Girl

soulnova's page

** Pathfinder Society GM. 649 posts (2,213 including aliases). No reviews. No lists. 1 wishlist. 7 Organized Play characters. 2 aliases.


Full Name

Soulnova

Race

Human

Gender

She/Her

Size

Medium

Special Abilities

Drawing, Clip Studio Pain, Photoshop,

Alignment

NG with LN tendencies.

Location

Coastal City

Languages

English and Spanish

Homepage URL

https://twitter.com/yoski_soulnova

Strength 8
Dexterity 10
Constitution 10
Intelligence 13
Wisdom 14
Charisma 13

About soulnova

Cedric Rel-Astra
Male Human evoker 3 / rogue 3 / arcane trickster 1
NG Medium humanoid (human)
Init +6, Senses Perception +10
=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 49 ((3d6)+(3d8)+(1d6)+16)
Fort +4, Ref +7, Will +5, +1 Reflex to avoid traps
Defensive Abilities evasion, trap sense +1,
=================================================
OFFENSE
=================================================
Speed 30 ft.
Special Attacks Force Missile (1d4+1, 6/day), Intense Spells, Sneak Attack 2d6,

Prepared Spells
Wizard (CL 4th; concentration +7)
2nd-invisibility(DC 15), *scorching ray(2)
1st-burning hands(DC 15), color spray(DC 14), mage armor(DC 14), *magic missile
0th-acid splash, mage hand, prestidigitation(DC 13), read magic(DC )
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 10, Dex 15, Con 14, Int 16, Wis 10, Cha 10,
Base Atk +3; CMB +3; CMD 15
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Scribe Scroll, Spell Focus (Evocation), Spell Specialization (Evocation) (Burning Hands)
Skills Acrobatics +10, Disable Device +12, Escape Artist +9, Fly +6, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +7, Knowledge (History) +12, Knowledge (Local) +8, Knowledge (Planes) +11, Knowledge (Religion) +11, Perception +10, Perception (Trapfinding) +11, Sense Motive +4, Sleight of Hand +6, Spellcraft +13, Stealth +7, Use Magic Device +5,
Languages Common, Draconic, Giant, Sylvan
SQ arcane bond, arcane school, arcane bond (object), bonus feat, cantrips, evocation school, necromancy opposition school, ranged legerdemain, skilled, snap shot, spells, trapfinding, water opposition school,
Combat Gear
Other Gear 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Arcane Bond (Ex) (Su) (You have selected to establish a powerful arcane bond with an object.)

Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Arcane Bond (Object) Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Evocation School You have chosen to specialize in evocation spells.

Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+1 points of damage. This is a force effect. You can use this ability 6 times per day.

Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

No Racial Subtype You have chosen no racial subtype.

Ranged Legerdemain (Su) An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Snap Shot (Ex) A rogue with this talent may treat her initiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard 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 wizard decides which spells to prepare.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.

Water Opposition School You have chosen water spells as an opposition school. Preparing a water spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a water spell as a prerequisite.