Quilindra

Soumral Malyarin's page

354 posts. Alias of rdknight.


Full Name

Soumral Malyarin

Race

CG Female Elf Wizard 7 | HP: 51/51 | AC: 13 (T: 13, F: 10) | CMB: +2, CMD: 15 | F: +5, R: +6, W: +7 (Immune to Disease)| Init: +8 | Perc: +9, SM: +2 | Speed 30' | Reveal Weakness 7/8

Classes/Levels

Constant SLA's: Deathwatch 30' | Nondetection

Size

M

Age

136

Alignment

CG

Deity

Black Butterfly

Languages

Elven, Taldane, Sylvan, Draconic, Kelish, Osiriani, Vudrani, Gnoll, Ancient Osiriani

Occupation

Pathfinder Agent

Strength 8
Dexterity 16
Constitution 12
Intelligence 24
Wisdom 12
Charisma 12

About Soumral Malyarin

Statistics:
Female Elven Wizard (Void School) 7
NG Medium Humanoid

Init +8; Senses Perception +10
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 dex)
hp 51
Fort +5, Ref +6, Will +7 (+3 vs Spells & SLAs) (+2 vs Enchantments)
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OFFENSE
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Speed 30 ft.

Melee +3

Ranged +6
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STATISTICS
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Str 8, Dex 16, Con 12, Int 24, Wis 12, Cha 12
Base Atk +3; CMB +2; CMD +15
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Traits
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Resilient (Combat):
You training as a Pathfinder agent stressed survival in difficult environments. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Warrior of Old (Race Elf):
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.

Eastern Mysteries (Faction):
Increase the save DC of one of your spells by +2 once per day.

Seeker (Social):
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats
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Spell Focus (Conjuration):
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Discovery (Fast Study):
Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute. You must be at least a 5th-level wizard to select this discovery.

Additional Traits:
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Run:
You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Magical Aptitude:
You are skilled at spellcasting and using magic items.
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Scribe Scroll
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Favored Prestige Class:
You have come to favor a certain prestige class, either because you are particularly devoted to the class’s cause, have trained more than most others have for that specific role, or have simply been destined to excel in the prestige class all along. Regardless of the reason, levels gained in your favored prestige class grant additional benefits in a way similar to those you gain for taking levels in your base favored class.
Benefit(s): Choose one prestige class and one skill that is a class skill for that prestige class. Whenever you gain a level in that prestige class, you receive +1 hit point or +1 skill rank. You gain a +2 bonus on checks using the skill you chose from that prestige class’s class skills. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This bonus stacks with the bonus granted by Skill Focus, but does not stack with a bonus granted by any other feat (such as Magical Aptitude or Persuasive).
The choice of favored prestige class cannot be changed once you make it. Levels in a favored prestige class are not the same as levels in a regular favored class, and as such levels in a favored prestige class can never be used to qualify or gain favored class options. You can have only one favored prestige class, but can still have a favored base class as well.
You can select this feat before you gain levels in your chosen favored prestige class, but the benefits of the feat do not apply until you actually gain at least 1 level in that prestige class.
Normal: Prestige classes cannot be a favored class, and cannot benefit from the additional hit point or skill rank afforded to those who take levels in a favored class.

Skills (28 points; 8 class, 20 INT, 8 Background)
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Acrobatics* +5 = DEX 3+2+0
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Appraise +13 = INT 7+2+3 (+2 Background)
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Bluff +2 = CHA 1+1+0
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Climb* +1 = STR -1+2+0
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Craft (Calligraphy): +13 = INT 7+3+3 (+3 Background)
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Craft (Drawing/Sketching): +11 = INT 7+1+3 (+1 Background)
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Diplomacy +5 = CHA 1+4+0
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Disable Device*† +3 = DEX 3+0+0
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Disguise +1 = CHA 1+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +7 = DEX 3+1+3
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Handle Animal† +1 = CHA 1+0+0
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Heal +1 = WIS 1+0+0
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Intimidate +1 = CHA 1+0+0
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K (Arcana)† +16 = INT 7+6+3
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K (Dungeoneering)† +11 = INT 7+1+3
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K (Engineering)† +12 = INT 7+2+3 (+2 Background)
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K (Geography)† +12 = INT 7+2+3 (+2 Background)
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K (History)† +17 = INT 7+7+3 (+1 Background)
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K (Local)† +13 = INT 7+3+3
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K (Nature)† +11 = INT 7+1+3
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K (Nobility)† +17 = INT 7+7+3
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K (Planes)† +12 = INT 7+2+3
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K (Religion)† +11 = INT 7+1+3
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Linguistics† +12 = INT 7+2+3 (+2 Background)
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Perception +10 = WIS 1+6+3 (+1 Trait)
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Perform +1 = CHA 1+0+0
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Profession† +1 = WIS 0+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +2 = WIS 1+1+0
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Sleight of Hand*† +4 = DEX 3+1+0 (+1 Background)
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Spellcraft† +17 = INT 7+5+3 (+2 Feat) (+2 ID Magic Items)
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Stealth* +6 = DEX 3+3+0
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Survival +1 = WIS 1+0+0 (+2 Navigation)
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Swim* +1 = STR -1+2+0
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Use Magic Device† +9 = CHA 1+6+0 (+2 Feat)
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Elven, Taldane, Sylvan, Draconic, Kelish, Osiriani, Vudrani, Gnoll, Ancient Osiriani

Special Abilities:

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SPECIAL ABILITIES
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ELF
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Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light.

Elven Immunities:
Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Elven Magic:
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

Fleet-Footed:
While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

WIZARD:
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School: Void | Opposition: Fire

Void Magic:
Add the following spells to your wizard spell list at the listed spell level: 1st—keen senses, 3rd—twilight knife*, 4th— wandering star motes*, 6th—true seeing, 8th— moment of prescience.

Void Awareness (Su):
Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess. At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Reveal Weakness (Su):
When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Arcane Bond (Ring):
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

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. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. 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 (see arcane school).

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. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. 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.

Spells:

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Spell-Like Abilities (1/day)

Death Ward
Eyebite
Speak With Dead

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Spells
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0th (4 at will) DC 17

Acid Splash
Arcane Mark
Bleed
Breeze
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Ghost Sound

Guidance (School)
Haunted Fey Aspect
Jolt
Light
Mage Hand
Mending
Message
Oath of Anonymity
Open/Close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Scrivener's Chant
Sotto Voce
Touch of Fatigue
Vacuous Vessel

1st (4+2/day) DC 18

Blend
Ear-Piercing Scream
Enlarge Person
Expeditious Retreat
Grease
Keen Senses (School)
Mage Armor
Monkey Fish
Obscuring Mist
Protection From Evil
Shield (School)
Silent Image
Vanish

2nd (3+2/day) DC 19

Burst of Radiance
Create Pit
Glitterdust
Invisibility (School)
Mirror Image
Web

3rd (2+2/day) DC 20

Dispel Magic (School)
Haste x2
Mad Monkeys
Summon Monster III
Twilight Knife
(School)

4th (1+1/day) DC 21

Arcane Eye
Confusion
Wandering Star Motes (School)


Gear/Possessions:

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GEAR/POSSESSIONS

Magic Items
*Mask of the Forgotten Pharaoh*
Pearl of Power x2
Cloak of Resistance +1
Feather Bird Token
Wayfinder
Wand of Magic Missile (50 Charges)
Wand of Mage Armor (42 Charges)
Wand of Disrupt Undead (45 Charges)
Wand of Magic Missiles [CL 3] (4 charges) [0.0 lb.]
Wand of Scorching Ray (2 charges) [0.0 lb.]
Scroll of Magic Missile (CL 5)
Scroll of Identify (CL 1)
Scroll of Levitate (CL 5)
Scroll of Burning Hands (CL 1)
Scroll of Flaming Sphere (CL 3)
Scroll of Whispering Wind (CL 3)
Wayfinder
Ioun Stone (Dusty Rose Prism - Cracked)
Sleeves of Many Garments

Consumables
Potion: Endure Elements
Potion: Hide from Undead
Potion: Shield
Potion: Cure Light Wounds x3
Antiplague x1
Antitoxin x1
Alchemists Fire (1 Home)
Acid Flask (1 Home)
Lamp Oil x5 (3 Home)
Tindertwigs x3
Sunrod x2

Mundane
Cold Iron Dagger
Alchemical Silver Dagger
Hot Weather Outfit
Smoked Lens Spectacles
MWK Backpack
Bandolier
Wrist Sheath
Waterskin
Grooming Kit (Home)
Salt Tablets (10)
Bedroll (Home)
Belt Pouch x2
Notebook x2
Pen & Ink
Flint & Steel
Mess Kit (Home)
Soap (Home)
Spell Component Pouch x2
Chalk (5)
Charcoal (5)
Map Case & Sheets of Paper (15)
Rope, Hemp 50' (Home)
10" Reed Tube
Brushes x2
Rations (5 Days) (Home)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 604 GP 7 SP 3 CP

Background:

Appearance and Personality:

Height: 5'9" | Weight: 105 lbs | Hair: Black | Eyes: Dark Green

Appearance

Personality