Pirate Sniper

Yessiel Trennes's page

1 post. Alias of TerminalArtiste.


Full Name

Yessiel Trennes

Race

Elf

Classes/Levels

Magus (Eldritch Archer) 1

Gender

Female

Size

6' 0"

Age

136 (born 4580 AR, 26 of Desnan)

Alignment

NG

Location

Sandpoint

Languages

Common, Draconic, Elven, Goblin, Sylvan, Thassilonian

Occupation

Scholar

Strength 12
Dexterity 16
Constitution 8
Intelligence 18
Wisdom 13
Charisma 10

About Yessiel Trennes

Crunch:

Yessiel Trennes
Female Elf Magus (Eldritch Archer) 1
Favored Class: Magus
Favored Class Bonus: +1 Hit Point
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 7 (1d8-1)
Fort +0, Ref +4, Will +3; +2 vs. enchantments
Immune sleep
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OFFENSE
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Speed 30 ft.
Melee longspear +1 (1d8/x3)
Ranged mwk longbow +3 (1d8/x3)
Special Attacks ranged spell combat (-2 attack)
Magus Spells Prepared (CL 1st; concentration +5)
1st-longshot, magic missile
0 (at will)-detect magic, mage hand, read magic
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STATISTICS
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Str 12, Dex 16 (+2 racial), Con 8 (-2 racial), Int 18 (+2 racial), Wis 13, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Point Blank Shot
Skills Climb +5, Knowledge (arcana, history) +9, Knowledge (dungeoneering) +8, Perception +7, Spellcraft +8 (+10 to identify magic items);
Traits Scholar of the Ancients, Traditionalist with Knowledge (history) as class skill,
Languages Common, Draconic, Elven, Goblin, Sylvan, Thassilonian
SQ arcane pool (5 points, +1), elven magic, ranged weapon bond, weapon familiarity
Other Gear leather armor, masterwork longbow with 40 arrows, longspear, wizard's kit ( includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), journal, scrivener's kit (contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler), spellbook (contains all 0-level spells and all prepared spells as well as the following: 1st-blend, burning hands, color spray, hydraulic push, longshot, magic missile, water shield, , 49 gp

Carrying Capacity
Light Load: 43 lbs. or less; Medium Load: 44-86 lbs.; Heavy Load: 87-130 lbs.
Encumbrance 43 lbs. (light load)

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SPECIAL ABILITIES
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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.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Class Skills: An eldritch archer gains Perception as a class skill, but does not gain Use Magic Device as a class skill. This ability modifies the magus’s class skills.

Weapon and Armor Proficiency: 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.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

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.

*An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shotUE, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool.*

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Ranged Weapon Bond (Ex): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

[b]Spell Combat (Ex):[b] At 1st level, 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.

*Ranged Spell Combat: Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat.*

10 Minute Background:

Five Things
1. Yessiel was born and raised in Crying Leaf, within the depths of Varisia's Mierani Forest.
2. Her parents are both members of the Shin'Rakorath, or Lantern Bearers. She was trained in arms and expected to also take up this path.
3. While engaged in forest training exercises, she came across a Thassilonian artifact. Upon trying to retrieve it, it unlocked a strange power within. Yessiel was subsequently examined and found to have developed a spark of magical power similar to sorcery.
4. This incident sparked her interest in the culture of Thassilon, leading to her leaving the Lantern Bearers in order to become a scholar. She also trained herself to blend her newfound magic with her training in arms.
5. Yessiel departed Crying Leaf discreetly and has made her way to Sandpoint, hoping to use it as a staging ground for future searches for Thassilonian artifacts.

Two Goals
1. To harness her magical powers to their full potential.
2. To uncover more of Thassilon's secrets.

Two Secrets
1. Her parents did not entirely approve of her departure from the Lantern Bearers, and Yessiel worries that they might try to stop her present quest.
2. She has noticed certain personality changes since the incident, namely her thriftiness. She worries that this is only the beginning, and fears what the future may bring as she continues to discover the extent of her magic.

Three People
1. Massin & Prolla Tressen, her father & mother. They raised her well, trying to produce yet another warrior to take up what they view as the elven race's sacred obligation: to destroy the drow. They were most disappointed when Yessiel decided to depart the group.
2. Solim Vessakin, male Varisian human: leader of a Varisian caravan. He was the one that Yessiel enlisted to carry her to Sandpoint, the farthest he could carry her. Yessiel appreciated his own interest in Thassilonian culture, as it is tied to Varisian legends.
3. Radabah, female undine: a wizard that Yessiel encountered while traveling to Sandpoint. She was instrumental in helping Yessiel develop control over her magic, and taught her several spells. Yessiel means to visit her again during her research travels.

Three Memories
1. When she discovered the artifact, a splendid-looking bow. She remembers the feeling like lightning in her veins, and the twin glows of the crystals, when she picked it up.
2. The feeling of emptiness when she gave the bow up for examination, as though she was wasting away for want of it. After she got it back, she has made sure it hasn't left her side.
3. The sadness as she looked back at Crying Leaf from the back of Solim's wagon, realizing that she had given up on her family.

Full Background:

Yessiel was born in 4580 AR in the village of Crying Leaf to Massin & Prolla Tressen, a pair of elven warriors known for their service in the Lantern Bearers. From a young age, she was trained in the arts of war, and expected by her parents to take up their cause. Yessiel took to it with her signature determination, becoming recognized by peers and mentors alike for her skill at archery, which was quite unlike her parents. In her 113th year, Yessiel and her fellow trainees were conducting forest training exercises near the edge of the Mierani. They expcted a routine survival practice; but they instead happened across something else entirely.
The small building had no windows and only one door; upon determining that it was empty, Yessiel's band proceeded inside. It was featureless except for a small platform, on which rested a beautiful longbow. Yessiel recognized at once that it was not of elven make, comparing it to her own standard issue bow, and picked it up with the intent of showing it to her superiors.
That first touch was like lightning; Yessiel was dazzled by the glow from the twin crystals that studded it. Once she had shaken that off, she and her squadron returned to their base, with Yessiel reporting on the finding and strange sensations she had begun to have since. Her superiors ordered the bow and her to be examined by arcanists, fearing an ancient curse.
But seperation from the bow proved to be the true curse; Yessiel was sicker than she had ever been for that first night, and the crystals began to crack and dim. After that, she was allowed to retain custody of it while the examinations were completed. They found that magic now churned within her, where it had not before; it was concluded that contact with the ancient magics within the weapon had triggered powers like those of a sorcerer, and Yessiel was kept under close watch.
But not close enough, for she was able to conduct her own research into the bow, coming to find that it bore a Thassilonian seal. This kickstarted further investigations into Thassilon, and the young elf was hooked. So hooked, in fact, that she decided to quit the Lantern Bearers and dedicate herself to the study of Thassilon.
Her parents were strongly against this idea, seeing it as a betrayal of their principles. Yessiel, realizing that she would find no support with them, payed for passage with a departing Varisian caravan led by Solim Vessakin. She passed from Crying Leaf to Riddleport, where she met the undine Radabah, who helped her to gain much-needed control over her magic. From Riddleport, she passed down the coast until Solim's caravan reached their hometown of Sandpoint, where she settled in at the White Deer Inn.

Personality:

Yessiel is, at heart, very curious. She takes to research and investigation like a duck to water. She is generally quiet and reserved, but those who show common interests can bring her out of her shell. She is willful, though, and refuses to let anyone get in the way of her goals, exemplified in her falling out with her parents. She shows no fear of 'getting her hands dirty' with fieldwork, a product of her military training. Since her discovery of the bow, she has noticed a pronounced thriftiness; she is extremely reluctant to part with her money, and hence spends only on necessities. She worries about her magic at times, remembering how uncontrollable it was upon initially manifesting, but is usually confident that she has it under control. She is a lesbian, having engaged with both elven and human women. Religiously, she respects Yuelral and Nethys, the elven and human patrons of magic and learning, and has developed an appreciation for Desna from her travels among Varisians. She is not particularly dogmatic, simply appreciating these gods for their patronage of her interests.
In battle, Yessiel tries to stay at range, climbing up a tree if possible, and uses her limited array of spells against targets who do not fall to her regular arrows. If pressed into melee, she uses her longspear to keep opponents at reach, knowing well of her own fragility.

Description:

Age: 136 (born 4580 AR, 26 of Desnan)
Height: 6' 0"
Yessiel is tall even by elven standards, and possesses a slight but toned build common to most elven archers. She has red hair, which she trims to shoulder length and tends to tie in a ponytail. Her eyes are pale blue, looking black in low-light. She tends to wear deep green leather under loose, brightly colored robes, removing the latter when she expects to venture into the wild. She is left-handed, using that hand to wield her bow as well. Her longbow is, as befits a Thassilonian artifact, quite distinctive: it is made out of a peculiar pale wood that is not native to the Mierani, and the arms are each tipped with a large rough crystal, with a red crystal on the upper and a blue on the lower.