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Zariya's page
No posts. Organized Play character for Pryllin.
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| Full Name |
Zariya |
| Race |
Female Human |
| Classes/Levels |
Wizard (Evoker) 11 |
| Gender |
hp 79 / 79 ; AC 16 ; Init +1 |
| Size |
Medium |
| Age |
35 |
| Special Abilities |
Force Missile, Intense Spell |
| Alignment |
True Nuetral |
| Deity |
Nethys |
| Location |
Wati |
| Languages |
Ancient Osiriani, Azlanti, Common, Cyclops, Draconic, Elven, Ghol-gan, Giant, Infernal, Osiriani, Polyglot, Sphinx, Thassilonian |
| Occupation |
Archaeologist |
| Strength |
8 |
| Dexterity |
12 |
| Constitution |
14 |
| Intelligence |
26 |
| Wisdom |
12 |
| Charisma |
7 |
About Zariya
Zariya was killed by a ball of fire set off while exploring ancient ruins. While she has been raised from the dead, her scars remain and she continues her explorations with greater care than before.
Zariya
Female human (Garundi) evoker 11
N Medium humanoid (human)
Init +1; Senses Perception +12
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Defense
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AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex)
hp 79 (11d6+33)
Fort +6, Ref +5, Will +9
SR 20
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Offense
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Speed 30 ft., fly 40 ft. (good)
Melee dagger +4 (1d4-1/19-20)
Special Attacks intense spells (+5 damage)
Arcane School Spell-Like Abilities (CL 11th; concentration +19)
. . At will—elemental wall (11 rounds/day)
. . 11/day—force missile (1d4+5)
Evoker Spells Prepared (CL 11th; concentration +19)
. . 6th—chain lightning (DC 26), disintegrate (DC 24), empowered quickened magic missile
. . 5th—cone of cold (DC 25), empowered fireball (DC 23), hold monster (DC 23), overland flight
. . 4th—bestow curse (DC 22), selective fireball (DC 23), quickened magic missile, mnemonic enhancer, resilient sphere (DC 24), shout (DC 24)
. . 3rd—fireball (DC 23), haste, haste, lightning bolt (DC 23), dazing magic missile, dazing magic missile, stinking cloud (DC 21)
. . 2nd—blindness/deafness (DC 20), flaming sphere (DC 22), glitterdust (DC 20), empowered magic missile, empowered magic missile, empowered magic missile, scorching ray
. . 1st—burning hands (DC 21), charm person (DC 19), grease, mage armor, disruptive magic missile, disruptive magic missile, ray of enfeeblement (DC 19)
. . 0 (at will)—detect magic, light, mage hand, ray of frost
. . Opposition Schools Abjuration, Illusion
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Statistics
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Str 8, Dex 12, Con 14, Int 26, Wis 12, Cha 7
Base Atk +5; CMB +4; CMD 16
Feats Combat Casting, Dazing Spell[APG], Disruptive Spell[APG], Empower Spell, Greater Spell Focus (evocation), Quicken Spell, Reach Spell[APG], Selective Spell[APG], Spell Focus (evocation), Spell Penetration
Traits magic is life, magical lineage
Skills Appraise +18, Fly +9, Knowledge (arcana) +22, Knowledge (dungeoneering) +18, Knowledge (engineering) +22, Knowledge (geography) +16, Knowledge (history) +22, Knowledge (local) +17, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (planes) +19, Knowledge (religion) +19, Linguistics +14, Perception +12, Spellcraft +22, Stealth +12
Languages Ancient Osiriani, Azlanti, Common, Cyclops, Draconic, Elven, Ghol-gan, Giant, Infernal, Osiriani, Polyglot, Sphinx, Thassilonian
SQ arcane bond (ring of protection +1)
Combat Gear pearl of power (1st level), potion of cure light wounds, scarab of protection; Other Gear dagger, arcane bond ring, cloak of resistance +1, headband of vast intelligence +4, ring of protection +1, backpack, belt pouch, blanket[APG], flint and steel, lesser versatile metamagic rod (as per extend, merciful and reach rods) (1 lb), parchment, sack, scroll case, spell component pouch, spellbook, trail rations (7), waterskin, 33,292 gp, 7 sp
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Tracked Resources
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Arcane Bond (Ring of protection +1) (1/day) (Sp) - 0/1
Dagger - 0/1
Elemental Wall (11 rounds/day) (Sp) - 0/11
Force Missile (1d4+5, 11/day) (Sp) - 0/11
Pearl of power (1st level, 1/day) - 0/1
Potion of cure light wounds - 0/1
Scarab of protection (12 uses) - 1/12
Trail rations - 0/7
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Disruptive Spell You can cast a spell that imposes concentration checks for those it affects to cast spells.
Elemental Wall (11 rounds/day) (Sp) Create wall of one chosen energy type, otherwise as wall of fire.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Fly (40 feet, Good) You can fly!
Force Missile (1d4+5, 11/day) (Sp) As a standard action, magic missile strikes a foe.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+5 damage) (Su) Evocation spells deal listed extra damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Selective Spell You can cast a spell that does not affect some targets within its area.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (20) You have Spell Resistance.
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Snappy.
Scarred.
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