Female Elf

Thoriel Liltamael's page

414 posts. Organized Play character for Greenclaw.


Full Name

Thoriel

Race

Elf

Classes/Levels

CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Gender

Female

Age

148

Alignment

CN

Deity

Calistria

Homepage URL

https://rpggeek.com/geeklist/154067/item/2560034#item2560034

Strength 13
Dexterity 24
Constitution 12
Intelligence 20
Wisdom 8
Charisma 7

About Thoriel Liltamael

A rare forlorn elf in Taldor, Thoriel was raised as a child by Taldan merchants who had found the poor girl wandering the streets of Absalom as a youth stealing for food.

After her adopted parents inevitable death, Thoriel was again back on the streets of a strange city. By now coming of age, she was noticed by a priestess of Calistria who took the girl in as a sacred prostitute in her temple.

Thoriel's rare elven beauty and natural graces made her a favourite amongst the temple's 'worshippers', but it was soon realised she had more talents than could be put to use simply satisfying those seeking carnal pleasures.

It was apparent that her natural elven talents for the arcane and her now well trained graces in the art of dance and seduction could be better put to use as a Taldan spy. Combining the art of dance and her spellcasting abilities, she has become a disciple of the 'spell dance' and has been sent out into the world as a Pathfinder to further the cause of her adopted but declining nation.

--------------------
Defense
--------------------
AC 32, touch 21, flat-footed 25 (+9 armor, +2 Natural, +7 Dex, +2 Deflect, +2 Insight)
hp 69
Fort +10, Ref +12, Will +8 (+10 enchantment, immune sleep)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Cold Iron Keen Scimitar(+1) +17/+12 (1d6+10/15-20/x2)
-------------Silver Mace, Light +15/+10 (1d6/20/x2)
-------------Sap +15/+10 (1d6+1/20/x2)
Ranged Masterwork Composite Longbow +16/+11 (1d8+1/20/x3) 110ft
Prepared Spells
0-Detect Magic, Ghost Sound, Open/Close, Prestidigitation, Read Magic
1-Frostbite, Grease, Ray of Enfeeblement, Shocking Grasp, Shocking Grasp,Shocking Grasp,Vanish
2-Bear's Endurance, Frigid Touch, Glitterdust, Mirror Image, Shocking Grasp (Intensified)
3-Fly, Haste, Heroism, Slow, Vampiric touch
4-Black Tentacles, Greater Invisibility, Stoneskin
--------------------
Statistics
--------------------
Str 13, Dex 24, Con 12, Int 20, Wis 8, Cha 7
Base Atk +8/+3; CMB 9; CMD 30
Concentration Check +16
Feats Weapon Finesse, Dervish Dancer, Weapon Focus (Scimitar), Intensified Spell, Lunge, Weapon Specialisation (Scimitar), Power Attack (-3/+6)
Traits Calistrian Prostitute (+1 Sense Motive, +1 Diplomacy to gather information), Reactionary +2 INIT
Skills Acrobatics +19, Appraise +5, Bluff -2 Climb +3, Craft (alchemy, armor,bows,trapmaking ,weapons) +5, Diplomacy +3 (+4 gather info, +5 gather about nobles govt officials, at high society events, +6 noble elves etc.), Disable Device +6, Disguise -2, Escape Artist +4, Fly +18, Heal -1, Intimidate -2, Knowledge (arcana, planes) +15, Knowledge (Dungeoneering) +12, Knowledge (Nobility) +5, Linguistics +5, Perception +11, Perform (act) -2, Perform (dance) +12, Ride +5, Sense Motive -1 (+0 to gather information), Sleight of Hand +6, Spellcraft +16 (+18 Identify prop of magic), Stealth +6, Survival -1, Swim +3, Use Magic Device +2
Languages Abyssal, Common, Celestial, Draconic, Elven, Kelish, Sylvan
Combat Gear Masterwork cold iron keen scimitar +1 on weapon cord, Silver Light Mace, Sap, Masterwork composite longbow +1, arrows, normal (33), arrows, blunt (18), arrows, cold iron (20), Celestial Armor, Belt of Incredible Dexterity (+4), Cloak of Resistance +2, Headband of Vast Intelligence (+4/Fly, Perform (dance)), Ring of Protection +2, Amulet of Natural Armor +2 Other Gear Boots of Speed, Wand of Infernal Healing (33)- on weapon cord in spring loaded wrist sheath, Wand of Shield (37) - on weapon cord in spring loaded wrist sheath, Wand of True Strike (48), Wand of Grease (45) Outfit - Traveller's, Potion of Cure Light Wounds (2)-1 in arcanolembic, Potion of Darkvision, Potion of Endure Elements, Potion of Protection from Evil (2), Pearl of Power (Level 1-Shocking Grasp), Pearl of Power (Level 2-Frigid Touch), antiplague, antitoxin, Handy Haversack, belt pouch, earplugs, ink, inkpen, oil of bless weapon, paper (5), Scroll of Dispel Magic, Scroll of Lesser Restoration, Scroll of Comprehend Languages, Scroll of Air Bubble, smelling salts, smoked goggles, spell component pouch, spellbook, vermin repellent, waterskin, wayfinder (neck) 4063 gp,5sp,7cp
--------------------
Special Abilities
--------------------
Weapon and armor A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Celestial Armor: Use fly 1/day
Low light vision Elves can see twice as far as humans in conditions of dim light.
Keen senses Elves receive a +2 racial bonus on Perception checks.
Elven immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Lunge: Increase reach of melee attacks by 5' by taking -2 penalty to AC until next turn. Decide before attacks are made.
Arcane focus +2 racial bonus on concentration checks made to cast spells defensively.
Arcane pool 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.
10/10 remaining
Magus arcana
Arcane Accuracy: You can expend 1 point as a swift action to grant yourself a +3 insight bonus on all attack rolls until the end of your next turn.
Empowered Magic: Cast any spell as if it were modified with empower magic feat. Does not increase casting time or level of spell. All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.Saving throws and opposed rolls are not affected, nor are spells without random variables. Once per day.
Spell Shield: Spend a point as immediate action to get +4 shield bonus to AC until end of next turn.
Spell Blending: Select one spell from Wizard list (Heroism).
Intensified Spell: +5 levels to damage of spell. Must have sufficient caster levels. No other variables of spell are affected. Only works with spells whose damage is affected by level. +1 spell slot.
Spell combat A magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Improved Spell Combat +2 bonus on concentration check, in addition to any bonus granted by taking a penalty on the attack roll.
Spellstrike When a magus casts a spell with a range of 'touch' from the magus spell list, she can deliver the spell through any weapon she is weilding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with her weapon (at her highest base attack bonus) as part of casting this spell.
Spell dance Expend 1 point from arcane pool as a swift action to gain a +30 enhancement bonus to movement rate and a +6 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. Once per spell dance as a swift action, may use one of the following on self as a swift action: blur, fly, or haste, dimension door. These abilities last for 1 round.
Arcane Movement Whenever casts a magus spell, gain a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell’s level until the beginning of next turn.
Spell Recall Magus learns to use his arcane pool to recall spells she has already cast. With a swift action she can recall any single magus spell that she has already prepared and cast that day by expending a number of points from her arcane pool equal to the spell's level.
Knowledge Pool When prepare spell, spend 1 or more arcane pool to treat one spell from magus list as if it were in his spellbook. If not used before next time prepare spells then the spell is lost.
Dance of Avoidance While wearing light or no armour, +2 insight bonus to AC.
Fighter Training Counts as having half level (5) for the purpose of qualifying for feats. Stacks with fighter levels.
Spells
0-Spellbook
prep 5/(all)
1-Spellbook
prep 5/(color spray, floating disk, frostbite, grease, hydraulic push, magic weapon, ray of enfeeblement, shield, shocking grasp, true strike; burning hands, expeditious retreat, feather fall, magic missile (Icebound Outpost); chill touch, enlarge person, obscuring mist, reduce person, silent image, unseen servant, vanish (52678-6))
2-Spellbook
prep 5/ (bear's endurance, frigid touch, glitterdust, mirror image, pyrotechnics, scorching ray;spider climb, web (52678-6))
3-Spellbook
prep 4/ (displacement, dispel magic, fly, haste, slow, vampiric touch, heroism)
4-Spellbook
prep 3/ (black tentacles, greater invisibility, stoneskin, caustic blood)

Boons
Noble Title (Fame 20, 1 PP) You gain the title: marquise. Among the many hereditary nobles in Taldor, your title means little and grants you few benefitsother than an official writ declaring it alegitimate title inthe Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
Height of Fashion (Fame 20, 2 PP): Your contacts among the Taldan
aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style—be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
Kobold Killer-Anytime you face a kobold in the future, you may designate one such creature as a free action. You gain a +1 bonus on attack and damage rolls against that single target for the duration of the combat. When you have used this boon, cross it off the Chronicle sheet. This ability does not stack with multiple instances of itself.
You Be Goblins!-You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate and Sense Motive checks made against goblins.
Jalmeray Coin: When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or knowledge (any) skill check. You may only use this coin once per scenario.
[-]Prediction of Future Peril-Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter.
When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
• You gain a +5 bonus on a Knowledge check to identify a creature.
• You gain a +2 bonus on any single saving throw.
• You gain a +2 bonus to AC against any single opponent.[/-]
Unidentified Ungent-As a move action that does not provoke AoO, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine effects. 1-2 you rage as per rage spell but are sickened for 1 round after the effect ends. 3-4 your natural reach increases by 5 feet but you take 1d2 points of Dex damage when effect ends. 5-6 you gain ability to, as a standard action, breath a a single 15 foot line of acid dealing 4d6 points of acid damage (reflex 15 for half) but dealing 2d6 to you when effect ends. When you use, cross the boon off your CS.
Arcanolembic-Holds one potion. When consumed the potion is treated as if its caster level were 2 higher than usual minimum for a potion of its level. Placing a potion in the device is a full round action that provokes AoO.
Noqual Ore You may purchase equipment made from this rare skymetal.
Proud but Discouraged Increase bonus of any aid another action you receive from a member of the Taldor faction by 2.
[-]Echoing Paradox A future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a saving throw or a skill check, a copy of you appear either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid actions you gain this as a bonus instead. Copy also shares all of your teamwork feats. After the attack etc. the copy fades away and you are shaken until the end of your next turn by the unsettling paradox. When you use this boon, cross it off the CS.[/-]
Unexpected Discovery+4 Circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level of lower. If you already have a bonus on such a check, the bonus instead increased by 2.
[-]Driven by Glory +2 bonus on any skill check attempted to further Taldor Faction's goals, including faction missions from earlier seasons and goals listed in Faction Notes of a scenario. 1 year from date of this CS.[/-]
Impressive Influence Impressed following people: Lady Dyrianna of House Avenstar, Lord Rothos of House Vastille, Lady Darchana of House Madinani, Grand Ambassador Dremdhet Salhar.
Rune of Power (Defense) 1/day, as immediate action, +5 deflection bonus to AC that lasts until beginning of your next turn.
Student of Thassilon When building a new PFS character, you may make use of the Thassilonian magic rules on pg. 17 of Inner Sea Magic.
Blaispear Hero: he people of Karcau have agreed to create a statue in your image to display here. If your Fame score is lower that twice your XP total when you gain this boon, your Fame score increases by 1. DONE
The Court Grows: Choose either Knowledge (nobility) or one Perform skill. That skill becomes a class skill for you. If it is already a class skill, once per adventure when you roll an unmodified result of 5 or lower on that skill’s check, you can re-roll the die and must use the second result.
Taldan Courtier (Sovereign Court Faction): You gain a +1 bonus on Diplomacy checks to gather information regarding nobles and government officials, as well as on Diplomacy checks to gather information during high-society. social events. If you have at least 20 Fame, you may spend 1 Prestige Point to become one of Eutropia’s trusted courtiers, gaining a minor noble title in her court should she ascend Taldor’s throne. Knowledge (nobility) becomes a class skill for you. If Knowledge (nobility) is already one of your class skills (or later becomes one), you gain a +1 competence bonus on all Knowledge (nobility) checks. If you already had a noble title in Taldor or later gain one, she promises to increase your rank and help shield you from the risks of opposing Prince Stavian. In this case, you may use Knowledge (nobility) to make Day Job rolls, representing the proceeds of your estate.
Glorymane Resplendent: If you have intelligent shield Glorymane on a CS belonging to any character, that character can upgrade the shield by spending 15,000gp. This upgrade increases the shield's enhancement bonus from +2 to +4. In addition, it gains a +4 bonus on attack rolls with its bite attack and the damage dealt increases to 2d10.
Political Aspiration:
[X][X][X]Senatorial Candidate: Spend downtime and 2PP in order to check 1 of the three boxes. When check third box, become hereditary senator of Taldor. Immediately gain 4 Fame, though this cannot increase your Fame total higher than twice your XP. In addition, you can check one or more of the second 3 boxes when expending PP to reduce the cost of any purchase by 4 PP for each box checked (minimum 0).
[ ] Secrets of Thuvian Alchemy: So long as you possess this boon, all of your Pathfinder Society Roleplaying Guild characters have access to the Thuvian alchemist prestige class from Pathfinder Player Companion: People of the Sands as if it appeared on the additional Resources page. In place of Brew Potion, you must possess one of the following feats to qualify for the prestige class: Extra Bombs, Skill Focus (Craft [alchemy]), or Skill Focus (Knowledge [any one]).
Finally, if you are able to cast 2nd-level arcane spells or create 2nd-level extracts, you may check the box that precedes this boon to freely retrain your class levels into the Thuvian alchemist prestige class, so long as your remaining class levels would allow you to qualify for the prestige class. You may also freely retrain only as many feats and skill points as is necessary in order to qualify for the prestige class.
[ ][ ] Shield of the Sun Orchid (Sovereign Court): As an immediate action, you can check one of the boxes that precedes this boon to perform one of the following. First, you can grant yourself and any allies that can see and hear you a +4 morale bonus on a saving throw against a fear effect. Second, you can grant yourself and any allies that see and hear you 3d6 temporary hit points before they are dealt damage by a spell or effect; these hit points last only until the damaging effect has been resolved. Finally, you can use this ability to automatically succeed at any one check to direct a crowd or perform the aid another action.
[ ][ ][ ]Gauntlet Pin: Check a box to perform one of the following: Regain 1 expended PP; Gain the benefits of heroism for 4 hours as a standard action; As a move action, inspire your companions, functioning as a 7th level bard's inspire courage bardic performance. for 7 rounds.
[ ][ ][ ]The Wraithsoul Recovery: You may expend one use of Downtime to attempt a DC18 Will save. If you succeed, you carry the Wraithsoul Stone to a place where it can be destroyed, demolish it, and free Golarion of its otherworldly malice forever. If you fail the check, the stone possesses you, runs amok with your body, and only relinquishes control once your fellow Pathfinders track you down and suppress its control; this expends your Downtime, but you can try the check again after the next adventure.
Upon successfully destroying the tone, you attract attention, approval and patronage of a celestial being. Select one of following: bralani azata, choral angel, a pair of hound archons, or a vulpinal agathion. Once per adventure, you can cast the spell-like ability associated with your celestial patron, using your character level as your caster level. By spending 1 minute and crossing off the boon, you can call your celestial patron as a planar ally, though you need neither expend material components or pay your patron. They aid you in any non-evil tasks for 1 hour before departing.
[ ] Linnormhide Armor: Check box that precedes to purchase a suit of dragonhide armor or dragonhide shield made out of linnorm scales, reducing its price by up to 500gp (minimum 0gp). Crag linnormhide armor is immune to fire damage. Alternatively, check box to convert any dragonhide armor you have into crag linnormhide armor at no cost.
Personal Guard: You have earned the services of a loyal Ulfen guard who accompanies you on your adventures. Functions as a follower vanity, not taking any space on the battlefield or otherwise service as a combatatant. Grants a constant +1 AC vs. attack rolls to confirm critical hits. If you would take damage from a crit hit or sneak attack, you can choose for your bodyguard to absorb 20pts of damage from the attack, although this kills the follower. You can spend 4PP between adventures to recruit a new bodyguard.
Reaver's Roar: When staying at an inn, you can almost always secure common lodgings, meals and stable services for free.
Accumulating an Army (Elven Uprooters): You successfully extracted a team of elven rangers from Tanglebriar, securing their aid when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your additional options when preparing for the expedition, and grants you additional benefits when directly commanding the Uprooters.