Tsadok Goldtooth

Professor Talekar Morova's page

16 posts. Alias of Mjolbeard89.


Full Name

Marisa Hayami

Race

Human

Classes/Levels

Wizard 5 / Sorcerer 1 / Cypher Mage 3 | Init +8 | hp 72/72 | Fort +7 Ref +7 Will +10 | AC 17 FF 14 T13 CMD 15 | Picture

Gender

Female

Size

Medium

Age

22 years

Strength 7
Dexterity 16
Constitution 16
Intelligence 24
Wisdom 14
Charisma 12

About Marisa

#22168-8

Background:

Marisa, a human of mixed Tien and Varisan decent, was once the apprentice of Mima, an outcast Tien witch who was banished for a coup’de ta of some small country. Marrisa was content in her studies under her master, who often took her exploring around Varsuvia as an independent adventurer. One day however, Mima left on a solo quest to some abandoned ruins and disappeared. Faithfully, Marisa maintained her tower for a number of years, but found that while she could continue her own studies using her master’s old books, she got bored quickly. She eventually applied for and was accepted into the Pathfinder Society, both to gain access to their library of knowledge, but to satisfy her own appetite for adventure and treasure.


Description:

Marisa wears a black witch’s outfit laden with star shaped buttons with a stylish belt around her hat. She usually lets her long blond hair loose except for a single braid down the left side.

Marisa is a controlled chaos. For her, the difference between going all out and just being powerful enough isn't clear. Although she tends to support her allies at their behest, she always loves to bring her best to a challenge, even if the might is unnecessary or the outcome is clear before the spells starts flying. Her enemy could be a weak fairy or a powerful demon; her approach would be the same: Either they move, or she'll make them move.

Marisa’s confidence is a major driving force. It serves to agitate her opponents and inspire (or annoy) her allies. She is an ordinary mage with extraordinary potential and she never misses an opportunity to make this fact well known.

Marisa Hayami
Female Human Wizard (Admixture Evoker) 5 / Sorcerer (Orc / Dragon Crossblooded) 1 / Cypher Mage 4
CG Medium Humanoid
Initiative +8 (+3 Dex, +1 Cracked Dusty Rose Ioun Stone, +4 Familiar); Senses: Darkvision 60'

Defense
AC 17 (Armor +4, Dex +3)
HP 72 (5d6+1d6+4d6+30)
Fort +7, Ref +7, Will +10
Resistances: Fire 5

Offense
Speed 30' (6 sq)
Melee: Masterwork Broom (Staff) +2 (1d6-1)
Wizard Spells Prepared (CL 9, Concentration +16)
5th – Wall of Force, Telekinesis (BAB +17), Teleport
4th - Empowered Scorching Ray (CL 11), Dimension Door, Emergency Force Field (CL10), Communal Protection From Energy, Telekinetic Charge (CL 10)
3rd - Lightning Bolt (CL 10), Ablative Barrier, Haste, Haste, Major Image, Displacement
2nd – Burning Arc (CL 11, DC 21), Mirror Image, Glitterdust, Pilfering Hand (CL 10, BAB +17), Invisibility, Resist Energy, See Invisibility
1st - Magic Missile (CL 10), Mage Armor, Mage Armor, Shield (CL 10), Feather Fall, Vanish, Grease
0 (at will) - Detect Magic, Prestidigitation, Message, Ghost Sound

Sorcerer Spells Known (CL 1 (Concentration +2)
1st (4/4x /day) – Sure Casting
0 (at will) - Open/Close, Read Magic, Mending

Statistics
Str 7, Dex 16, Con 16, Int 26, Wis 14, Cha 12

Base Attack +4, CMB +2, CMD 15

Traits: Metamagic Master (Fireball), Wayang Spellhunter (Fireball)

Feats: Spell Focus (Evocation), Spell Penetration, Heighten Spell, Spell Specialization (Fireball), Preferred Spell (Fireball), Empowered Spell, Eschew Materials, Cypher Magic, Intensify Spell, Alertness

Skills: Appraise +11, Bluff +14, Diplomacy +11, Disable Device +23, Fly +14, Linguistics +15, Perception +24, Sleight of Hand +18, Spellcraft +20, Survival +6 (+11 while tracking), Knowledge (Arcana) +12, Knowledge (Dungeoneering) +12, Knowledge (Religion) +12, Knowledge (Nature) +12, Knowledge (Planes) +12, Knowledge (Local) +12, Knowlege (History) +15, Knowledge (Engineering) +11, Knowledge (Geography) +11, Knowlege (Nobility) +11
Languages: Common, Tien, Varucian, Sylvan, Abyssal, Aquan, Auran, Celestial, Ingan, Infernal, Terran, Nagaji,

SQ: Arcane Bond (Broom of Flying), Intense Spells, Versatile Evocation, Familiar Tattoo, Bloodline Arcana (Orc), Bloodline Arcana (Draconic), Glyph Finder, Enhance Scroll, Focused Scroll, Mantle of the Black Rider

Arcane Bond: You are bonded with a Compsognathus (Tattoo)

Intense Spells: Whenever you cast an evocation spell that deals hit point damage, add 2 damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects.

Versitile Evocation: When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (10x/day).

Preferred Spell (Fireball): You may spontaneously cast Fireball by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

Bloodline Arcana (Orc): You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type (fire), that spell deals +1 point of damage per die rolled.

Glyph Finder (Ex): A cyphermage can locate glyphs of warding, symbols, and similar magical spell traps that utilize writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.

Enhance Scroll (Su): As a swift action, a cyphermage can cause any scroll spell he reads to function using his caster level rather than the scroll’s caster level. He can use this ability a number of times per day equal to 1/3 his cyphermage level (minimum 1).

Focused Scroll (Su): As a swift action, a cyphermage can add a bonus equal to twice his Intelligence modifier (+14) on any caster level checks made with a scroll spell, including checks to overcome SR. He can use this ability a number of times per day equal to 1/3 his cyphermage level (minimum 1).

Insightful Scroll (Su): As a swift action, a cyphermage can alter a spell he’s casting from a scroll to use his own spellcasting ability score (Intelligence for wizards, and so on) and relevant feats to set the DC for the spell. He can use this ability a number of times per day equal to 1/3 his cyphermage level (minimum 1).

Boons:

Mantle of the Black Rider (Assuming the Mantle): You have accepted the Mantle of the Black Rider, which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Once per day as a swift action you may gain a +3 bonus to Intelligence for 1 minute.

Mantle of the black Rider (Unleashing the Hut): When you freed Baba Yaga's hut, the Mantle of the Black Rider grew in power. Once per day before rolling initiative you may gain a +3 insight bonus on that initiative check.

Mantle of the Black Rider (Wisdom of Eons): As you recovered the next set of keys and faced the trials of the Mother, the Maiden, and the Crone, the Mantle of the Black Rider grew in power. Once per day as a swift action you may gain a +3 bonus on skill checks and ability checks for 1 minute.

Combat Gear: Broom of Flying, Potion of Cure Serious Wounds (x2), Oil of Daylight, Scroll of Magic Circle Against Evil, Scroll of Haste, Scroll of Defending Bone(x3), Scroll of Dispel Magic (x2), Scroll of Fly (x2), Scroll of Fireball (x2), Scroll of Knock, Scroll of Dimension Door, Metamagic Lesser Rod of Selective, Metamagic Rod of Merciful, Metamagic Lesser Rod of Piercing, Metamagic Lesser Rod of Intensify

Other Gear: Cracked Dusty Rose Ioun Stone, Wayfinder, Handy Harversack, Cloak of Resistance +2, Lenses of Detection, Headband of Vast Intelligence +6, Belt of Physical Might (Dex, Con) +2, Gloves of Larceny, Goggles of Minute Seeing, Wand of Infernal healing, Masterwork Thieves Tools, Wizard’s Kit, Spellbook

Spellbook 1:

1st: Burning Hands, Grease, Feather Fall, Mage Armor, Magic Missile, Vanish, Ear Piercing Scream, Shield, Sure Casting

2nd: Burning Arc, Gust of Wind, Glitterdust, Pilfering Hand, Invisibility, Resist Energy, Scorching Ray, See Invisibility, Alter Self, Bear's Endurance, Blur, Bull's Strength, Cat's Grace, Continual Flame, Darkvision, Eagle's Splendor, Fox's Cunning, Knock, Magic Mouth, Mirror Image, Owl's Wisdom, Protection From Arrows, Spider Climb, Web, Misdirection, Raiment of Command, Disguise Other

Spellbook 2:

3rd: Fireball, Ablative Barrier, Magic Circle Against Evil, Summon Monster III, Lightning Bolt, Tongues, Blink, Haste, Dispel Magic, Displacement, Gaseous Form, Greater Magic Weapon, Heroism, Protection From Energy, Hostile Levitation, Invisibility Sphere, Twine Double, Major Image[/b]

4th: Arcane Eye, Ball Lightning, Communal Protection From Energy, Dragon's Breath, Emergency Force Sphere, Detonate, Greater Invisibility, Remove Curse, Summon Monster IV, Dimension Door, Shout, Lesser Globe of Invulnerability, Mnemonic Enhancer, Resilient Sphere, Telekinetic Charge, Stoneskin, Illusionary Wall, Shadow Conjuration

Spellbook 3:

5th: Cone of Cold, Mage’s Private Sanctum, Overland Flight, Symbol of Pain, Telekinesis, Teleport, Wall of Force, False Vision, Persistent Image

6th: Disintegrate, Chain Lightning, Globe of Invulnerability, Greater Dispel Magic, Permanent Image, Transformation

7th: Control Weather, Forcecage, [b]Shadow Conjuration (Greater)

Fireball Notes:

Level 3 - Empowered Fireballs (CL12, DC 22, (10d6+20)*1.5+2 damage)

Heightened Intensified Fireball (CL 12, DC 23, 10d6+20+2 damage)

Level 4 - Empowered Intensified Fireball (CL 12, DC 22, (12d6+24)*1.5+2 damage)

Empowered Heightened Fireball (CL 12, DC DC 23, (10d6+20)*1.5+2 damage)

Heightened intensified Fireball (CL 12, DC 24, 10d6+20+2 damage)

Level 5 - Empowered Intensified Heightened Fireball (CL 12, DC 23 (12d6+24)*1.5+2 damage)