About Wynnith StarsoulWynnith Starsoul
Defense:
-------------------- AC 23, touch 15, flat-footed 20 (+6 armor, +2 deflection, +3 Dex, +2 natural; +2 deflection vs. evil) hp 71 (11 HD; 8d6+3d8+22) Fort +10, Ref +11, Will +15; +2 vs. enchantments; +2 resistance vs. evil Immune sleep -------------------- Offense:
-------------------- Speed 40 ft. Melee +2 ghost touch darkwood quarterstaff +8 (1d6+3) Special Attacks channel positive energy 7/day (DC 13, 4d6+1), intense spells (+1 damage) [dice=Channel Positive Energy] 4d6+1[/dice] [dice=Quarterstaff]1d20+8[/dice]... [dice=Damage]1d6+3[/dice] -------------------- Statistics :
-------------------- Str 12, Dex 16, Con 14, Int 19, Wis 18, Cha 14 Base Atk +5; CMB +6; CMD 21 Languages Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Elven, Ignan, Sylvan, Terran, Tien ------------------- Feats and Traits:
-------------------- Feats Alertness, Arcane Armor Training, Extra Channel, Greater Spell Penetration, Improved Initiative, Selective Channeling, Skill Focus (Diplomacy), Spell Focus (evocation), Spell Penetration Traits reactionary, tomb raider -------------------- Divine and Arcane Spells:
-------------------- Arcane School Spell-Like Abilities (CL 8th; concentration +12) 7/day—force missile (1d4+1) Domain Spell-Like Abilities (CL 8th; concentration +12) 7/day—bit of luck Cleric Spells Prepared (CL 8th; concentration +12) 4th—death ward, freedom of movement[D], greater magic weapon, restoration 3rd—blindness/deafness (DC 17), fly[D], magic vestment, prayer, remove blindness/deafness 2nd—aid[D], consecrate, remove paralysis, lesser restoration, spiritual weapon 1st—bless (2), protection from evil, shield of faith (2), true strike[D] 0 (at will)—detect magic, guidance, read magic, stabilize D Domain spell; Domains Luck, Travel Evoker Spells Prepared (CL 8th; concentration +12) 4th—dimension door (2), ice storm, greater invisibility 3rd—fireball (DC 18), flame arrow, haste (2), lightning bolt (DC 18) 2nd—darkvision, glitterdust (DC 16), mirror image, resist energy, scorching ray 1st—burning hands (DC 16), enlarge person (DC 15), mage armor, magic missile (7) 0 (at will)—disrupt undead, light, open/close (DC 14), prestidigitation Opposition Schools Divination, Enchantment -------------------- Racial and Class Abilities:
-------------------- Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain. Arcane Armor Training Swift action: -10% arcane spell failure due to armor. Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll. Cleric Channel Positive Energy 4d6+1 (7/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. combined spells (3rd) (Su) You can prepare the spells of one spellcasting class using another classes' slots. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Divination You must spend 2 slots to cast spells from the Divination school. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease. Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach. Force Missile (1d4+1, 7/day) (Sp) As a standard action, magic missile strikes a foe. 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. Selective Channeling Exclude targets from the area of your Channel Energy. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. -------------------- Skills=58:
-------------------- Skills Acrobatics +3 (+7 to jump), Appraise +8, Diplomacy +15, Heal +8, Knowledge (arcana) +14, Knowledge (dungeoneering) +13, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +11, Knowledge (nobility) +8, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +12, Perception +17, Profession (librarian) +8, Sense Motive +14, Spellcraft +18; Racial Modifiers +2 Perception -------------------- Magical Items Placement:
--------------------- (Belt Slot) Belt of Physical Perfection +42 (Body Slot) ------------------------ (Chest Slot) ------------------------ (Eyes Slot) ------------------------ (Feet Slot) ------------------------ (Hands Slot) ------------------------ (Head Slot) ------------------------ (Headband Slot) Phylactery of Positive Channeling (Neck Slot) Amulet of Natural Armor +2 (Shoulder Slot) Cloak of Resistance +2 (Wrist Slot) ------------------------ (Ring Slot 1) Ring of Protection +2 (Ring Slot 2) Eing of wizardry I -------------------- Gear:
-------------------- Combat Gear wand of cure light wounds( 42charges);, wand of shield (43charges); Other Gear mwk mithral chain shirt, +1 ghost touch darkwood quarterstaff, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +2, handy haversack, incandescent blue sphere ioun stone, phylactery of positive channeling, ring of protection +2, ring of wizardry i, scarlet and blue sphere ioun stone (spellcraft), bedroll, belt pouch, flint and steel, ink, inkpen, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, wooden holy symbol of Desna, 719 gpCoin (platinum) (x0) Coin (gold) (x290) Coin (silver) (x19) -------------------- Rupert- Weasel Familiar:
-------------------- Rupert CR – Weasel (Pathfinder RPG Bestiary 133) NG Tiny magical beast (animal) Init +2; Senses low-light vision, scent; Perception +9 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size) hp 35 (1d8) Fort +6, Ref +6, Will +10 Defensive Abilities improved evasion -------------------- Offense -------------------- Speed 20 ft., climb 20 ft. Melee bite +9 (1d3-4) Space 2 ft.; Reach 0 ft. Special Attacks attach, deliver touch spells -------------------- Statistics -------------------- Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5 Base Atk +5; CMB +5; CMD 11 (15 vs. trip) Feats Weapon Finesse[B] Skills Acrobatics +10 (+6 to jump), Appraise -1, Climb +10, Diplomacy +4, Escape Artist +3, Heal +2, Linguistics +3, Perception +9, Sense Motive +6, Spellcraft +9, Stealth +14; Racial Modifiers +8 Acrobatics, +4 Stealth SQ empathic link -------------------- Special Abilities -------------------- Attach (Ex) If you hit with the listed attack, you can latch on to your opponent. Climb (20 feet) You have a Climb speed. Deliver Touch Spells (Su) Deliever master's touch spells. Empathic Link (Su) You have an empathic link with your master. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.-------------------- -------------------- Backstory:
-------------------- Wynnith is an Aiuvarin from the Kyonin city of Greengold. She completed her academic studies and decided to travel the Inner Sea region. She was intrigued by the Scarab Sages and joined that pathfinder faction. While operating as a pathfinder agent she dedicated her life to Desna as a cleric. -------------------- Personality:
-------------------- Wynnith is jovial and outgoing; always eager to read a tome or a scroll and discuss knowledge with others. -------------------- Scenarios:
-------------------- wounded wisp MOFF confirmation 3-11 Quest for Perfection #2 oot 10-12 Breath of the Dragon Skull Rise of GG gm hall flesh eaters ROTRL 1: Burnt Offerings*** ROTRL 2: The Skinsaw Murders*** ES05: The Drowned Level*** TORR 3-7 Serpents Ire 5-7 Maelstrom Rift 5-7 00-7 Among the Living 7-03 Bronze Hand Reprisal 5-9 9-17 Oath of the Overwatched 5-9 Serpents Rise 6-8 ROTRL 3: The Hook Mountain Massacre*** 0-34 Encounter at the Drowning Stones ES12: The Automaton Forge*** ----------------- PP 44/ Spent=4:
-------------------- 2 PP for CLW Wand 2 PP for Shield Wand |
