Ilora Nuski

Talrissia's page

7 posts. Alias of CrystalStorm.


Full Name

Talrissia

Race

Human

Classes/Levels

Ranger/Magus /1

Stats:
HP 10/10 | NG | AC=17, T=12, FF=15| CMB=4, CMB = 16| F=+2, R=+4, W=+5 | Init +2 | Perc=6 | Short Sword +4/1d6+3/19-20X2 |Short Sword +4/1d6+1/19-20X2 |Longbow +3/1d8/20x2

Gender

Female

Age

18

Alignment

NG

Languages

Common

Occupation

Animal Trainer

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

About Talrissia

World Wound

Stats:
HP 10/10 | NG | AC=16, T=13, FF=13| CMB=5, CMB = 18| F=+2, R=+4, W=+5 | Init +2 | Perc=6 | Short Sword +5/1d6+4/19-20X2 |Short Sword +5/1d6+2/19-20X2 |Longbow +4/1d8/20x2

Feats:

Two-Weapon Fighting (Only -2 when two handed fighting)

Combat Expertise - attack - 1 and +1 dodge to AC

Story Feat - Unforgotten = You must have a close relative, spouse, or other person dear to your heart who never returned from a journey, was captured, or otherwise vanished with little trace, or you have the Major Disaster background.
Benefit: Your dogged determination reduces any nonlethal damage you take by 1 point, to a minimum of 1 point of nonlethal damage. You also gain a +1 bonus on Will saves.
Goal: Find your lost loved one alive, and in the process, decisively defeat a challenging foe who kept you apart.
Completion Benefit: You gain a +1 bonus on all saving throws, replacing the +1 bonus on Will saves. If you find your loved one dead, you lose all benefits from this feat until you put the body and possibly soul to proper rest. Putting the body to rest restores the completion benefit, but you don't regain the ability to reduce nonlethal damage.

Skills:

Climb = 7 (Ability 3 + Class 4 -1 AC penalty +Rank 1)
Handle Animal = 3 (Ability 3 + Rank 1)
Knowledge Arcana = 8 (Ability 4 + Class 3 + Rank 1)
Knowledge Dungeoneering = 8 (Ability 4 + Class 3 + Rank 1)
Knowledge Geography = 8 (Ability 4 + Class 3 + Rank 1)
Knowledge Nature = 8 (Ability 4 +class 3 + Rank 1)
Knowledge Planes = 8 (Ability 4 + Class3 + Rank 1)
Perception = 7 (Ability 3 + Class 3 + Rank 1)
Ride = 6 (Ability 3 + Class 3 - 1 AC penalty +Rank 1)
Sense Motive = 4 (Ability 3 + Rank 1)
spellcraft = 8 (Ability 4 + Class 3 + Rank 1)
Survival = 7 (Ability 3 + Class 3 + Rank 1)
Mythic path Champion

Traits:

Stolen Fury - This
nagging has instilled in you a fury against demonkind.
Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all
combat maneuver checks against demons.

Sworn Enemy - Choose a foe from the ranger's list of favored enemies (Evil Outsider). You gain a +1 trait bonus on attacks of opportunity against the chosen foe.


Favored Enemies:

Evil Outsider = +2 Attack, Damage, Bluff, Knowledge, Perceptions, Sense Motive, Survival and I can use untrained knowledge checks to identify them

Special ablilities:

track = Add 1/2 level(min 1) to survival skill to follow or identify tracks
Wild Empathy = diplomancy with animals 1d20+my level + char (must be within 30 ft)
at second level I will take Two Weapon combat combat style

Arcane Pool (Su)= At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.


spells memorized:

0 Level
Acid splash
read magic - free
Light
Disrupt Undead

1st level
Shocking Grasp
Enlarge Person

spells known:

0 level = all
1st level
Shocking Grasp
Magic Weapon
Chill touch
Enlarge Person
Grease

Equipment:

Studded leather
Short Sword
Short Sword
Longbow
40 - Arrows
Heavy Mace
Ranger kit - Backpack, bedroll, flint & steel, iron pot, mess kit, waterskin
rope 50'
10 torches
5 trail rations
Tent - medium
Grapple Hook
Pen
Ink
Paper - 20 sheets
Spell Component pouch

Bandolier - holding
3 Alchemist Fire
3 Acid
2 Holy water

gold=43.4


Background:
Talrissia was born in the deep forest of Ustalav. She learned to travel the forest safely and how to identify the footprints of the animals at a very early age. However, the ability identify the footprints of the animals of the area and knowledge of which ones to avoid did not prepare her for the group of humans she encountered.

Traveling the forest on her own, Talrissia found signs of strangers near her home. She foolishly went to investigate them on her own. What she found, fascinated her at first. They all seemed to be involved in some sort of intense dance. As she watched, the dance become more and more mesmerizing. Talrissia did not even realize she had walked into the center of the circle until it was too late. What they did to her changed her but she is still trying to figure out in what way. Later she woke up in the forest alone and feeling, somehow, changed.
Talrissia soon discovered that some of her attacks seems to send a shock through her weapon. As she investigated this effect, she found she could now use magic and send electricity though her weapon. Armed with this new ability Talrissia became determined to find those that attacked her.
Her family investigated the area and found signs not of humans but of some other creature not from this world. While Talrissia was recovering her brother Jafara followed their trail intent on catching these creatures. Jafara never returned. Filled with guilt Talrissia began to study any creature who resembled those that attacked her. Among the information she aquired about these creatures, Talrissia discovered most of these creatures could be found near an area called the world wound. Once she learned this she packed her bags and headed to the world wound. She needed to find her brother. Failing that she wanted to find those that took him.


Notes: