Pirate Bomber

Selena Malicdor's page

38 posts. Organized Play character for Spencer Ramirez.


Full Name

Selena Malicdor

Race

Human

Classes/Levels

Wizard lvl 6

Gender

Female

Size

Medium

Age

17

Special Abilities

Spells, Arcane Bond (Ring), School Focus: Necromancy,

Alignment

Lawful Neutral

Deity

Nethys

Location

Absalom

Languages

Aquan, Auran, Celestial, Common, Draconic, Goblin, Ignan, Infernal, Terran, Thassilonian

About Selena Malicdor

A young woman looking for her sister whom went on the Confirmation not too long ago and never came back. After finding out what happened to her sister, she decided that she had what it takes to pass her deceased sister. After all, she is alive and her sister is dead, possibly being made into an undead back home or something.

Selena's Appearance
Selena is a human of Chelaxian descent. She has dark black hair, brown eyes, and fair skin if just a bit pale. She wears a combination of a traveler's outfit and nobles outfit on her journey. Selena has recently started to wear a black robe with skull like embroidery along its seems. She has a holy symbol to Nethy's on her waist. She is also seen with a packed backpack, either being carried by someone or floating along side with her.

Selena's Stats:

Selena Malicdor
Female human necromancer 6
LN Medium humanoid (human)
Init +8; Senses Perception -1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 32 (6d6+6)
Fort +3 (+5 circumstance bonus vs. cold weather), Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee club +4 (1d6+1) or
. . dagger +4 (1d4+1/19-20) or
. . unarmed strike +4 (1d3+1 nonlethal)
Ranged light crossbow +5 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—grave touch (3 rounds)
Necromancer Spells Prepared (CL 6th; concentration +11)
. . 3rd—fireball (2, DC 18), vampiric touch, vampiric touch
. . 2nd—blindness/deafness (DC 18), command undead (DC 18), glitterdust (DC 17), spectral hand, spectral hand
. . 1st—burning hands (2, DC 16), floating disk, ray of enfeeblement (DC 17), shocking grasp (2)
. . 0 (at will)—acid splash, detect magic, prestidigitation, touch of fatigue (DC 16)
. . Opposition Schools Enchantment, Illusion
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Statistics
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Str 12, Dex 14, Con 10, Int 21, Wis 8, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Combat Casting, Command Undead, Heighten Spell, Improved Channel, Improved Initiative, Spell Focus (necromancy), Toughness
Traits dangerously curious, reactionary
Skills Appraise +9, Craft (alchemy) +14, Fly +10, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +11, Knowledge (nobility) +9, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +14, Spellcraft +14, Survival -1 (+1 to avoid becoming lost), Use Magic Device +12
Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Goblin, Hallit, Ignan, Infernal, Terran, Thassilonian
SQ arcane bond (ring), power over undead
Combat Gear potion of gaseous form, robe of bones, scroll of acid arrow, scroll of glitterdust, scroll of grease, scroll of knock, scroll of mage armor (x2), scroll of mount, scroll of scorching ray, scroll of unseen servant (x2), wand of cure light wounds, wand of disguise self (50 charges), wand of endure elements (50 charges), wand of magic missile, wand of shield (50 charges), acid (3), alchemist's fire (5), healer's kit (9 uses remaining), holy water (2), oil (5), tanglefoot bag, thunderstone (3); Other Gear club, crossbow bolts (20), dagger, light crossbow, arcane bond ring, cloak of resistance +1, handy haversack, headband of vast intelligence +2, wayfinder[ISWG], backpack, bedroll, cold weather outfit, courtier's outfit, crowbar, floating disk, grappling hook, hammer, ink, inkpen, mirror, noble's outfit, parchment, sack, signet ring, silk rope (50 ft.), small tent, spell component pouch, spellbook, spellbook, sunrod (10), tindertwig (10), trail rations (7), unseen servant, waterskin, wizard starting spellbook, wooden holy symbol of Nethys, a necklace, various rings, and a couple bracelets with embedded gems (worth 100 gp), 4,079 gp
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Tracked Resources
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Acid - 0/3
Alchemist's fire - 0/5
Arcane Bond (Ring) (1/day) (Sp) - 0/1
Club - 0/1
Command Undead (8/day, DC 17) - 0/8
Crossbow bolts - 1/20
Dagger - 0/1
Grave Touch (3 rounds, 8/day) (Sp) - 0/8
Healer's kit - 1/10
Holy water - 0/2
Potion of gaseous form - 0/1
Sunrod - 0/10
Tanglefoot bag - 0/1
Thunderstone - 0/3
Tindertwig - 0/10
Trail rations - 0/7
Wand of cure light wounds - 10/50
Wand of disguise self (50 charges) - 0/50
Wand of endure elements (50 charges) - 6/50
Wand of magic missile - 6/50
Wand of shield (50 charges) - 23/50
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (DC 15) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Grave Touch (3 rounds, 8/day) (Sp) As a standard action, touch shakes living foe 3 rds (frighten 1 rd if already shaken).
Heighten Spell Increases spell level to effective level desired.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
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Following is what she has in her spellbooks

Her Spellbooks:

Undead Guardians at the Archives:

One Wolf Skeleton
Wolf Skeleton CR 1
NE Medium Undead
Init 3; Senses darkvision 60 ft.; Perception 0
Defense
AC 15[19], touch 13, flat-footed 12[16] [Mage Armor]
hp 9 (2d8)
Fort 0, Ref 3, Will 3
Defensive Abilities DR 5/bludgeoning, undead traits
Immune cold
Offense
Speed 50 ft.
Melee bite +2 (1d6+1+trip)
Statistics
Str 13, Dex 17, Con -, Int -, Wis 10, Cha 10
Base Atk 1; CMB +2; CMD 15
Feats Improved Initiative

One Plague Ogre Zombie
Plague Ogre Zombie CR 2
NE Large Undead
Init 2; Senses darkvision 60 ft.; Perception 0
Defense
AC 10, touch 7, flat-footed 10
hp 33 (6d8+6) Damage 30
Fort 2, Ref 0, Will 5
Defensive Abilities undead traits
Offense
Speed 30 ft.
Melee slam +9 (1d8+9+disease)
Special Attacks Death Burst
Space 10ft.; Reach 10ft.
Statistics
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10
Base Atk 4; CMB +11; CMD 19
Feats Toughness
SQ: Staggered (constantly)
Disease (su) Zombie Rot
Type injury (slam); Save DC 13 (cha based)
Onset 1d4 days; Frequency 1/day
Effect 1d2 Con damage; this damage cannot be healed while the creature is infected
Cure 2 consecutive saves
Special Anyone who dies while infected rises as a plague zombie in 2d6 hours
Special Abilities
Death Burst (su) When a plague zombie dies, it explodes in a burst of decay.
All creatures adjacent to the plague zombie are exposed to its plague as if
struck by a slam attack and must make a Fortitude save or contract zombie rot.