Shoanti Tribeswoman

Philacris Silk's page

224 posts. Alias of Cellion.


Full Name

Philacris Silk

Race

Elf

Classes/Levels

Wizard (Bonded Wizard) 4 | AC 13 T 13 FF 10 | HP 26/26 | F +3 R +4 W +5 (+2 vs. ench.) | Init +3 | Perc +10 | Active Status:: --

Gender

Female

Size

Medium

Age

58 years

Alignment

CG

Deity

Calistria

Languages

Common, Elven, Draconic, Gnome, Sylvan, Celestial, Infernal, Tengu

Strength 12
Dexterity 17
Constitution 13
Intelligence 19
Wisdom 13
Charisma 14

About Philacris Silk

Philacris Silk
Female Elf Wizard (Bonded Wizard) 4
CG Medium Humanoid (Elf)
Init +3; Senses low light vision; Perception +10
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Defense
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AC 13, touch 13, flat-footed 10 (+0 armor, +3 Dex) (17/13/14 w/ Mage Armor)
hp 26
Fort +3, Ref +4, Will +5 (+2 vs. enchantments) (+1 vs. illusions)
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Offense
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Base Atk +2; CMB +3; CMD 16
Speed 30 ft.
Melee
Dagger +3 (1d4+1/19-20x2)
Ranged
Light Crossbow +5 (1d8/19-20x2)
Special Attacks
N/A
Spell-Like Abilities
1/day - Disguise Self (any humanoid creature)
At Will - 'Disguise Bonded Item'
4 mins/day - Face in the Crowd (see below for details)
Spellbook

Level 0:
Resistance
Acid Splash
Detect Magic
Detect Poison
Read Magic
Daze
Ghost Sound
Mage Hand
Mending
Message
Open/Close
Arcane Mark
Prestidigitation
Level 1:
(Base Known: 3+4+2 = 9)
Silent Image
Disguise Self
Color Spray
Mage Armor
Alarm
Protection from Evil
Expeditious Construction
Charm Person
Wizened Appearance
Air Bubble
Identify
Comprehend Languages
Liberating Command
Level 2:
Invisibility
Twilight Haze
Raiment of Command
Glitterdust
Misdirection

Spells Prepared: (4 0th, 5 1st, 4 2nd)
Bonded Item: -flex-
2nd: Invisibility (#1, #2), Twilight Haze, Raiment of Command
1st: Color Spray (#1, #2), Mage Armor, Charm Person, Silent Image
0th: Detect Magic, Message, Mage Hand, Read Magic
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Statistics
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Abilities:
Str 12 Dex 17 Con 13 Int 19 Wis 13 Cha 14

Feats:
Spell Focus (Illusion): +1 DC on Illusions.
Greater Spell Focus (Illusion): +1 DC on Illusions.

Traits:
Forlorn (Race): Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Pattern Seeker (Campaign): There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you’ve uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil’s Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil’s Bells?
You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.

Skills:
Acrobatics +3
*Appraise +4
*Bluff +9 (4)
Climb +1
*Craft (Alchemy) +11 (4 background)
*Diplomacy +6 (1)
*Disguise +6 (1)
*Escape Artist +7 (1)
*Fly +3
Heal +1
*Intimidate +2
*KN: Arcana +10 (3)
*KN: Local +11 (4)
*KN: Planes +9 (2)
*KN: Religion +8 (1)
*KN: Dungeoneering --
*KN: Nature --
*KN: History +8 (1 background)
*Linguistics +10 (3 background)
*Perception +10 (3)
Perform (Any) +2
Ride +3
Sense Motive +1
*Spellcraft +10 (3)
*Stealth +7 (1)
Survival +1
Swim +1
Use Magic Device --

Languages:
Common, Elven, Draconic, Gnome, Sylvan, Celestial, Infernal, Tengu, Auran.

SQ Arcane School - Mage of the Veil:
Associated School: Illusion; Opposed Schools: Evocation + Necromancy
Requirements: Must pick disguise self as one of known spells at 1st level.
Class Skills: Gains Bluff, Disguise, and Stealth as class skills.

Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Face in the Crowd (Sp):At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.

This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.


Equipment:
See the Link Here for Philacris' equipment and gold.

Racial Capabilities:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Additionally, an elf can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. When an elf reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. When an elf reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. An elf's caster level for any of these spells is equal to his total Hit Dice.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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TRACKED RESOURCES
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See stat line above.
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Special Abilities
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Arcane Bond - Bonded Object: Philacris' bonded object is an ornate wedding ring left with her when she was left at the orphanage. As a bonded wizard, Philacris' bonded object has increased hit points and hardness: +1 per bonded wizard level.
Bonded object details:
If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School (Mage of the Veil), see above. Powers repeated below:

Hidden Bond (Sp) A bonded wizard can change the appearance and magical aura of her bonded item at will, as if using disguise self and magic aura, but affecting only the item; for the purpose of disguise self, the item’s item type (such as weapon or ring) is its creature type.

Character Fluff:
Background: Philacris was abandoned on the doorstep of a Calistrian 'House' in Kintargo soon after birth together with a note and an ornate silver wedding ring. The acolytes of the 'Sun-silk House" took her in, pawning the ring to cover her expenses. The House had already been serving as a sort of orphanage for many years, with children of the downtrodden as well of children of some of the Calistrian acolytes learning and growing hand-in-hand. Although the acolytes initially took Phila to be a half-elf (a common enough, if unpleasant, reason to leave a child a foundling) they quickly realized that she grew at a much slower rate. At 10 years of age she was still a toddler. A smart one for sure, but physically one nonetheless. After the following 15 years she grew slowly as elves do, but as she was surrounded by humans and other quicker lived races she found herself learning and maturing alongside them.

At age 26, she had already stayed far longer at the Calistrian orphanage than any other child. Most of her friends and acquaintances had outpaced her and moved on to the harder world outside its walls. Though she was still was still emotionally and physically childish, she understood that she was burdening the acolytes who had devoted so many years to raising her for little reward but a 26 year old brat. The thought tormented her. So she resolved to learn a practical skill (beyond her magical experimentation) and move onwards with her life. Alchemy proved an easy enough course of study, and with the aid of some of the ex-orphans she established an apothecary and alchemists shop (Phila's Philters and Other Alchemical Accouterments) in the Villegre district. With her old friends Sundry and Casper serving as the 'face' of the shop and dealing with the majority of customers, Phila could focus on being the brains of the operation. After all, nothing would diminish the shop's standing more than if people realized its owner and resident alchemist was someone who looked no older than 10 or so.

Her next 30 years were surprisingly idyllic. Sundry and Casper married and soon had children running around the store. Phila did well enough for herself to send some of her profits back to the 'House' as a way of thanking them. She even managed to find the ring that had been left with her and buy it back from the pawn broker. Despite all these accomplishments, the limitations of her physical and emotional growth grew all the more stark to her eyes. It was during this time that she began to study magic in earnest. Its order and patterns interested her and gave her something that seemed promising. One of the first spells she mastered was one of disguise: so that she could present on the outside the maturity she thought she deserved to be recognized for.

With the assurance of magic hiding her identity, she finally managed to start looking beyond the end of her nose. And what she saw was terrible! The long claws of House Thrune, the Hellknights, and any other number of choking forces were slowly making life in the city a misery for those that did not agree with their diabolist ways. The Calistrian church had long been oppressed in Kintargo, but in recent years even the few remaining Houses around the city, which had previously been overlooked as harmless, came under fire. More than once, an acolyte of Calistria would need to hide out in Phila's Philters for a day, or week. Eventually open worship of Calistria was all but forgotten. Not that the traditions were lost, but they were left to be practiced in the shadows of the city, with only the Sun-Silk House remaining of the houses (not that even it dared to show its allegiance to Calistria openly). Even so, Phila had no idea what to do about her old friends, mentors, and guardians being persecuted. So she kept up working at her shop and kept practicing her magic... but otherwise did nothing.

Baralai Thrune's arrival and the Night of Ashes forced her hand. The Sun-Silk House was burned by his agents, Phila's Philters ransacked and Sundry and Casper (and their children and grandchildren) gone into hiding. Phila's anger was finally stoked, and she finally had a target to lash out at with her full adolescent fury. But facing House Thrune was not something she could do alone...

Personality: Philacris is a 58 year old elf, a elfling really, and if any real elf ever met her they would instantly consider her a little girl. As a born and raised Kintargan though, she's an accomplished apothecary and alchemist, an owner of a business (ex-owner now), and adept wizard on top. This discrepancy forms the core of her character. Her life has been led at a human's pace, but her physiology both mental and physical tie her inexorably to the slow cycles of her elvish heritage. She's small. She's prone to outburst of emotion (as her elvish age pegs her as the equivalent of a young teen). Its difficult to deal with.

Phila's personality is fiery. She demands respect, she's loud, rude, sometimes obnoxious. She takes any personal slight, especially about her age, as a dire insult. She's passionate about opposing the cruelties of House Thrune and beats herself up for not taking action until it was too late. She cares dearly for her fellow ex-orphans, and mourns the loss of those that cared for her years ago. The reality of her elfhood weighs on her like any elf that lives among the shorter-lived races.

Appearance: You see what appears to be a human girl of about 11 or 12 years of age, with a bird's nest of mousy hair, piercing black eyes and a resting scowl that suggests little innocence. Looking closer you notice pointed ears peering out of that tangle of hair, eyes that are too wide and too black - lacking clear whites, and limbs that move with too much grace for a tiny human child. Indeed, this is a young elf, young by elf standards at least.

Dressed for comfort in utilitarian, loose-fitting clothes (sporting plenty of little pockets for materials), she keeps on hand a bandolier with an assortment of alchemical tools and remedies. Though most of her garb and equipment is modest, she wears an ornate woven silver ring on her middle finger of her left hand. This ring is often glamered by magic to appear worthless or mundane: often as a simple wooden band.