Talindra Misraria's page

238 posts. Alias of Tazo.


Race

Inactive

Strength 8
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 12
Charisma 10

About Talindra Misraria

Appearance and Personality:
Reference Image

Talindra and her figment raven familiar, Muninn, are actually one person, a fact that might become obvious to those who observe Muninn--a bird that simply vanishes whenever Talindra sleeps/trances (figment familiar archetype). Yet, as she awakens in the asylum, Talindra appears to have fragmented into two personalities--one which inhabits her body, and another which inhabits a figment of her creation. Talindra's peculiar experience of having her mind leave her body may have taught her something, even if she now uses it as a tool to manage trauma.

The personality that inhabits Talindra is young, brooding, withdrawn, and homesick. She can't imagine why she would have left her elven homeland, and she's horrified that she's in an asylum of all places.

The personality that inhabits Muninn is wiser and more willing to engage with the world that Talindra wants to run from. Unlike Talindra, Muninn seems to bear a sense of guilt, however, as if he had done something wrong.

Both Muninn and Talindra can speak. But Muninn speaks Common while Talindra does not--another consequence of Talindra's apparent withdrawal to a more youthful and innocent self.

Background:
As Talindra wakes up in the asylum, unable to remember anything from her recent past, she is quite certain of a few things:

She didn't belong in human lands.
-Talindra had been born in an elven land. Exactly where that was . . . she wasn't sure. But undoubtedly, it was a place far better than what the world had to offer. She couldn't even speak Common--why would a young, innocent elf like her have left for the outside world?
She was an artist.
-Talindra had always been drawn to color, drawings, and paintings. Was she an artist? Or something more? She felt like she had created beauty in many ways, including magic. Why were the images in her mind full of darkness? And had she really inhabited the mind of some alien entity, or was that but a flight of fancy?
In this place, she had only one friend.
-Talindra's jet black raven, Muninn, had somehow made it with her into this asylum, as if he had come to guide Talindra. He was a curious bird, perceptive, courageous. And, somehow, Talindra could even feel his emotions, his genuine concern. Everyone else around her seemed dangerous. Could they really be trusted? Perhaps she would need to work with them for a while. They all seemed to have the same problem. If only she could get her memories back.

Character Sheet:
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:
-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.
-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)

Muninn the Raven:
Muninn
Figment Raven Familiar 1
N Tiny Animal
Init +2; Perception +6; low-light vision
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +2 Size, +1 natural)
hp 2
Fort +1, Ref +4, Will +4
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Offense
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Speed: 10 ft., fly 40 ft. (average)
Bite: +4 (1d3-4)
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Statistics
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Str 2, Dex 15, Con 8, Int 6, Wis 12, Cha 5
BAB +0; CMB +1; CMD 7
Feats: Skill Focus (Perception), Weapon Finesse
Skills: Fly +6, Perception +5
Languages: Common
Special Abilities:
Alertness
Recurring Dream
Share Spells
Empathic Link

Future Development?:
2 - silent image (spontaneous)
3 - feat: Craft Wondrous Item or Greater Spell Focus (Illusion)
4 - darkness (spontaneous), +1 Int
5 - feat: Iron Will, oracle curse: Shadowbound (effect at 1/2 level)