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Nevidial Nellmyr's page

2 posts. Organized Play character for Dorian 'Grey'.


Full Name

Nevidial "Ghost Wind" Nellmyr

Race

Elf

Classes/Levels

Rogue 2/ Wizard 3/ Arcane Trickster 6

Gender

Female

Size

M

Age

120

Alignment

N

Deity

Nethys

Location

Mimere, Hymbria

Languages

Elven, Common, terran, auran, draconic, tien

Strength 14
Dexterity 18
Constitution 12
Intelligence 17
Wisdom 12
Charisma 7

About Nevidial Nellmyr

Crunch:
Nevidial "Ghost Wind" Nellmyr
Female Elf Rogue 2/ Wizard 3 Humanoid(elf) Init +4; Perception +8(+1 traps); Low-light vision
Defense
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AC 21, touch 15, flat-footed 17 (+4 mage armor, +2 shield, +1 deflection, +4 Dex, +0 natural, +0 dodge)
hp 38(2d8+2+3d6+6+5)
Fort +3 Ref +9, Will +5
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Offense
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Speed 30 ft.
Melee rapier(mw) +7(1d6+4 magic)18-20 x2
Range dagger +6 (1d4+4 magic) 10'; Telekinetic Fist (Sp):+6 touch(1d4+1) 30' 6/
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Special Attacks
sneak attack +2d6
Cantrips
Spells: CL 5; Concentration +8; +2 v.SR
Arcane Strike (swift, +2 damage, magic)

......... .....
SQ
Trapfinding
Evasion
Talent : Finesse rogue
Arcane Bond: amulet (of Mighty Fists+1; magic aura)
Arcane School: Transmuter
Opposition Schools: Evocation/Necromancy
Physical Enhancement (Su): +1 Str

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Statistics
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Str 13/14, Dex 18 Con 12, Int 17, Wis 12, Cha 7
Base Atk +2; CMB +4; CMD 19
Feats Toughness, weapon finesse(b), accomplished sneak attacker, spell focus(transmutation)(b), arcane strike

Class Skills
The rogue’s class skills are Acrobatics (Dex) +12(3), Appraise (Int), Bluff (Cha) +7(1), Climb (Str) +5(1), Craft (Int)+9(1), Diplomacy (Cha)+7(1), Disable Device (Dex) +14(4), Disguise (Cha)+12(1), Escape Artist (Dex) +11(4), Intimidate (Cha), Knowledge (dungeoneering) (Int) +7(1), Knowledge (local) (Int) +7(1), Linguistics (Int)+7(1), Perception (Wis) +8(2)(+1traps), Perform (Cha), Profession (Wis), Sense Motive (Wis) +5(1), Sleight of Hand (Dex) +10(1), Stealth (Dex) +10(1), Swim (Str)+5(1), and Use Magic Device (Cha). Knowledge (arcana) +10(4), Knowledge (planes) +7(1), Knowledge (nature) +7(1), Knowledge (religion)+7(1) Knowledge (engineering)+7(1), Knowledge (geography)+7(1), Knowledge (nobility)+7(1) Spellcraft +7(1)

Skill Ranks per Level: 8 + Int modifier.

Wizard
Hit Die: d6.

Class Skills
The Wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at each Level: 2 + Int modifier.

Favored class bonus: +1 hp Wizard x3
Traits: Magical knack, Student of Philosophy
drawback:
Languages Terran, Auran, Draconic, Common, elven, Tien

Other Gear
Explorers outfit
+1 mithral buckler
dagger, cold iron
spell component pouch
Thieves Tools(mw), concealable (+4 Sleight of hand)
Artisan Tools(mw)
Masterwork tool: soft leather boots(stealth)
Masterwork tool: pockets in cloak(sleight of hand)
Masterwork tool: acrobatics
Climbing kit
Spellbook
Hat of Disguise(magic aura)
Ring of Protection +1
Cloak of Resistance +1

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Tracked Resources
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Wand of Cure light wounds 50/
Wand of Mage Armor 50/
Wand of Shield 50/
Wand of Unseen Servant 50/
Wand of Heightened Awareness 10/
Wand of Burning Hands (CL 6) 6/
Wand of Resist Energy 6/
Wand of Comprehend Language 6/
Wand of Restoration, lesser 7/
Wand of Cure light Wounds 20/
Wand of Scorching Ray 11/

Wealth 150 gp

School:

PFS Legal Transmutation School
Source PRPG Core Rulebook pg. 82 (Amazon)
Transmuters use magic to change the world around them.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.

Spellbook:

Cantrips
1. Detect Magic
2. Message
3. Prestidigitation
4. Mage Hand

1st 3+1/
1. Expeditious Retreat
2. Jump
3. Silent Image
School: Expeditious Retreat

2nd 2+1
1. Alterself
2. Alterself
School: Alterself

Equipment:
Concealable Thieves’ Tools: Price 190 gp; Weight 1/2 lb.; Smaller and made of stronger materials than most thieves’ tools, the items in this kit are much easier to conceal. You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks). Source PZO1134