Sylvan

Equipment:

Combat Gear
Mithral Chain Shirt, Cold Iron Short Sword, Dagger, Long Bow, Masterwork silver dagger.
Acid Flask, alchemist fire, holy water
Potions: Cure light wounds, Magic Weapon,
Scrolls:
Wands: Cure Light Wounds

Other Gear
Backpack, waterskin, 5 days rations, belt pouch, Masterwork Thief Tools, Sunrod, Everburning Torch

Coin
298.5 GP

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TRACKED RESOURCES
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Acid Flask: 2/2
Alchemist Fire: 1/3
Holy Water: 0/2
Arrows 18/19
Wand of CLW: 49/49

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Special Abilities and Stuff
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Trap Spotter (Ex) (Rogue Talent) [Paizo Inc. - Core Rulebook, p.69] Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Sneak Attack (Ex) [Paizo Inc. - Core Rulebook, p.68] If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Blinding Ray (Sp) [Paizo Inc. - Core Rulebook, p.81] As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 1 Hit Dice are dazzled for 1 round instead. This ability can be used 7 times per day.
Elven Immunities (Ex) [Paizo Inc. - Core Rulebook, p.22]      Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) [Paizo Inc. - Core Rulebook, p.22]      Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Evocation Opposition School [Paizo Inc. - Core Rulebook, p.78]      You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.
Extended Illusion (Su) [Paizo Inc. - Core Rulebook, p.81]      Any illusion spell you cast with a duration of "Concentration" lasts an additional 1 rounds after you stop maintaining concentration.
Illusion School [Paizo Inc. - Core Rulebook, p.81]      You have chosen to specialize in illusion spells.
Keen Senses (Ex) [Paizo Inc. - Core Rulebook, p.22]      Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) [Paizo Inc. - Bestiary]      You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Necromancy Opposition School [Paizo Inc. - Core Rulebook, p.78]      You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
Trapfinding (Ex) [Paizo Inc. - Core Rulebook, p.68]      You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Weapon Familiarity (Ex) [Paizo Inc. - Core Rulebook, p.22]      Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

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SPELLS
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Spellbook
Level 1: Feather Fall, Grease, Identify, Obscuring Mist, Protection From Evil, Reduce Person, Silent Image, Unseen Servant

Memorized Spells *** 10 % chance of arcane failure ***
Cantrips (DC14}: Mage Hand, Detect Poison, Open/Close
Level 1 (DC15): Grease, Obscuring Mist, Silent Image(DC16)

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Description

Naneryn does not strike you as a normal elf. His close are ragged, his shoulders are slumped, and he smells bad (OK, everyone smells bad, but he smells worse). Everything about him seems grey and dull; lacking energy and life. His movements and speech are slow. And he says the most depressing things, always focusing on the worst possible outcome.

But those who know him have seen his other side. Behind those dull eyes is a sharp mind which is always racing. When driven to action, he springs to life and moves like an elf should. His hands are a blur when he works his trade.

He fascinated by mechanical traps, illusions, shadows, and any other way you can find to catch someone off guard. He grew up with several practical jokers who were always laying some kind of trap for him. He swore that he'd never be surprised again. Actually, he swore that repeatedly (each time he fell victim to their schemes again). He took each instance as a personal failure and it has driven him to an odd state of depression and mad obsession.

So why on earth is he a Pathfinder and not curled up in a hole somewhere? Because he must learn! Pathfinders are always delving into dangerous places. Where better to pit himself against the most devious traps in all creation? Of course, though, this means that he will one day miss an obvious trap and get everyone killed. That his the demon he lives with.