Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Shiyara the High Mediator

Ember Firesong's page

121 posts. Alias of Joy.


Full Name

Ember Firesong (real name - Elianna Goodberry)

Race

Halfling

Classes/Levels

Rogue 7 / Cleric 1 (Init: +7 / AC: 23,T: 17, FF:18 / HP: 43/43 / F: 7, R: 13, W: 8)

Gender

Female

Size

small

Age

21

Alignment

Chaotic Good

Deity

Milani

Languages

Common, Halfling

Strength 12
Dexterity 20
Constitution 10
Intelligence 12
Wisdom 13
Charisma 12

About Ember Firesong

Combat:

Initiative: +7
HP: 43/43
AC: 23 10+6+5+1+1
FF: 18
Touch: 17

BAB: +5
Melee: +6 (+11 with WF)
Ranged: +11

CMB: +7
CMD: +22

Saving Throws
Fortitude: 7
Reflex: 13
Will: 8

Skills:

(Cleric Skills)
Knowledge Religion +5 [1rank+3inclass+1int]
Knowledge Planes +5 [1rank+3inclass+1int]
Spellcraft +5 [1rank+3inclass+1int]

(Rogue Skills)
Acrobatics +14 [4rank+3inclass+5dex+2racial]
Appraise +5 [1rank+3inclass+1int]
Bluff +11 [7rank+3inclass+1cha]
Climb +7 [1rank+3inclass+1str+2racial]
Escape Artist +9 [1rank+3inclass+5dex]
Diplomacy +11 [7rank+3inclass+1cha]
Disable Device +15 [7rank+3inclass+5dex]
Knowledge Local +8 [4rank+3inclass+1int]
Knowledge Dungeoneering +8 [4rank+3inclass+1int]
Perception +13 [7rank+3inclass+1wis+2racial]
Sense Motive +8 [4rank+3inclass+1wis]
Slight of Hand +9 [1rank+3inclass+5dex]
Stealth +15 [7rank+3inclass+5dex]
Swim +5 [1rank+3inclass+1str]
Use Magic Device +11 [7rank+3inclass+1cha]

Traits and Feats:

Traits

Westcrown Firebrand:
There’s something very wrong
with the world. Spouses were not meant to huddle at
their windows hoping and fearing day after day that their
loved ones returned from work safely. Parents were not
meant to hush their children when questioned about
what happened to their neighbors. Citizens were not
meant to avert their eyes and hurry by as guardsmen
beat old friends in the street. The people of Westcrown
have suffered long enough! It’s time for a change. But
how? You’ve heard rumors of bands of free-thinking
individuals meeting after the citywide curfew. Perhaps
they might share your ideals? You are quick to react to
opportunity, both physically and mentally, and know that
it is with sudden and swift action that many conflicts
are best resolved. You gain a +1 trait bonus on Initiative
checks, and if you act in a surprise round, you gain a +1
trait bonus on all attack rolls.

Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Feats
Weapon Finesse (Bonus Feat from Rogue Talent)
Dodge
Mobility
Spring Attack

Rogue Talents:

Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Rogue Class Features:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Spells and Domains:

Orsisons
Light
Detect Magic
Read Magic

1st Level
Protection from Evil
Bless

Domains

Defense Domain

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy

Freedom Domain

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

Domain Spells: 1st—sanctuary, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement

Appearance and Background:

Appearance
Height: 3'3"
Weight: 38 lbs
Eyes: Emerald Green flecked with gold
Hair: Dark, vibrant red
Scars: Lash marks scar her back, upper shoulders and upper thighs

Background
Ember was taken away from her parents when she was just a small child as payment for a debt that her parents could not afford to pay. She was taken to the slave market and sold to man fond of buying young children and using them as beggars and pick-pockets on the streets.

Begging and stealing wasn't at all hard for Ember, she had nimble fingers and was a quick learner. The bad part though was the times that she wasn't able to beg or steal enough to satisfy her owner. Slaves who didn't meet their quota for the day were tied up to a whipping post in the evening and given a lash for every gold piece under quota they were. They were then left hanging there all through dinner and given no food for that day.

Her owner preferred only child slaves for his operation since they were easier for him to control, so when Ember neared adulthood she was sold off to a brothel. While Ember was willing to beg and steal, she wasn't willing to be used as a whore. She managed to sneak a small knife from the kitchen with her during her first night with a 'client' and used it to defend herself against his unwanted advances. After he ran out of the room to complain to her new owner, Ember used the oil lamp in the room to set fire to it and escaped out the window, jumping to the roof of the nearby tavern and climbing down its drainpipe.

Scared and alone on the streets, Ember resorted back to pick-pocketing for money to survive on as she tried to avoid any guardsmen patrolling the streets. One day, as she was trying to steal from an half-elf, she was surprised when he turned rather quickly about and caught her before she could run away. Not knowing what to do, she could only beg him not to turn her into the guards for being a runaway.

Halfling Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Wealth and Gear:

Wealth
starting wealth 33k

951 gp

Armor
+2 Mithril Chain Shirt
1,100+300+4,000=5,400

Weapons
+1 Agile Short Sword
8,310gp
+1 Ghost Touch Alchemical Silver Light Mace
8,325gp
Dagger x4
8 gp
+1 Composite Short Bow
2,450

Ammunition
Arrows (20)
2 gp
Alchemical Silver Arrows (20)
6 gp

Magical Gear
Cure Light Wounds Wand (50 charges)
750 gp
Wand of Lesser Restoration (30 charges)
2,400 gp
+1 Cloak of Resistance
1,000 gp
Handy Haversack
2,000 gp
Universal Solvent x2
100 gp
Potion of Reduce Person x2
100 gp
Potion of Enlarge Person x2
100 gp
Potion of Expeditious Retreat x2
100 gp
Potion of Cure Light Wounds x2
100 gp

Mundane Gear
Silk Rope
10 gp
Waterskin
1 gp
Acid Flask x2
20 gp
Tindertwig
1 gp
Alchemist's Fire Flask x10
200 gp
Tanglefoot Bag x6 (5 left)
300 gp
Holy Water Flask x4
100 gp
Antitoxin
50 gp
Masterwork Thieves Tools
100 gp
Spell Component Pouch
5 gp
Silver Holy Symbol
25 gp
Travelers Outfit
1 gp
Clerics Vestament
5 gp
Nice Dress and Accessories
50 gp
Weapon blanch, adamantine
100 gp
Weapon blanch, cold iron
20 gp
Weapon blanch, silver
5 gp
Alchemist's kindness x5
5 gp


©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.