Female Merchant

Raven, Crafter of Shadow's page

176 posts. Alias of Xzaral.


Full Name

Raven

Race

Peri Blooded Aasimar

Classes/Levels

Illusionist 1

Gender

{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female

Size

Medium

Age

81

Alignment

Neutral Good

Deity

Sivanah

Languages

Common, Varisian, Celestial, Draconic, Thassilonion, Kelish, Dwarven, Elven, Sylvan, Goblin, Infernal

Occupation

Pathfinder Agent

Homepage URL

Journal

Strength 13
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 16

About Raven, Crafter of Shadow

Stats:

HP 12/12
AC 12 FF 10 T 12 CMD 13
F/R/W 1/2/3
Blinding Ray 6/7
Arcane Bond 0/1
Pyrotechnics SLA 1/1
Spells
0th - Detect Magic, Dancing Lights, Prestidigitation, Ghost Sound, Daze
1st - Color Spray (cast), Burning Hands, Silent Image, Vanish
Effects
Disguise Self

Base Stats:

HP: 12
Fort: +1 (0 + 1con)
Reflex: +2 (0 + 2dex)
Will: +3 (3 + 0wis)
AC: 16 (10base + 4armor + 2dex)
CMD: 14
BAB: +1
CMB: +2
Speed: 30'
Initiative: +2
Fame: 2
Prestige 2

Illusionist Abilities:

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: Familiars.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. 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: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Elemental Arcane Schools: Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

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.

Blinding Ray (Sp): 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 Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Racial Abilities:

+2 Intelligence, +2 Charisma
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Spell-Like Ability: Aasimars can use Pyrotechnics once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Trained Skills:

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

The Cosmopoliton feat adds Diplomacy and Bluff. The Exchange Agent trait adds Survival. The Strip the Veils trait adds Sense Motive.

Total=Ranks+Modifier+other

*Acrobatics: +2 = 0+2+0
Appraise: +4 = 0+4+0
Bluff: +7 = 1+3+3
*Climb: +1 = 0+1+0
Craft (???): +4 = 0+4+0
Diplomacy: +8 = 2+3+3
*Disable Device: XX = 0+2+0
Disguise: +4 = 1+3+0
*Escape Artist: +2 = 0+2+0
*Fly: +2 = 0+2+0
Handle Animal: XX = 0+3+0
Heal: +0 = 0+0+0
Intimidate: +3 = 0+3+0
Know(Arcana): +8 = 1+4+3
Know(Dungeoneering): +8 = 1+4+3
Know(Engineering): XX = 0+4+0
Know(Geography): XX = 0+4+0
Know(History): +8 = 1+4+3
Know(Local): XX = 0+4+0
Know(Nature): XX = 0+4+0
Know(Nobility): XX = 0+4+0
Know(Planes): XX = 0+4+0
Know(Religion): XX = 0+4+0
Linguistics: +11 = 2+4+3+2(Racial)
Perception: +0 = 0+0+0
Perform (???):
Profession(???): XX = 0+0+0
*Ride: +2 = 0+2+0
Sense Motive: +8 = 2+0+3+2(Racial)+1(Trait)
*Sleight of Hand: +2 = 0+2+0
Spellcraft: +9 = 2+4+3
*Stealth: +2 = 0+2+0
Survival: +5 = 1+0+3+1(Trait)
*Swim: +1 = 0+1+0
Use Magic Device: XX = 0+3+0

Feats:

Cosmopolitan: Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Scribe Scroll (Item Creation): You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Traits:

Burnished Skin: Sometime during your adolescence, you suffered severe burns in a devastating fire. Along with your scars, you developed the uncanny ability to tell what is and isn’t real, gaining a +2 trait bonus on saving throws made to disbelieve illusions.

Strip the Veils (Sivanah): You are unusually perceptive when dealing with others.
Benefit: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive becomes a class skill for you.

Exchange Agent: Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. You’ve been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain’s disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see Pathfinder Campaign Setting: The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.

Spellcasting:

Spells per day: 4+1/2+1+1
Spells Save DC: 14+Spell level
Concentration Modifier: +6
Opposed Schools: Conjuration & Necromancy

Spells Memorized
0th - Detect Magic, Dancing Lights, Prestidigitation, Ghost Sound, Daze
1st - Color Spray, Burning Hands, Silent Image, Vanish

Spellbook:

Cartea de iluzie
0th - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark.

1st - Color Spray, Silent Image, Disguise Self, Vanish, Burning Hands, Identify, Magic Missle, Hypnotism, Ventriloquism

Weapon Info:

Dagger +2 melee, 1d4+1 (19-20/x2)

Equipment:

Traveler's Outfit
Pathfinder's Kit
Spellbook
Spell Component Pouch
50' Silk Rope
Dagger
Arcane Bond (Burned Raven's foot, made into an amulet).
Alchmist Fire x2
Acid Flask x2
Holy Water x2
GP 221
SP 3
CP 5

Background:

The girl who was to be known as Raven was born without a name. On the night of her father's death, he was found clutching the girl to his chest, collapsed near the steps to an orphanage. The only thing keeping away the city predators was an old raven, sitting atop the body, almost as if guarding the young babe. The matron of the orphanage found the girl and her father outside, taking the child in with the others. She called her raven after her guardian bird.

As time passed on, the girl grew to adolesence within the structure. The raven that was her namesake often was found around, watching at a distance. It always flew away when people approached, but would always return.

During her growing days, Raven often delved into the book of spells that had been left with her father, attempting to master it's secrets. It was the only other gift that had been left her from her unknown parents. Sadly without a teacher, it's secrets seemed to be beyond her ability to master.

One day a fire broke out within the orphanage, it's cause unknown. Everyone made it out as the building was being consumed, but Raven realized she had left her father's spellbook inside. Darting around grasping hands, she ran back into the inferno, heading to where she kept the book.

A rafter fell blocking the exit, and she realized that this may well be it for her. Coughing, trying to find a way out, she suddenly becomes transfixed with the blaze. Suddenly her father's book made sense to her, the ways the flames moved. It was too late, but she knew she could die happy watching the scene.

Knowing soon the blaze would consume her, the fires already licking at her feet, the raven suddenly flew through the blaze to her. It appeared more as a phoenix, for itself was being devoured by the flames, falling to Raven's feet. As a sadness fell over her, she herself collapsed from the fumes, an angel seemingly coming through the inferno to take her away.

When she awoke, she was in a temple to Sarenrae. She had been saved from the inferno, a Pathfinder having followed the bird in to the building and rescued her. But she didn't come away untouched. The fire had burned much of her body, but as the dead skin was pulled away it was not scarring that was revealed underneath. Rather a new skin had formed, a burnished look revealing a new heritage. The blood of angels flowed in her, she was an aasimar.

This new revelation brought a new change over her. Raven had decided with her new found knowledge, she would pursue her father's study of magic. And to this end, she would use her magic to join the Pathfinder Society, unable to afford a teacher on her own and knowing she would learn more with them.

Raven also turned to the study of Sivanah, to learn more to master the magics in her father's book, illusions for the most part. She combined this with her study of fire magics of her new found heritage to define her own way of spells.

Having grown and completed enough tasks to be sent elsewhere, she has traveled to Varisia to meet with Sheila Heimdarch. A post she desired due to the ruins around the city, a place she felt might teach her things. Raven only hopes to learn a great deal more.

Appearance:

Raven is quite beautiful, a trait of her aasimar heritage. She has a burnished skin, long strawberry blond hair, with blue-green eyes. Standing about 5'8" with a light build. Having had to struggle for most of her life and going without, she dresses simply choosing function over fashion. Colorwise she prefers simple browns in tone.

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