Sarita Senbi

Selima's page

92 posts. Organized Play character for bluedove.


Race

Human(Keleshite)

Classes/Levels

Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Gender

Female

About Selima

Chronicle info:
Player name: Jamie Turney
Character name: Selima
PFS number: 85152-5
Faction: The Exchange
Day Job? No
Email: jamierae77 @ gmail.com (remove spaces)

SELIMA

Female Human (Keleshite) Sorcerer 2
TN Medium humanoid (human)
Init +2; Senses Perception +1,

DEFENSE

AC 12, touch 12, flat-footed 10 (+2 Dex, )
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 MA )
hp 15 (2d6)+5
Fort +1, Ref +2, Will +3, +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet.

OFFENSE

Speed 30 ft.
Ranged acid (flask) +3 (1d6)
Ranged alchemist's fire (flask) +3 (1d6)
Ranged crossbow (light/darkwood) +4 (1d8/19-20)
Ranged holy water (flask) +3 (2d4)
Melee dagger +0 (1d4-1/19-20)
Ranged dagger (thrown) +3 (1d4-1/19-20)
Known Sorcerer Spells (CL 2nd, concentration +6):
1st (5/day) - grease (DC 15) , mage armor (DC 15)
0th (at will) - acid splash , daze (DC 14) , detect magic , ghost sound (DC 14) , light , prestidigitation (DC 14) , read magic (DC )

STATISTICS

Str 8, Dex 14, Con 12, Int 12, Wis 10, Cha 19
Base Atk +1; CMB +0; CMD 12
Feats Boon Companion, Eschew Materials, Toughness
Skills Acrobatics +2, Appraise +1, Bluff +8, Climb -1, Craft (Untrained) +1, Diplomacy +4, Disguise +4, Escape Artist +2, Fly +2, Handle Animal +9, Handle Animal(Thirsty) +13, Intimidate +4, Knowledge (Arcana) +6, Perception +1, Perform (Untrained) +4, Ride +2, Spellcraft +6, Stealth +2, Swim -1,
Languages Common, Kelish, Sylvan
SQ Animal Companion, Bonus Feat, Bonus Sorcerer Spell (2x), Cantrips, Skilled, Sylvan (Wildblooded Fey) Bloodline, ,
Possessions acid (flask) (x2); alchemist's fire (flask) (x2); outfit (hot weather); whistle, signal; holy water (flask) (x2); dagger; Crossbow (Light/Darkwood) [ Bolts (Crossbow/10) (x3); ]; Scroll Case [ Scroll (Charm Person); Scroll (Comprehend Languages); Scroll (Floating Disk); Scroll (Mending) (x2); ]; Backpack, Common [ Rations (Trail/Per Day) (x5); ]; Saddle (Exotic/Pack) [ Bedroll (x2); Blanket (x2); Meat (Chunk) (x5); Rope (Hemp/50 ft.) (x2); Waterskin (Filled) (x3); ]; Wayfinder (free via Confirmation) , Wand of Infernal Healing 47/50 (2pp)

SPECIAL ABILITIES

Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.
Animal Companion (Ex) You gain an animal companion. Your effective druid level for this ability is equal to 5.
Animal Friend You've long been a friend to animals, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Sorcerer Spell (2x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Eschew Materials
Gnome
Magical Lineage (Burning Arc) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Burning Arc, treat its actual level as 1 lower for determining the spell's final adjusted level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sorcerer Spell Level 0 (2x)
Sylvan (Wildblooded Fey) Bloodline Your ties to nature have more to do with creatures than with capriciousness.

Thirsty(Tiger Animal Companion):

THIRSTY
Male Companion Cat, Big (Tiger) Animal 2
TN Medium animal
Init +3; Senses Low-Light Vision, Perception +6, Scent,

DEFENSE

AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural, )
hp 16 (3d8)+3
Fort +4, Ref +6, Will +3

OFFENSE

Speed 40 ft.
Melee bite +3 (1d6+1)
Melee claw +3/+3 (1d4+1)
Special Attacks Rake,

STATISTICS

Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +3; CMD 17 (21 vs. trip)
Feats Combat Reflexes, Dodge
Skills Acrobatics +7, Climb +5, Escape Artist +3, Fly +3, Perception +6, Stealth +3, Survival +2, Swim +1,
SQ Animal Traits, Bonus Tricks 1, Link, Low-Light Vision, Scent, Share Spells,
Animal Tricks Attack, Come, Defend, Down, Seek, Track
Possessions Saddle (Exotic/Pack) ;

SPECIAL ABILITIES

Animal Traits (Ex) Animals breathe, eat, and sleep.
Bonus Tricks 1
Combat Reflexes You may make 3 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes. In addition to the options available to all grapplers, a monster with the rake ability gains two additional claw attacks that it can use only against a grappled foe. A monster with the rake ability must begin its turn already grappling to use its rake--it can't begin a grapple and rake in the same turn.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

ANIMAL TRICKS

Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)