While scrubbing the deck, Cirri hums and sings to herself a shanty about exploring a cave of treasure. The song then meanders onto the value of a perfect gem versus a flawless gem. Then she starts mentioning the crest of some bird you've never heard of. Finally, she notices you and clams up. "Oops", Cirri notes "we should turn Starboard to avoid the rocks up ahead."
Background: Cirri thinks she is half-asleep constantly. One person jokingly told her that she was the offspring between a Merfolk and Siren and Cirri took that seriously when she became an apprentice at a wizard guild. Eventually this idea was disproved but it sparked her wonderlust for the coast and for island ruins of lost civilizations.
Personality: Cirri's a bit scatterbrained and impulsive, often putting her foot in her mouth and acting before thinking. In her downtime, Cirri is often drawing pictures of animals, monstrous humanoids, or working on magic spell theory.
Role: Cirri is an explorer. She can evaluate treasure, fight monsters. and evaluate treasure pretty easily. She hopes to transcend her human form someday and loves transforming into various animals.
Quarterstaff Defense: At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3.
Enlarge Person applies -2 total AC penalty to AC and touch AC
Combat Expertise can increase +2 AC while attacking. (Threatening Defender trait reduces -2 penalty to -1.)
Improved Trip: +2 to resist trip attempts
Amulet of Natural Armor +1
Attacks:
BAB 7/2
CMB 7 BAB + 4 Str = 11
Buffs Amulet of Mighty Fists +1
All unarmed strikes and natural attacks are magical and have a +1 bonus to attack and damage.
Arcane Strike
Swift Action to activate. All attacks for this round deal an extra 2 damage.
Spell Combat
Applies a -2 to attack.
Combat Expertise
-1 to attack in exchange for +2 AC. (Threatening Defender trait reduces -2 penalty to -1.)
Quarterstaff Defense: At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3.
Staff Weapon (Su): At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff’s caster level divided by 4 (minimum +1). The staff must have at least 1 charge for the magus to use this ability. A staff magus can restore 1 charge to a staff by expending a number of points from his arcane pool equal to the level of the highest-level spell cast in the staff, as long as at least one spell in the staff is on the magus spell list. The magus cannot restore charges to more than one staff per day. This ability replaces fighter training.
Magus Arcana
Ward Hex: [/url=http://www.d20pfsrd.com/classes/base-classes/witch/hexes-3rd-party-publishers/hexes/common-hexes/hex-ward-su/]Ward Hex[/url]
Single target gets a +3 Deflection Bonus to AC and +3 Resistance to saves. This lasts until they are hit or fail a saving throw, or Cirri gives the ward to someone else.
Familiar: The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
Poolstrike The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.
Familiar Abilities
Alertness - While a familiar is within arm’s reach, the master gains the Alertness feat.
share spells - The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
empathic link - The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver touch spells - If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with master - If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
[/list]
Hex Arcana
Flight - Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
[/ooc]My [/url=http://www.d20pfsrd.com/classes/base-classes/witch/hexes-3rd-party-publishers/hexes/common-hexes/hex-flight-su/]Flight Hex[/url] lets me cast [/url=http://www.d20pfsrd.com/magic/all-spells/f/feather-fall]Feather Fall[/url] at will.[/ooc]
[/list]
Traits
Transmuter of Koroda- Manifest at +1 level, Bull's Strength duration is doubled once per day
Threatening Defender - Combat Expertise's to hit penalty is reduced by 1
Magic:
Caster Level 9
Concentration Check 9 Magus + 5 Int = 14 (+4 when casting defensively)
Improved Spell Combat: Cirri gets an extra +2 to concentration checks.
Transmuter of Koroda Transmutation spells manifest at +1 level, Bull's Strength duration is doubled once per day.
Transformation FAQ
Magic Consumables:
Wand of Mage Armor [/url=http://www.d20pfsrd.com/magic/all-spells/s/shield]Mage Armor[/url] 44 charges
Wand of Cure Light Wounds 35 charges
Spring Loaded Wrist Sheath
Pearl of Power (level 1)
PREPARED AGENT (2+ goals): You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.
2/8 Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
0/2 Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
1/1 Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.
24. Forged in Flames, Part 1 25. Forged in Flames, Part 2 26. What Prestige is Worth
0/1 Convince an NPC to work as a Pathfinder Society contact, or convince a disaffected agent to work with the Society again. This requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
0/2 Participate in an adventure that features Grandmaster Torch, Pasha Muhlia al-Jakri, or Thurl. Faction missions do not fulfill this goal.
0/2 Successfully complete a scenario in Season 4 of the Pathfinder Adventure Card Guild: Season of Factions’ Favor.
0/1 Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.
0/3, 0/2: Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
Chronicle Thread
While Cirri did not participate, she will get credit when she reaches level 4.
Boons Back to the Grave While exploring the tomb of Pharaoh Sekh-pa-Mefar III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your character sheet.
Buying:
Spent 1 PP on Twin Tomes chronicle to learn Celestial
Spent 2000 to upgrade Silver Quarterstaff to +1
Spent 1000 to upgrade Mithral Shirt to +1
Spent 2000 on an Amulet of Natural Armor +1
13. Training Changes:
Thanks GM Red ( PFS # 205498 ) for approving my retraining!
Spending 5 days to get the Hexcrafter Archetype
- Lose Spell Recall
- Gain Hex Magus feature (I'm taking the Fly Hex)
- Gain Hex Arcana
- Gain Spells
I'll buy all three scrolls of Gust of Wind, Knock and Arcane Sight. 150 + 150 + 375 = 675 gold total. As a Magus I can cast Gust of Wind and Arcane Sight.
Memorized Arcane Sight.
19. Down the Blighted Path (Winding into Darkness):
Cirri didn't play in this, but she did get credit.
Bought scrolls of Fireball and Searing Light (750 total)
Bought potion of Remove Blindness (750)
Bought wand of Mage Armor (750)
And a Headband of Int +2 (4000) Knowledge Planes.
Sold Wand of Shield (38 charges for 570)
Training Changes:
GM Cody to approved of these character changes:
5 days of training to retrain one magus arcana.
Lose Flamboyant Arcana and replace it with the Ward Hex The Hexcrafter Archetype can choose Witch Hexes instead of Magus Arcana.
Each day of training costs 120 (it's 20 gold x level) and 1 PP.
Buying a Scroll of Delay Poison for 150
Buying a vial of antitoxin for 50
Buying a Scroll of Channel Vigor for 375
Buying a Scroll of Tongues (375)
Vial of Holy Water (25)
I'm Level 8!:
My Con is 12, not 14.
Magus level 8
SR Check +1 (noted)
HP d8 + Con (5 + 2 + 1 Favored Bonus more HP, now 53)
Stat Point (+1 Int, now 20)
Spell DC +1 (now 15 + level)
Extra level 1 spell (2 extra at level 1)
Concentration Checks +1 (noted)
Due to increased Int, some skill checks improve by 1:
Appraise, Knowledge(Arcana, Dungeoneering, Local, Nature, Geography, Planes), Linguistics, Spellcraft
K Planes auto increases by 1 rank
Skill Points 2 + 4 Int + 1 Human
Arcobatics
Fly
Perception
Spellcraft
UMD
I'm buying
Scroll of Remove Curse 375
Scroll of Remove Disease 375
---
Scroll of Remove Curse 375
Scroll of Remove Disease 375
Scroll of Magic Circle against Evil 375
Scroll of Remove Paralysis 150
Boons
Savior of Knowledge (0/5)
You aided the Jeweled Sages in their hour of need, and they quickly answer yourcalls for help. Once per scenario when you're adventuring in Absalom or Osirion, a sage can offer advice on any subject, granting you a +5 insight bonus on one Knowledge skill check. You can check a box in front of this boon to instead receive direct attention from a sage anywhere. The sage attempts a trained Knolwedge skill check for you, with a bonus equal to twice your character level, and provides the information to you through mental magical communication.
Torch's Respect
Torch has developed a grudging respect or passing fondness for you and makes an effort to aoid harming you. When interacting with Torch or his agents, you gain a +2 circumstance bonus on Bluff, Diplomacy and Intimidate checks. If you would die while fighting Grandmaster Torch or his agents, you can cross this boon off your Chronicle sheet to return to life with 0 hit points at the end of the encounter.
You can cross this boon off your Chronicle sheet to cross off the Reckless Revenge boon off another Chronicle sheet.
Boon
Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat manuever check to sunder an object in your possession, you can cross this boon off your Chronicle sheet to force the creature to reroll the attack with a -5 penalty.
1/8 Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
Osirion
"You adventured in Osirion for this adventure."
0/1 Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.
Primary and Secondary conditions complete
1/1 Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.
"You certainly directly assisted Tahonikepsu Scarab Sages in recovering an incredibly important object/resource."
Heroism 375
Lesser Restoration 150
Dispel Magic 375
Good Hope 525
Remove Disease 375
Remove Paralysis 375
Magic Circle against Evil 375
2550 total
24. 8-09 Forged in Flame, Part 1: The Cindersworn Pact:
(1 box) Efreeti Arcana You have studied powerful efreeti magic gathered over generations. Between adventures, you can check the box that precedes this boon to scribe (or teach to your familiar) two spells whose spell levels cannot exceed the highest-level spell you can cast. You can instead scribe three such spells so long as they each have the fire descriptor. This does not allow you to learn spells to which you would not otherwise have access, such as due to your class or race. Alternatively, you can check the box to cast scorching ray as a spell-like ability (CL 7th).
Fire Affinity Your connection to elemental fire has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures-especially those set on the elemental planes.
Faction goal completed
1/1 Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.
24. Forged in Flames, Part 1 25. Forged in Flames, Part 2 26. What Prestige is Worth
Faction goal progress (link to post) Minkai
Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
I'm level 10!:
HP: d8 (5) + 2 Con + 1 Toughness + 1 FCB (86 HP)
Fort/Will Saves +1 (now 11/8)
BAB +1 (now +7)
Arcane Pool +1 (now 11)
Skills: 2 Magus + 1 Human + 4 Int + 1 Headband (Noted)