Selann Juris's page

594 posts. Alias of AGM Lemming.


| AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +13, Stealth +17, UMD +9


| Hero Points: 3 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 4 of 5 | Active Magic: None


Halfling Diviner 3/Rogue 2/AT 1/Trickster 1 | HP: 50 (of 50) | Init: +9/+14 with Anticipate Peril, MAB: +7, RAB: +7, | Fort: +4, Reflex: +11, Will: +5

About Selann Juris

Magic Item Wish List:

Item Wishlist:
+1 (or better) Cold Iron Dagger or Rapier (Later: Holy)
--Transformative, Greater:
----Costs +15K, Change weapon from melee to missile.... Not ammunition. Keeps special properties.
Trapspringer's Gloves
Vest of Endure Elements
Belt of Incredible Dexterity
Headband of Vast Intelligence
Boots of Striding and Springing
Sniper Googles
Greater Hat of Disguise
Ring of Invisibility - Can make it myself at 7th level using my bonded object
Ring of Freedom of Movement
Blessed Book
Efficient Quiver
Handy Haversack
Wayfinder & Orange Prism Ioun Stone +1 caster level

Basic Stats:

Character Name: Selann Juris
Character Race: Halfling
Alignment: Neutral Good
Deity: Nethys

Current Moderator: GM Mioki
Adventure: Wrath of the Righteous
Gender: Male
Age: 30
Height: 3' 1"
Weight: 30 lbs.
Eyes: Blue
Hair: Blond
Character Level: Wizard-Diviner 3/Unchained Rogue 2/Arcane Trickster 1

Known Languages: Common, Halfling, Dwarven, Elven, Draconic, Abyssal, Celestial
Strength: 11 (3 points, -2 racial)
Dexterity: 18 (5 points, +2 racial, +2 Iomedae)
Constitution: 14 (5 points)
Intelligence: 15 (5 points, +1 Level)
Wisdom: 10
Charisma: 14 (2 points +2 racial)
Hit Points: 49 (AT: d6 x1, Wizard: d6 x3, Rogue x2, d8, Con +2/level, +5 Iomedae, Mythic +4/Tier)

Defense & Saves:

Armor Class: 15/19 (Base: 10, Dex +4, Size +1)
Flatfooted Armor Class : 11/15
Touch Armor Class: 15/19

Special Armor Class Notes: Size Bonus +1

Save vs. Fortitude: +4 (Wizard: +1, Con: +2, Race: +1)
Save vs. Reflex: +11 (AT: +1, Wizard: +1, Rogue: +3 Dex: +4, Race: +1, Trait/Mythic: +2)
Save vs. Will: +5 (AT: +1, Wizard: +3, Wis: 0, Race: +1)

Special Save Notes:
+2 racial saving throw bonus against fear


Initiative Modifier: +9 (Dex +4, Feat +4, Divination School +1)
Base Attack Bonus: +2
Melee Attack Bonus: +3/+7 (BAB: 2, Size +1) Dex mod, +4 for finesse
Ranged Attack Bonus: +7 (BAB: 2, DEX +4, Size +1)

Special Combat Notes:
+1 to hit for small size. Finesse Training with light weapons.
+2d6 Sneak attack damage when flat footed or flanked.
+1 to hit and damage with missiles within 30' (PBS)


1 MW Cold Iron Daggers: d3, 19-20 x2, 10', .5 lb
2 Cold Iron Daggers: d3, 19-20 x2, 10', .5 lb each
MW Hand Crossbow: d3, 19-20 x2, 30', 2 lb
20 Cold Iron Bolts

Hero Points: 3


Total Skill Ranks earned:
Wizard: 15 (2 + Int(2) + Favored Class(1)) +6 Background
Rogue: 20 (8 + Int(2)) +4 Background
Wizard class skills: Appraise(Int), Craft(Int), Fly(Dex), Knowledge(all)(Int), Linguistics(Int),
Profession(Wis), and Spellcraft(Int)
Additional class skills that will be gained for Rogue: Acrobatics(Dex), Bluff(Cha), Climb(Str),
Diplomacy(Cha), Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Intimidate(Cha),
Perception(Wis), Perform(Cha), Sense Motive(Wis), Sleight of Hand(Dex), Stealth(Dex), Swim(Str),
Use Magic Device(Cha)

Acrobatics: = +13 (Dex 4) 4 Ranks +3 [Class Skill] Race +2
Bluff: = +2 (Cha 2)
Climb: = +6 (Str 0) 1 Ranks +3 [Class Skill] Race +2
Diplomacy: = +2 (Cha 2)
Disable Device: = +14 (Dex 4) 5 Ranks +3 [Class Skill] MW Tools +2
Disguise: = +2 (Cha 2)
Escape Artist: = +11 (Dex 4) 4 Ranks +3 [Class Skill]
Fly: = +4 (Dex 4)
Heal: = +0 (Wis 0)
Intimidate: = +2 (Cha 2)
Knowledge (arcana): = +9 (Int 2) 4 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (local): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (nature): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (planes): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (religion): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Perception: = +13 (Wis 0) 6 Ranks +3 [Class Skill] Race +2, Alertness +2
Ride: = +4 (Dex 4)
Sense Motive: = +7 (Wis 0) 2 Ranks +3 [Class Skill] Alertness +2
Spellcraft: = +7 (Int 2) 2 Ranks +3 [Class Skill]
Stealth: = +17 (Dex 4) 6 Ranks +3 [Class Skill] Size +4
Survival: = +0 (Wis 0)
Swim: = +0 (Str 0)
Use Magic Device: = +9 (Cha 2) 2 Ranks +3 [Class Skill] +2 Iomedae

Appraise: = +2 (Int 2)
Artistry: = +2 (Int 2)
Craft (Alchemy): = +7 (Int 2) 2 Ranks +3 [Class Skill]
Craft (Jewelry): = +7 (Int 2) 2 Ranks +3 [Class Skill]
Knowledge (engineering): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (geography): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (history): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (nobility): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Linguistics: = +7 (Int 2) 2 Ranks +3 [Class Skill]
Perform: = +2 (Cha 2)
Sleight of Hand: = +9 (Dex 4) 2 Ranks +3 [Class Skill]

Feats & Traits:

1st Level: Improved Initiative
Wizard: Scribe Scroll
Unchained Rogue: Weapon Finesse
3rd Level: Precise Shot
2nd Level Rogue Talent: Combat Training: Point Blank Shot
5th Level: Accomplished Sneak Attacker: +1d6 to sneak attack damage if the number of dice is less than half character level
6th Level Iomedae Bonus: Rime Spell

Campaign: Chance Encounter:
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

Magic: Magical Knack - Source Advanced Player's Guide
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Racial and Class Skills, Abilities & Features:

Race: Halfling
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small statures make them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling.
Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.

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.

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): Ring

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. If the object is an amulet or ring, it must be worn to have effect. 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.

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. 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: Divination/Foresight: Opposition Schools: Necromancy and Enchantment

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Unchained Rogue:
Finesse Training: Weapon Finesse Feat
Sneak Attack: +1d6
Trapfinding: Add 1/2 class level (minimum 1) to Perception to find traps. Can Disable magical traps.
Evasion: Reflex save against attacks that normally do half on save, Rogue takes no damage.

Arcane Trickster:
Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Equipment & Gear:

Traveler's Outfit

Backpack: .25 lb: 8 lb total
Bedroll - 1.25 lbs
Ration, Trail (4) .25 lbs each
Spellbook - 3 lbs
Waterskin - 1 lbs
Masterwork Thieves Tools - 2 lbs
MW Artisan's Tools for Crafting Rings - 5 lbs
Small gems, powdered diamond, etc for Forging Magical Ring: 3,500 GPV

Spell Component Pouch - 2 lbs
Acid Flask: Reagent for Acid Splash, +1 damage
Alchemist's Fire: [https://www.aonprd.com/AlchemicalReagents.aspx]Reagent[/url] for Scorching Ray, +1 to hit

Pouch, Belt - 1/4 lbs
Wand of Longstrider: 14 ch

Dragon Scale of Foresight Cast Anticipate Peril 3x/day, CL19

Familiar Satchel - 6 lbs (UE pg 64)

Total weight carried: 20.25 lbs
Weapons: 4.5 lbs
Equipment: 16.25 lbs

Carrying capacity : ->38 lbs, ->76 lbs

Movement: Base Speed: 50 ft.


All non-opposition (Necromancy and Enchantment) cantrips (21)
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Grasp: Retry a Climb check as an immediate action
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
Spark: Ignites flammable objects.
Vacuous Vessel: Make a single container appear empty.

Level 1 Spells (28)
Adhesive Spittle
Cause Fear (Opposition/Necromancy)
Chill Touch (Opposition/Necromancy)
Coin Shot
Color Spray
Comprehend Languages
Corrosive Touch
Detect Secret Doors
Flare Burst
Heightened Awareness
Hydraulic Push
Icicle Dagger
Long Arm
Mage Armor: +4 AC, Dur: 1 hour/level
Magic Weapon
Magic Missile
Ray of Enfeeblement (Opposition/Necromancy)
Reduce Person
Shocking Grasp
Silent Image
Sure Casting
True Strike

Level 2 Spells (15)
Acid Arrow
Alter Self
Burst of Radiance
Fiery Shuriken
Fog Cloud
Mirror Image
Resist Energy
Returning Weapon
Scorching Ray
Sense Vitals
Stone Call
Tactical Acumen

"Burnt Spellbook" - Carried by Caliban
Contains: Dismissal: Abjuration 5, Dispel Magic: Abjuration 3, Magic Circle Against Chaos: Abjuration 3, Versatile Weapon: Transmutation 3

Scroll of Darkvision

Prepared Magic:
Level 0: 4: Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
Level 1: 5 (3 + INT(1) + Divination(1))
- Adhesive Spittle
- Mage Armor (used)
- Vanish
- Snowball
DIV: True Strike
Level 2: 4 (2 + INT(1) + Divination(1))
- Snowball [Rime Spell]
- Mirror Image
- Scorching Ray
DIV: Sense Vitals

Plus one spell castable from the Arcane Bond

Save DC: 10 + Spell Level + INT(2)


Character History:
My parents were from the Mendevian city of Egede. What does that mean for me? Nothing. My father's family was heavily into the trade guilds, working the ships and docks of the city. My father decided to leave his family and strike out as a crusader, following a group of Iomedaeans. Likely his decision was due to his wife having grown up in the tutelage of the church and being a priestess of the same.
Leaving the family meant leaving the area, so they moved to Kenabres. A halfling crusader and priestess of Iomedae is a bit odd. I can't exactly say that they were looked down on, except in a physical sense.... But their size, and lack of physical prowess was an issue, and as time went along it ultimately ended in their deaths.
Technically that makes me an orphan, but it only happened three years ago. I had disappointed them both by my calling. Seeing the things they faced I was much more interested in things arcane and generally avoiding conflicts. I was just finishing up my arcane training when I joined them in a disastrous foray near the Worldwound.
I shouldn't have been along. As I said, I had learned the basics of my chosen craft. I was a wizard, at least in name. I could cast a few spells, cantrips and a simple, stronger spell. Certainly nothing like I'd need to face the denizens of the area. But people frequently 'cut their teeth' with protectors on a tour of the 'safe areas'. Basically, the disaster was due to this area not being as safe as they thought. I remember little of that day. Our front line was overwhelmed in an instant from an attack that came from underground. One moment there were four knights riding ahead of our team. Next, there was a hole, and horrid creatures were spewing forth. My horse, very well trained, turned to carry me away from the danger. My lack of riding skills promptly put me in danger as I was dropped to the ground and hit my head. All I remember was a beautiful woman, a knight that I'd never seen before wearing the holy symbol of Dezna, saving me as I blacked out. The only wound I sustained that day, except to my ego, was a harsh bruise from her hand as she yanked me up and handed me off to others that carried me to safety. Someday I hope to find out who the lady knight was....
While that event sort of made me an orphan, nobody in Kenabres is truly an orphan. The war has at least made sure that everyone is taken care of. With my parents gone I was taken in by my mentor and my mage training finished. I focused on divination because I wanted to know answers. Information is power and I wanted to know if it was even possible to close the Worldwound. And if it was, how could I help to do it?


Mongrelman ranger 1 Forentian
LN Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 23 (3d10+7)
Fort +4, Ref +8, Will +6
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Feats Point-Blank Shot, Weapon Focus (longbow)
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,
Sleight of Hand +9, Stealth +12, Survival +9
Languages Common, Undercommon
SQ sound mimicry (voices), track +1, wild empathy –2
Combat Gear
potions of cure light wounds (2)
wand of gravity bow (10 charges)
Other Gear mwk chain shirt, club, mwk longbow, 30 arrows


Trickster Attack:
Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Archmage Arcana: Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Mythic Power (Su): 5

Surge (Su): d6 - You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Path Ability: Path Dabbling (Su): Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction.
From Champion: 1st Tier Path Ability:
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Mythic Feat: Dual Path (Has to be taken on the 1st tier)
Benefit: Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge, guardian's call, marshal's order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities.