Elf Archer

Tessa Firebrand's page

113 posts. Alias of Tyranius.


Race

Completed Dragon's Demand

Status:
Elven Sorc 5/ Wiz 1 | HP 32/32 | AC 17; TCH 13; FF 14; F +3; R +5; W+7; CMB +1; CMD 14; INIT +5

Classes/Levels

Consumables:
Sorc Spells: (1) 5/7; (2) 2/5 | Rods: Maximize 0/3 (Rime) | Vers Evocation 1/4 | Arrows 60/60

About Tessa Firebrand

Tessa Firebrand

Female elf sorcerer (wildblooded) 5/wizard 1 ( Pathfinder RPG Ultimate Magic 70)
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +6

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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)

hp 32 (6d6+6)

Fort +3, Ref +5, Will +7; +2 vs. enchantments, +1 trait bonus vs. spells and spell-like abilities cast by
humans

Immune sleep; Resist cold 5

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Offense
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Speed 30 ft.; icewalker

Melee unarmed strike +1 (1d3-1 nonlethal)

Ranged mwk composite shortbow +4 (1d6-1/×3)

Special Attacks intense spells (+1 damage)

Sorcerer Spell-Like Abilities (CL 5th; concentration +8)
6/day—cold steel

Sorcerer (Wildblooded) Spells Known (CL 5th; concentration +8)
2nd (5/day)— flurry of snowballs (DC 15), rage, scorching ray
1st (7/day)— enlarge person (DC 14), feather fall , hydraulic push APG, mage armor , snowball (DC 14)
0 (at will)— detect magic , drenchUM (DC 13), light, prestidigitation, ray of frost , read magic

Bloodline Rime-blooded

Wizard Spells Prepared (CL 1st; concentration +2)
1st—burning hands (DC 12), shock shield UC, shock shield UC
0 (at will)— mage hand , message, resistance

Opposition Schools Illusion, Necromancy

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Statistics
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Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 16

Base Atk +2; CMB +1; CMD 14

Feats Eschew Materials, Point-Blank Shot, Precise Shot, Rime Spell UM, Scribe Scroll, Spell Penetration

Traits lunar birth, reactionary

Skills Acrobatics +6, Craft (calligraphy) +7, Escape Artist +5, Knowledge (arcana) +6, Knowledge
(dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5,
Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge
(religion) +5, Linguistics +5, Perception +6, Spellcraft +5 (+7 to identify magic item properties), Survival +4,
Use Magic Device +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties

Languages Common, Draconic, Elven

SQ arcane bond (ring of serene contortions), elven magic, versatile evocation

Combat Gear maximize metamagic rod ; Other Gear arrows (60), mwk composite shortbow, cloak of
resistance +1 , ring of serene contortions , backpack, bedroll, belt pouch, flint and steel, masterwork
artisan's tools, mess kit UE, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 354
gp

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Tracked Resources
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Arcane Bond (Ring of serene contortions) (1/day) (Sp) - 0/1
Arrows - 0/60
Cold Steel (Frost 2 rds, 6/day) (Sp) - 0/6
Maximize metamagic rod (3/day) - 0/3
Torch - 0/10
Trail rations - 0/5
True Strike (1/day) - 0/1
Versatile Evocation (4/day) (Su) - 0/4

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Special Abilities
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Admixture Associated School: Evocation

Arcane Bond (Ring of serene contortions) (1/day) (Sp) Use object to cast any spell in your spellbook.
Without it, Concentration required to cast spells (DC20 + spell level).

Cold Steel (Frost 2 rds, 6/day) (Sp) Touch a weapon to grant the Frost power for 2 rds.

Elven Immunities - Sleep You are immune to magic sleep effects.

Elven Magic +2 to spellcraft checks to determine the properties of a magic item.

Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Icewalker (Move across ice) (Su) You gain cold resistance 5 and can move across icy surfaces without
penalty or tracks.

Illusion You must spend 2 slots to cast spells from the Illusion school.

Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Necromancy You must spend 2 slots to cast spells from the Necromancy school.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them

Rime-Blooded The wintry origin of your magic flows like ice water in your veins.

Associated Bloodline: Boreal.

Bloodline Arcana: Whenever you cast a spell with the cold descriptor, you may select one target of the
spell to be slowed (as the sp

Versatile Evocation (4/day) (Su) Change the damage type and descriptor of a spell from acid, electricity,
fire, or water to any other of those types.

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DC 14 Fort Save or Staggered from the snowball for 1 round.
Separate DC 13 Fort Save or slowed as per the slow spell for 1 round for rime blooded.

Tired of everything on the Frozen Tundra. Tessa stowed away on a ship hoping for anywhere else than where she currently was at. Before she knows what is happening the ship is under siege and most of the crew killed while she hid in a stowaway compartment. Bidding her time she has little else for an option as suddenly a frozen portal opens from a lantern into a lavish manor in the middle of a city. Quickly she leaps through. unaware of customs and relations within the city she quickly leaves as most of the authorities are looking for her. On the run she ends up in.......