Race |
LG elf wizard 7 - HP 51/51 [+16 temp hp]- AC 14 / t10 / f14 - F+6, R+4, W+8 (+3 vs spells and SLAs) - Init +4 Per +6 |
About Taika
30341-16
Reasonable pictorial representation (not my own art, though)
Taika is a young woman (well, young by elven standards) who has been sent from her reclusive northern tribe as a 'twilight speaker', one of the tribe tasked with interacting with the outside world. She was intended to travel for a period of seven years to see the outside world, and return; Taika has, however, become enamored of that world and is unsure whether or not she really can go home, or whether her own heart and mind has changed too much. She has developed conflicting loyalties as well, as membership in the Pathfinder Society has provided her with an alternative form of support and family beyond that of her born tribe. She will have to decide soon, as her seven years are nearing an end...
Taika
Female elf (Snowcaster) wizard 7 (Pathfinder Player Companion: Dragon Empires Primer 29)
LG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +6
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 51 (7d6+21)
Fort +6, Ref +5, Will +8; +2 vs. enchantments, +3 insight bonus vs. spells and spell-like abilities
Immune sleep; Resist void awareness
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . quarterstaff +3 (1d6)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks reveal weakness
Wizard Spells Prepared (CL 7th; concentration +13)
. . 4th—black tentacles, dimension door, wandering star motes (DC 20)
. . 3rd—aqueous orb (DC 21), dispel magic, haste, nauseating trail (DC 21)
. . 2nd—create pit (DC 20), darkvision, false life, glitterdust (DC 20), glitterdust (DC 20), invisibility
. . 1st—adhesive spittle (DC 19), magic missile, shield, rime snowball (DC 19), rime snowball (DC 19), vanish (DC 17), vanish (DC 17)
. . 0 (at will)—detect magic, message, open/close (DC 16), read magic
. . Opposition Schools Fire
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Statistics
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Str 10, Dex 12, Con 14, Int 22, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 14
Feats Alertness, Combat Casting, Greater Spell Focus (conjuration), Improved Familiar, Improved Initiative, Rime Spell[UM], Spell Focus (conjuration)
Traits clever wordplay, magical lineage
Skills Acrobatics +2, Appraise +10, Bluff +1, Craft (jewelry) +16, Diplomacy +8, Fly +5, Knowledge (arcana) +16, Knowledge (dungeoneering) +13, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (local) +16, Knowledge (nature) +13, Knowledge (nobility) +10, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +11, Perception +6, Sense Motive +3, Spellcraft +16 (+18 to identify magic item properties), Use Magic Device +1; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Ancient Osiriani, Common, Draconic, Elven, Infernal, Osiriani, Sylvan, Thassilonian, Tien, Vudrani
SQ arcane bond (Tanbaru, spirit oni), arcane focus, elven magic
Combat Gear
pearl of power (1st level),
pearl of power (2nd level),
potion of cure light wounds (2),
potion of lesser restoration,
scroll of bed of iron,
scroll of detect poison,
scroll of endure elements,
scroll of endure elements (x3),
scroll of flurry of snowballs,
scroll of fly,
scroll of glitterdust,
scroll of invisibility,
scroll of protection from evil,
scroll of resist energy (x3),
scroll of see invisibility,
scroll of spider climb,
scroll of web,
wand of cure light wounds,
wand of enlarge person,
wand of mage armor (50 charges),
wand of magic missile,
acid,
antiplague,
antitoxin,
holy water (2);
Other Gear crossbow bolts (30), dagger, light crossbow, quarterstaff, belt of mighty constitution +2, cloak of resistance +2, cracked mulberry pentacle ioun stone, cracked vibrant purple prism ioun stone, handy haversack, headband of vast intelligence +2, chunk of adamantine (for heart of metal) (worth 100 gp), chunk of cold iron (for heart of metal) (worth 20 gp), chunk of silver (for heart of metal) (worth 20 gp), cold weather outfit, familiar satchel, furs, hourglass (1 hour), jewelry, lesser talisman of freedom, masterwork jewelrycrafting tools, scroll box, silk rope (50 ft.), spell component pouch, woven blanket from Dawnton (scars of the third crusade) (2 lb), wrist sheath, spring loaded, wrist sheath, spring loaded, 2,405 gp
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Special Abilities
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Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fire You must spend 2 slots to cast spells from the Fire school.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Reveal Weakness (-3 penalty, 9/day) (Su) Foe in 30 ft takes penalty to AC and saves for 1 rd.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Void Awareness +3 (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 with levels.
Spells in Spellbook:
0 - all
1 - adhesive spittle, feather fall, grease, liberating command, mage armor, magic missile, protection from evil, shield, snowball, stumble gap, vanish
2 - create pit, darkvision, false life, glitterdust, invisibility, see invisibility, summon monster ii, web
3 - aqueous orb, dispel magic, haste, heart of the metal, nauseating trail, summon monster iii, protection from energy
4 - black tentacles, dimension door, summon monster iv, wandering star motes
Tanbaru
Spirit oni (Pathfinder RPG Bestiary 3 209)
NE Tiny outsider (native, oni)
Init +7; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 24, touch 15, flat-footed 21 (+4 armor, +3 Dex, +5 natural, +2 size)
hp 25 (3d10+3); fast healing 2
Fort +3, Ref +6, Will +6
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Offense
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Speed 10 ft., fly 30 ft. (good)
Melee bite +8 (1d4-3), gore +8 (1d4-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +8)
. . Constant—detect magic
. . At will—invisibility (self only), mage hand
. . 1/day—command (DC 13), sleep (DC 13)
. . 1/week—commune
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Statistics
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Str 4, Dex 17, Con 12, Int 13, Wis 12, Cha 15
Base Atk +3; CMB +4; CMD 11 (can't be tripped)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +6 (-2 to jump), Appraise +2, Bluff +8, Diplomacy +3, Fly +15, Knowledge (arcana) +14, Knowledge (dungeoneering) +5, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +4, Knowledge (local) +8, Knowledge (nature) +5, Knowledge (nobility) +2, Knowledge (planes) +8, Knowledge (religion) +5, Linguistics +3, Perception +7, Sense Motive +7, Spellcraft +8, Stealth +16, Use Magic Device +3
Languages Common, Tien
SQ improved evasion, mask symbiosis
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Fly (30 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Mask Symbiosis (Ex) Small/Med. creature can wear mask to gain +2 insight bon to perception.
Poison: Gore—injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect 1d2 Cha; cure 2 cons saves.
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