Sylph

Ninlil of Dilmun's page

184 posts. Organized Play character for Terminalmancer.


Full Name

Ninlil

Race

NG female outsider (native) arcanist 8 ... Initiative +6 ... Perception +1 (+2 heroism) ... Sense Motive +1 (+2 heroism) ...

Classes/Levels

Active Effects heroism 93 minutes ... false life 479 minutes ... mage armor 59 minutes ... endure elements 1327 minutes

Gender

HP 50/50 (15 temp) ... Arcane Reservoir 6/11 ... AC 16 touch 12 flat 14 ... CMD 13 ... SAVES (F/R/W) +5/+5/+8 (+2 vs. air/electricity) (+2 heroism)...

Size

M

Age

F

Alignment

NG

Deity

Ranginori

Languages

Auran, Taldane (Common). Also: Aklo, Ancient Osiriani, Aquan, Azlanti, Celestial, Dwarven, Elven, Ignan, Infernal, Jistka, Tekritanen, Thassilonian, Terran.

Occupation

Coming of Age. Also: airship pilot.

Strength 7
Dexterity 14
Constitution 12
Intelligence 24
Wisdom 12
Charisma 8

About Ninlil of Dilmun

A fair-skinned masked woman with electric blue hair and eyes, dressed in loose-fitting silks. Her mask is white and covered in glowing blue runes, with strange angular projections off the back.

Perched awkwardly on her shoulder is a strange quadripedal creature covered in white fur, with a long snout and whose front legs look like folded-up wings. On the tip of its right wingtip, it wears a ring.

=============================================
Purchases, expenditures, etc.

Wand of Mage Armor: 6 charges
Wand of Cure Light Wounds: 5 charges
Two planetary adaptations of dubious import: 1 prestige (one for a familiar was determined to be free)
Five sunrods: 10 gp

Temporary Gear:
two pouches of air crystals
a potion of endure elements (used)
one snapleaf

=============================================

Bot-lil:

Buffs
Ninlil uses her Wand of Mage Armor on herself and Snaggletooth if the party is investigating, exploring, or doing something else risky. She's got more than 40 charges left to burn. She'll use False Life and Heroism using her Metamagic Rod of Extend.

Break Glass In Case of Emergency
Depending on the situation, Ninlil might cast Windy Escape to avoid physical attacks, Obscuring Mist or a Fog Cloud variant to cover her escape, or Mirror Image if she feels threatened but isn't in immediate danger of death.

Low-risk combats
Ninlil uses her Quarterstaff of Entwined Serpents to ping hard-to-reach opponents who haven't cast Shield. Snaggletooth hides.

High-risk combats
Ninlil tries to identify her opponents. Snaggletooth attempts to aid. She is generally interested in four things, in priority order:
- What is the scariest thing about this creature?
- What weaknesses or vulnerabilities does this creature have?
- How does this creature feel about electricity?
- What senses does this creature have?

If the party doesn't have a buff caster, Ninlil will open with haste. If she knows of a particular elemental attack, she might try to protect the party from that attack with resist elements (communal), touching up to 7 creatures during a move action.

If the party has a support caster, and assuming she doesn't know the creature resists electricity, she opens with Aggressive Thundercloud and uses a move action to either extricate herself from danger or direct the thundercloud at spellcasters, armored opponents, and anyone who looks like they might be slow.

Round two: she casts spectral hand and uses a move action to direct the thundercloud at an opponent.

Round three: depending on what she knows of creatures' vulnerabilities, she begins casting touch spells through her spectral hand at creatures with low touch AC. She might also cast Lightning Bolt if she can catch more than two opponents in the bolt.

If she identifies a vulnerability, she may use a full-round action to swap spells to get a spell specifically targeting that vulnerability. Common examples are flight, which might be countered with burdened thoughts; constructs, where she might cast Spectral Hand followed by Disable Construct; or invisible opponents, where she might be casting glitterdust (with Snaggletooth's advice on targeting a square) and see invisibility.

If her only targets appear to be agile, she casts spells targeting other saves, like Glitterdust, Cloud of Seasickness, Stinking Cloud, or Slow.


=============================================

NG Female Sylph Arcanist 8
124419-33 - Silver Crusade (Yeah, Concordance wasn't originally an option)
Inventory Tracking Sheets

Initiative +6 Senses Perception +1, Darkvision 60', can see through fog, smoke, etc. as well as silt and precipitates underwater

\------------------------------/
---------DEFENSE--------
/------------------------------\

AC 16; touch 12, flat-footed 11 (+2 Dexterity, +4 armor)
HP 50 (8d6+16)
Fort +5(+7), Reflex +5(+7), Will +8(+10)

\------------------------------/
---------OFFENSE--------
/------------------------------\

Speed 35 feet

Spellcasting
Concentration +15, SR checks +10
4th (1/3) - Aggressive Thundercloud, Greater (DC 22)
3rd (4/6) - Haste, Heroism (-> Lightning Bolt DC 21) (-> Resist Energy, Communal)
2nd (2/6) - Aggressive Thundercloud (DC 20), Spectral Hand, False Life (-> Fog Cloud)
1st (4/6) - Windy Escape, Magic Missile, Obscuring Mist, Shocking Grasp, Snowball (-> Endure Elements)
0 - Acid Splash, Detect Magic, Disrupt Undead, Message, Open/Close, Prestidigitation, Ray of Frost, Scrivener's Chant

Special Abilities
Arcane Pool. 1 point: +2 to a DC or +2 to CL. 1 point (full round action): swap spells. 1 point: dimensional steps. Travel 70' as part of a move action.
Weather Savvy. Full-round action to predict the natural weather in the area for the next 24 hours with 100% accuracy.
Airy Step: ignore the first 30' of any fall. +2 to saves vs. spells with the air or electricity descriptors, and to saves vs. spells that deal electricity damage.
Purifier: Increase the effective caster level of checks to remove conditions you cast or that are cast on you by 3.
Lay on Hands: 1/day lay on hands for 4d6 points of healing. (See Paladin)
1/adventure grant all allies within 30' DR 4/evil for 2 rounds
Goz Mask: breathe water for 60 minutes a day (use in 10 minute increments)

\------------------------------/
------ATTRIBUTES------
/------------------------------\

Str 7 Dex 14 Con 14 Int 24 Wis 12 Cha 8
BAB +4 CMB +2 CMD 14

Skills:

Appraise +11 / 1 rank
Fly +13 / 7 ranks (from headband)
Knowledge (arcana) +18 / 8 ranks
Knowledge (dungeoneering) +11 / 1 rank
Knowledge (engineering) +11 / 1 rank
Knowledge (geography) +18 / 8 ranks
Knowledge (history) +11 / 1 rank
Knowledge (local) +11 / 1 rank
Knowledge (nature) +18 / 8 ranks
Knowledge (nobility) +11 / 1 rank
Knowledge (planes) +18 / 8 ranks
Knowledge (religion) +18 / 8 ranks
Linguistics +18 / 8 ranks
Spellcraft +18 / 8 ranks
Survival +13 / 8 ranks, +1 trait
Use Magic Device +3 / 1 rank

Skill Modifiers
+2 to drive vehicles, +2 bonus to intimidate goblinoids, +1 diplomacy vs. creatures hostile to you, +1 charisma checks with Andoran citizens, +2 diplomacy vs. tengus and other good or neutral birdlike creatures, +2 perception vs. hidden traps and objects in the Gloomspires.

Languages Auran, Taldane (Common). Also: Aklo, Ancient Osiriani, Aquan, Azlanti, Celestial, Dwarven, Elven, Ignan, Jistka, Tekritanen, Thassilonian, Terran.

Feats (1) Extra Exploit (Quick Study), (3) Airy Step, (5) Elemental Focus (Electricity), (7) Spell Penetration, (7: from exploit) Dazing Spell

Traits [social] Orphaned: +1 to survival; gain survival as a class skill. [region] Airship Captain (Native to the Plane of Air): +2 trait bonus on Wisdom checks to determine the direction of gravity in an area of subjective directional gravity. +2 bonus on driving checks.

SQ Outsider(Native). Darkvision 60'. Weather-Savvy. Like the Wind (+5 to all base speeds). Breeze-Kissed. Arcane Reservoir. Cantrips. Consume Spells 1/day. Exploits: 1 (familiar), 1 (quick study), 3 (potent magic) 5 (dimensional slide), 7 (metamagic knowledge [dazing spell])

Favored Class Arcanist. FCB +7 skill points.

\------------------------------/
------EQUIPMENT-------
/------------------------------\

Worn or Carried on Person:

Silken Ceremonial Armor
Cloak of Resistance +1
Spring-Loaded Wrist Sheath
. . wand of cure light wounds 47/50
Spring-Loaded Wrist Sheath
. . empty
Pathfinder Pouch
Headband of Vast Intelligence +2 (fly)
Belt of Mighty Constitution +2
Goz Mask
Quarterstaff of Entwined Serpents
Shining Wayfinder (etched "Ninlil")
Handy Haversack

Pathfinder's Pouch:

Compact Spellbook: The Basic Spells
Compact Spellbook: Preliminary Arcana
Compact Spellbook: I haven't thought of a name yet
Compact Spellbook: I haven't thought of a name yet
Compact Spellbook: I haven't thought of a name yet
Backup Spell Component Pouch

Haversack:

Flask of Acid x4
Metamagic Rod of Extend, Lesser
Second backup spell component pouch
Wand of Mage Armor (45/50)
Wand of Magic Missile (43/50)

At Home:

Starting Spellbook

Spellbooks (Combined):

Cantrips (All)

First-Level Spells
Air Bubble
Alarm
Alter Winds
Burning Hands
Celestial Healing
Charm Person
Chill Touch
Color Spray
Corrosive Touch
Comprehend Languages
Cultural Adaptation
Detect Charm
Detect Metal
Detect Radiation
Detect Secret Doors
Feather Fall
Floating Disk
Gentle Breeze
Grease
Heightened Awareness
Identify
Invisibility Alarm
Implant Urge
Keep Watch
Kreighton's Perusal
Lose the Trail
Mage Armor
Magic Aura
Magic Missile
Monkey Fish
Mount
Obscuring Mist
Peacebond
Serren's Swift Girding
Shield
Shock Shield
Shocking Grasp
Snowball
Speak Local Language
Speechreader's Sight
Summon Minor Monster
Summon Monster 1
Sure Casting
Technomancy
Touch of the Sea
True Strike
Unwelcome Halo
Vanish
Ventriloquism
Windy Escape

Second-Level Spells
Air Step
Aggressive Thundercloud
Cloud of Seasickness
Create Pit
Euphoric Cloud
False Life
Flaming Sphere
Flurry of Snowballs
Fog Cloud
Frost Fall
Glitterdust
Gusting Sphere
Gust of Wind
Haunting Mists
Hideous Laughter
Ice Slick
Investigative Mind
Invisibility
Invisibility Bubble
Knock
Levitate
Magic Mouth
Make Whole
Minor Image
Mirror Image
Misdirection
Protection from Arrows
Raiment of Command
Resist Energy
Scorching Ray
See Invisibility
Share Language
Share Memory
Shatter
Slipstream
Sonic Shout
Spectral Hand
Steal Breath
Stone Call
Stone Discus
Storm Sight
Summon Monster 2
Suppress Charms and Compulsions
Telekinetic Volley
Touch of Idiodicy
Touch of Mercy
Track Ship
Web
Whispering Wind
With the Wind

Third-Level Spells
Air Geyser
Battering Blast
Burdened Thoughts
Daylight
Disable Construct
Dispel Magic
Displacement
Fireball
Fly
Haste
Heroism
Invisibility Sphere
Lightning Bolt
Nondetection
Protection from Energy
Quell Energy
Resist Energy (Communal)
Sheet Lightning
Slow
Stinking Cloud
Storm Step
Wind Wall

Fourth-Level Spells
Aggressive Thundercloud, Greater
Animal Aspect, Greater
Bestow Curse
False Life, Greater

Encumbrance 23/46/70
(lift overhead 70 / lift off ground 140 / drag or push 350)

=============================================

Snaggletooth the Guide
NG Rhamphorhynchus (Familiar, sage, figment)

HP 12/12
Initiative +3
AC 17 (+3 dex, +2 size, +2 natural armor)
Saves: +2/+5/+8
Speed: 10 feet (40 foot fly)

Ability Scores: 6/17/11/13/14/11
Feat: Extra Slot (Ring) currently occupied by a Ring of Eloquence
Evolution Points: 2 (skilled x2: Knowledge [history] and Perception)
Speaks common, dwarven, elven, and gnome
Recurring Dream
Sudden Swoop
Share Spells

Skills
Bluff +2
Fly +20
Intimidate +2
Knowledge (arcana) +9
Knowledge (dungeoneering) +5
Knowledge (engineering) +5
Knowledge (geography) +5
Knowledge (history) +19
Knowledge (local) +9
Knowledge (nature) +5
Knowledge (nobility) +5
Knowledge (planes) +10
Knowledge (religion) +9
Perception +21
Perform (oratory) +2
Stealth +15