Shelyn

Selena Magnimar's page

605 posts. Alias of Neltji.


Full Name

Selena Versaki of Magnimar

Race

Human init +7

Classes/Levels

Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Gender

Female

Size

M

Age

18

Alignment

Chaotic Good

Location

Magnimar/Sandpoint or somewhere in between

Languages

Common, elven, Thassalonian, Varisian, Draconic

Occupation

Merchant

Strength 8
Dexterity 16
Constitution 13
Intelligence 19
Wisdom 12
Charisma 12

About Selena Magnimar

As transmuter gain +2 to dex to bring total to 16.

Selena
Female Human Wizard 6
CG Medium humanoid (human)
Init +7; Senses Perception +1
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 38 (6d6+6+6) 0 damage taken
Fort +3, Ref +4+1, Will +6
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Offense
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Speed 30 ft.
Melee MW quarterstaff +3 (1d6-1)
Ranged light crossbow +5+1 (1d8/19-20)
Wizard Spells Prepared (CL 6th; concentration +10):
3rd (3/day) ––haste [], fireball (6d6) [x], dispel magic [], dispel magic []
2nd (4/day)—Bull's Strength[], cat's grace [], bear's endurance [], knock [], acid arrow []
1st (5/day)—Magic Missile (3d4+3)[x], mage armor [x], Protection from evil [x], Burning Hands [], mage armor [x]
0 (at will)—Acid Splash, open/close (DC 14), detect magic, prestidigitation
Telekinetic Fist (0/7 used per day) (Sp) 30' ranged touch attack, 1d4+3

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Statistics
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Str 8, Dex 14+2, Con 13, Int 19, Wis 12, Cha 12
Base Atk +2; CMB +1; CMD 13

Feats: Craft Wondrous Item, Point-Blank Shot, Precise Shot, Scribe Scroll, Craft Wand, Improved Init

Traits:
hedge magician (5% discount on crafting items),
merchant family (+10% sell value of items and cities max GP limit increased by 20%),
world traveler (+1 diplomacy and class skill)

Skills
Acrobatics +2,
Appraise +8,
Climb -1,
Diplomacy +11,
Escape Artist +2,
Fly +2,
Knowledge (arcana) +11,
Knowledge (dungeoneering) +11,
Knowledge (engineering) +9,
Knowledge (geography) +9,
Knowledge (history) +8,
Knowledge (local) +10,
Knowledge (nature) +11,
Knowledge (nobility) +8,
Knowledge (planes) +11,
Knowledge (religion) +10,
profession merchant +5,
Ride +2,
Spellcraft +13,
Stealth -1,
Swim -4

Languages Common, Draconic, Elven, Varisian, Thassalonian
SQ arcane bonds (object: quarterstaff] [1/day]),
opposition schools (enchantment, illusion),
physical enhancement,
specialized schools (transmutation),
telekinetic fist

Spellbook:
level 0: Acid splash, Arcane Mark, Bleed, Dancing lights, Detect Magic, Detect Poison, Disrupt undead, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue

Level 1: Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Magic Weapon, Memory Lapse, Protection from Evil, Ray of enfeeblement, Shield, Shocking Grasp, Silent Image, Sleep, Touch of the Sea, True Strike, Vanish, Burning Hands, Floating Disk, Disguise Self

Level 2: Acid Arrow, Bear's Endurance, Bull's Strength, Cat's Grace, Create Pit, Summon Swarm, Knock, False Life, Blindness/Deafness, Rope Trick

Level 3: Dispel Magic, Haste, Fireball, Slow, Ray of Exhaustion

Scroll of Magic Weapon (x0), Scroll of Enlarge Person (x1), scroll of knock (X1), scroll of identify (x1), scroll of erase (x1), scroll of Ray of enfeeblement (X1), Acid (1), Alchemist's fire (1), Antiplague, Antitoxin, Holy water (2), Sunrod (4), Tanglefoot bag; Other Gear Crossbow bolts (8), Hat of Disguise, Light crossbow, Quarterstaff, MW Backpack, Bedroll, Belt pouch, Mirror, scribe new scrolls 304.62, Scroll case (empty), Sealing wax, Spell component pouch, Spellbook, Trail rations (5), Waterskin, 153 GP, 4 SP

Wand of silent image 3 charges left
Chime of opening with 5 charges left
Monkey alarm
Cure light wounds potion
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Arcane Bond (Object) (quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Physical Enhancement +1 Con (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).

skill check gamut...
Knowledge (arcana) [dice]d20+10[/dice],
Knowledge (dungeoneering) [dice]d20+9[/dice],
Knowledge (engineering) [dice]d20+9[/dice],
Knowledge (geography) [dice]d20+8[/dice],
Knowledge (history) [dice]d20+8[/dice],
Knowledge (local) [dice]d20+8[/dice],
Knowledge (nature) [dice]d20+8[/dice],
Knowledge (nobility) [dice]d20+8[/dice],
Knowledge (planes) [dice]d20+10[/dice],
Knowledge (religion) [dice]d20+10[/dice][/