Pathfinder Society -hahmot

Sephyr Areplyn

Key Is The Key

Female half-elf illusionist 1.1
CN Medium humanoid (elf, human)
PFS 2456-7 Sovereign Court Fame 1 PP 1
Player Laerlorn
Init +4; Senses low-light vision; Perception +2 (+2 Alertness)


Defense


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+1+1fc)
Fort +1, Ref +2, Will +2; +2 vs. enchantments
Immune sleep


Offense


Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Spell-Like Abilities (CL 1st; concentration +3)
:3/day—ghost sound (DC 13)
Arcane School Spell-Like Abilities (CL 1st; concentration +3)
:7/day—blinding ray
Illusionist Spells Prepared (CL 1st [Illusions CL 2nd, duration +1 round); concentration +5 [+6 for Illusions])
:1st—charm person (DC 15), color spray (DC 16), grease (DC 15)
:0 (at will)—acid splash, detect magic, mage hand
:Opposition Schools Abjuration, Necromancy


Statistics


Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Skill Focus (Spellcraft), Spell Focus (illusion), Varisian Tattoo (illusion), Alertness (When KKK is in arms reach)
Traits elven reflexes, fashionable (bluff)
Skills Bluff +7, Diplomacy +3, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +8, Perception +2 (+2 Alertness), Sense Motive +1 (+2 Alertness), Spellcraft +11, Survival +0 (+2 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Celestial, Common, Draconic, Elven, Undercommon
SQ arcane bond (arcane familiar, raven), arcane training, elf blood, extended illusions (1 round)
Gear potion of cure light wounds, scroll of disguise self (CL 1st), scroll of silent image (CL 1st), alchemist's fire, dagger, wayfinder, backpack, bedroll, belt pouch, fishhook (2), flint and steel, ink, black, inkpen, journal, mug/tankard, perfume, common (10), pickpocket's outfit, reinforced scarf, scroll case, sewing needle, signal whistle, spell component pouch, spellbook, string or twine (2), trail rations (7), travelling spellbook, valuables (80 gp / 1 lb), waterproof bag, waterproof bag, waterskin, 190 gp, 4 sp, 2 cp


Special Abilities


Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Blinding Ray (7/day) (Sp) As a standard action, ranged touch vs foe in 30 ft blinds for 1 rd (dazzles if more HD).
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.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Illusion) Spells from chosen school gain +1 caster level.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Wealth 190gp 4sp
Encumbrance 11 lb. without backpack, 33,5 lb. with backpack (33 lb. light/66 lb. medium/100 lb. heavy)


Spellbook
Cantrips - all 0-level wizard spells (except those from her opposed schools)
1st - Grease, Unseen Servant, Charm Person, Ear-Pearcing Scream, Color Spray, Disquise Self & Enlarge Person


Notes
Magnimarin Sillanalasta, kadunlapsi. Työskenteli kuusitoistavuotiaana hämyisessä majatalossa nimeltään "Kuninkaan Linna", monipuolisissa palvelualan tehtävissä, ollen varsin kyllästynyt elämäänsä ja kurjaan kohtaloonsa. Sephyr sattui eräänä päivänä huomaamaan erään maagi harjoittelijan loitsukirjan "unohtuneen" vartioimattomaksi. Hetken kirjaa tutkiskeltuaan hän tajusi, että elämällä onkin hänelle paljon tarjottavaa. Työskenteli sen jälkeen niska limassa seuraavan vuoden ja lopulta sai hankittua vähäiset maagin välineet ja alkoi täten uudelle uralle täysin itseopiskelleena. Illuusiot toivat hänelle lohtua pimeän ja kurjan Sillanalan elämässä, mikä aluksi näyttää kurjalta voidaan aina tahdon voimalla muokata koreaksi ja miellyttäväksi. Tiennäyttäjiin liittyminen toimi edelleen pakona keljusta nuoruudesta ja toimi samalla todisteena että illusionistina hän oli jo oppinut riittävästi kiinnittääkseen huomiota.


Sessiot
1) #33: Assault on the Kingdom of the Impossible. Wikipeli. GM Veltzeh. Pelattu 6.5.2014-8.11.2014
2) #6-05: Slave Ships of Absolom Wikipeli. GM Deus. Pelattu 16.11.2014-16.6.2015

Kraa-Kraa-Kraa the Raven
Female raven (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +9


Defense


AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8-1)
Fort +1, Ref +4, Will +4


Offense


Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.


Statistics


Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Tricks Come, Fetch, Heel, Perform, Seek, Stay
Skills Acrobatics +2 (-6 to jump), Bluff -1, Fly +6, Linguistics -1, Perception +9, Spellcraft -1
Languages Common


Special Abilities


Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Flight (40 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Oletukset
1) Taistelun alkaessa nousee lentoon Sephyrin olalta ja nousee 20ft korkeuteen (standard; total defence +4 dodge bonus to AC ja move; fly 40ft tai uhattuna full-round action; Withdraw action)
2) Taistelun aikana kimpoilee sinne tänne ja ilkkuu vastustajia (standard; total defence +4 dodge bonus to AC ja move; fly 40ft tai uhattuna full-round action; Withdraw action [hitto, oli pitänyt pistää rank intimidateen!])
3) Puhuessaan päättää kaikki lauseet; kraa-kraa-kraa:lla!\\

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