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Ama Freewater's page

197 posts. Alias of Me'mori.

Full Name

Ama Freewater






23 (5'6", 130)




Common, Elven, Gnome, Draconic, Aquan,

Strength 10
Dexterity 14
Constitution 11
Intelligence 16
Wisdom 13
Charisma 13

About Ama Freewater

Formatted Sheet:

CR 2
Female Half-Elf water 2 / cleric 1
NG medium humanoid (elf, human)
Init +2; Senses Low-Light Vision, Perception +3,
Languages Aquan, Common, Draconic, Elven, Gnome

•AC 12, touch 12, flat-footed 10
•hp 15 (3HD)
•Fort +2, Ref +2, Will +6, +2 vs. enchantment spells and effects
•Speed 30 ft. (6 squares)
•Face 5 ft. Reach 5 ft.
•Base Atk +1; CMB +1; CMD 13

Special Actions: Channel Positive Energy (1d6, DC 11, 4/day), Icicle (4/day),
*: Domain spell.
Deity: None; Domains: Arcane Subdomain, Water,

Abilities: Str 10, Dex 14, Con 11, Int 16, Wis 13, Cha 13

•Special Qualities: Adaptability, Arcane Beacon, Arcane Bond, Bonded Object, Cantrips, Cold Blast, Elf Blood, Elven Immunities, Fire Opposition School, Keen Senses, Low-Light Vision, Multitalented, Orisons, Spontaneous Casting, Variant Channeling - Ocean/Sea/Water, Water School, Water Supremacy, Weapon and Armor Proficiency, Weapon and Armor Proficiency,
•Feats: Athletic, Scribe Scroll, Skill Focus (Swim), Theurgy
•Skills: Acrobatics +2, Appraise +3, Bluff +1, Climb +2, Craft (Untrained) +3, Diplomacy +6, Disguise +1, Escape Artist +2, Fly +2, Heal +5, Intimidate +1, Knowledge (Arcana) +8, Knowledge (Engineering) +8, Knowledge (Geography) +8, Knowledge (Nature) +8, Knowledge (Planes) +7, Knowledge (Religion) +8, Perception +3, Perform (Untrained) +1, Ride +2, Sense Motive +1, Spellcraft +10, Stealth +2, Survival +1, Swim +8,

•Possessions spellbook (wizard's/blank);
Spellbook (Wizard's/Blank)

•Adaptability (Ex)- Half-elves receive Skill Focus as a bonus feat at 1st level.
•Arcane Beacon (Su)- As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability 4 times per day.
•Arcane Bond (Su)- You have selected to establish a powerful arcane bond with an object.
•Bonded Object- 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. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
•Cantrips- You 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. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
•Channel Positive Energy (Su)- You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this abilty 4 times per day.
•Classically Schooled- Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
•Cold Blast (Su)- As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6+1 points of cold damage to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save DC 14 negates the staggered effect and halves the damage. You can use this ability 6 times per day.
•Elf Blood (Ex)- Half-elves count as both elves and humans for any effect related to race.
•Elven Immunities (Ex)- Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
•Fencer- You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
•Fire Opposition School- You have chosen fire spells as an opposition school. Preparing a fire 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 fire spell as a prerequisite.
•Icicle (Sp)- As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage. You can use this ability 4 times per day.
•Keen Senses (Ex)- Half-elves receive a +2 bonus on Perception skill checks.
•Low-Light Vision (Ex)- You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
•Multitalented (Ex)- Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
•Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
•Spontaneous Casting- You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
•Variant Channeling - Ocean/Sea/Water Heal - Creatures gain a + channel bonus on Climb and Swim checks and Constitution checks to hold their breath; this bonus lasts for 1 minute. Creatures ignore fatigue from thirst and pressure damage from deep water for 1 minute. Harm - The harming effect is enhanced (see page 28) for creatures with the aquatic or water subtypes.
•Water School- The water elementalist draws magic from the ocean depths. His power is fluid as well, crushing foes in mighty waves or wearing them down through timeless erosion.
•Water Supremacy (Su)- You gain a +2 enhancement bonus on Swim skill checks. In addition, you can hold your breath for 44 rounds before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.
•Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity
•Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

Initiative: +X; Senses: Perception +X


AC: X=(10 + 1 + 0 + 2 + 4)
HP: X (3d8+1+2*)
Saves • Fort +x, Ref +x, Will +x


Special Attacks:


~Skills~ (A+R+C) ACP: 0
X +x =(2 + 1 + 3)


~Special Abilities~

Spells: 0/0/
1st: .


•On Person
Med load 39-76lbs; Total weight Xlbs




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