Samaritha Beldusk

Samaritha Beldusk-Jlighter's page

10 posts. Alias of jlighter.


Full Name

Samaritha Beldusk

Race

Half-Elf

Classes/Levels

Transmuter 3

Gender

Female

Size

Medium

Age

Young

Alignment

Chaotic Good

Location

Riddleport

Languages

Common, Elven, Halfling, Varisian

Strength 8
Dexterity 12
Constitution 14
Intelligence 17
Wisdom 10
Charisma 14

About Samaritha Beldusk-Jlighter

BASICS:
Female half-elf transmuter 3
CG Medium humanoid (elf)
Init+1; Senses low-light vision; Perception +5 (+8 in shadows)

DEFENSE:
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
HP 17 (3d6+6)
Fort +3, Ref +2, Will +3; +2 against enchantment
Immune sleep

OFFENSE:
Spd 30 ft.
Melee mwk dagger +1 (1d4-1/19-20)
Ranged mwk dagger +3 (1d4-1/19/20)
Spell-Like Abilities (CL 3rd)
2/day––mage hand
Spells Prepared (CL 3rd; CL 4th with transmutation; +2 ranged touch)
2nd––daze monster (DC 14), levitate, scorching ray
1st––animate rope, mage armor, ray of enfeeblement (DC 14), reduce person (DC 15)
0 (at will)––acid splash, detect magic, light, message

TACTICS:
During Combat Samaritha's strengths lie with magic. She prefers to hang back in battle and provide support with her spells rather than risk herself in melee.
Morale Samaritha is loyal to her friends, and never abandons them in battle, no matter what the odds. Left to her own devices, she flees combat if brought below 5 hit points.

STATISTICS:

Str 8, Dex 12, Con 13(14), Int 17, Wis 10, Cha 14
Base Atk +1; CMB+0; CMD 11
Feats Scribe Scroll (B), Skill Focus (spellcraft), Spell Focus (transmutation), Varisian Tattoo (transmutation); Alertness (as long as Leniloria is in arm's reach)
Skills Diplomacy +5, Knowledge(arcana) +9, Perception +5, Spellcraft +12, Use Magic Device +3
Languages Common, Elven, Halfling, Thassilonian, Varisian
SQ adaptability, keen senses, arcane bond (owl familiar named Leniloria)
Combat Gear wand of magic missle (43 charges), wand of identify (40 charges); Other Gear bracers of armor +1, masterwork dagger, belt pouch, black enameled writing set worth 25 gp, silk rope (50 ft.), abacus worth 15gp, magnifying glass, 12 sp

SPELLBOOK:
Specialty School Transmutation, Forbidden Schools Abjuration, Illusion
0-level acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, touch of fatigue
1st-level animate rope, enlarge person, feather fall, identify, mage armor, magic missile, ray of enfeeblement, reduce person
2nd-level daze monster (DC 15), levitate, scorching ray