Talindra Misraria
Female
Elf Illusionist Wizard (
Pact Wizard) 1
NG Medium Humanoid (elf)
Init +7;
Perception +5 (+7 near familiar)
Low-Light Vision
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Defense
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AC 13,
touch 13,
flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1,
Ref +3,
Will +3 (+6 vs enchantment)
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Offense
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Speed: 30 ft.
Crossbow, light: +3, 1d8/19-20/x2 (80' ft)
Dagger: +3, 1d4-1/19-20/x2 (10 ft)
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Statistics
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Str 8,
Dex 16,
Con 12,
Int 18,
Wis 12,
Cha 10
BAB +0;
CMB 3;
CMD 12
Feats: Elephant in the Room, Spell Focus: Illusion, Improved Initiative, Alertness (when familiar near)
Traits:
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Formerly Mind-Swapped: You awake with a strange sensation beyond the frightening experience of extensive memory loss. Full recollections of the experience—like so many others—have been wiped from your mind, but at some point in your past your mind was swapped with that of a yithian, an alien being from beyond time and space. You don’t remember details of your experiences wandering the yithians’ peculiar city in a foreign body— and even worry whether this might be some strange hallucination— but every so often, a flash of insight strikes you as a result of this experience. You know that you can rely on these alien flashbacks during your investigation into your current situation, as it gives you greater perspective into an otherwise confusing world. Once per day, you can reroll one Knowledge check that you have just failed. In addition, you can attempt untrained Knowledge checks with DCs up to 20 instead of 10.
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Guiding Spirit: Few understand the medium’s willingness to harbor powerful spirits, but even if you aren’t one of these talented few, you’ve always identified with their abilities. You’ve always felt that you were not alone in this world and that a mysterious guiding spirit watches over you with singular focus. You may have briefly glimpsed this strange spirit—or maybe you simply feel its presence in times of need. Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.
Skills: Appraise +12(1), Craft (painting) +8(1), K. Arcana +8(1), K. Planes +8(1), K. Religion +8(1), Perception +5/+7(1), Stealth +5(1), Sense Motive +1/+3(0), Spellcraft +8(1)
Languages: Azlanti, Celestial, Draconic, Elven, Sylvan
Elf Abilities:
Elven Arrogance: Does not speak Common, add +1 to enchantment bonus
Elven Immunities: Immune to magic sleep, +3 bonus vs enchantment
Illustrious Urbanite: Spell Focus (Illusion)
Shadowplay: +1 CL to light, darkness, and shadow spells; Fetching SLAs (1st: Disguise Self)
Fey Thoughts - Perception and Stealth as class skills
Wizard Abilities
Arcane Bond: Raven Figment Familiar (speaks Common)
Arcane School: Illusion
-Opposition Schools: Enchantment, Evocation
-Extended Illusions (+1/2 lvl duration)
-Blinding Ray (7/day, blind or dazzled depending on HD)
Effortless Magic
Patron Spells: Shadow
Spells:
1st (DC15) Color Spray, Comprehend Languages, Enlarge Person, Grease, Identify, Mage Armor, Vanish
0th (DC14) All
Equipment
Spellbook
Dagger (2)
Light Crossbow (35)
Bolts x20 (2)
Wizard's Kit (21)
-backpack
-bedroll
-belt pouch
-flint and steel
-ink
-inkpen
-iron pot
-mess kit
-soap
-spell component pouch
-torches
-trail rations x5
-waterskin
Spring-Loaded Wrist Sheathe x2 (10)
-Smelling Salts (25)
-Scroll of Obscuring Mist (25)