Josie Fizzwicket's page

96 posts. Alias of Lady Ladile.


Race

Inactive

About Josie Fizzwicket

Josie Fizzwicket
Halfling Unchained Summoner 1
NG Small Humanoid (Halfling)
Init +2; Senses Perception +1
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Defense
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
HP 9
Fort +2, Ref +3, Will +2; +2 vs. fear
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Offense
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Speed 20 ft.
Melee
Dagger +4 (1d3+3/19-20)
Longspear +4 (1d6+4/×3)
Ranged
Sling +3 (1d3+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +3)
5/day — Summon Monster I
Summoner (Unchained) Spells Known (CL 1st; concentration +3)
1st (2/day) — Lesser Rejuvenate Eidolon, Shield
0 (at will) — Detect Magic, Guidance, Light, Mage Hand
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Statistics
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Str 16, Dex 14, Con 13, Int 12, Wis 8, Cha 15
Base Atk +0; CMB +2; CMD 14
Feats
Arcane Strike
Traits
Memorable
Twinned Presence
Skills
Intimidate +7 - (1 rank, 3 class, 2 Cha, 1 trait)
Knowledge: Arcana +5 - (1 rank, 3 class, 1 Int)
Ride +6 - (1 rank, 3 class, 2 Dex)
Spellcraft +5 - (1 rank, 3 class, 1 Int)
Background Skills
Knowledge: Geography +5 - (1 rank, 3 class, 1 Int)
Linguistics +5 - (1 rank, 3 class, 1 Int)
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Halfling, Varisian
Other Gear Leather Armor, Sling Bullets (20), Backpack, Bedroll, Canteen, Cooking Kit, Flint and Steel, Gear Maintenance Kit, Grooming Kit, Hemp Rope (50 ft.), Mess Kit, Riding Saddle, Saddlebags, Trail Rations (5), Wooden Holy Symbol (Sarenrae), Wrist Sheath (spring loaded), 15 gp
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Special Abilities
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Eidolon (Unchained) - Can summon a powerful aspect of an outsider.

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.

Life Link (Su) - At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Summon Monster I (5/day) (Sp) - At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
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Wrath-Tainted Abilities (Celestial Bloodline)
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Bloodrage (5 rounds/day; Su) - The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Angelic Attacks (Su) - At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Background:

No one knew where the halfling child came from. She'd been discretely left on the steps of the Sandpoint cathedral as a child of only two or three years with nothing but the clothes she wore and a note that simply stated her name: Josie. As to why the cheery babe might've been left, the answer became clear very quickly when morning came and a rather large, cat-like creature of fire was found lounging in the room where Josie happily played nearby. After some outside consultation, it was quickly decided that the best place for Josie would be at the Turandarok Academy where Ilsoari Gandethus could watch over her.

As time passed and Josie grew older it became apparent that she had been born with some sort of innate magical power, similar to that of a sorcerer's and yet different. Her every waking moment she was accompanied by her fiery feline friend, who she called Incandescence or 'Inc' for short. Ilsoari determined that the two were linked by a powerful bond, which allowed Josie to call on him at any point as long as she remained awake. Unfortunately although Ilsoari had some understanding of her powers, precious few others did. Although she kept up her cheery outward demeanor, the teasing and tormenting she suffered from most of the other children as well as the whispers and side-glances from many of the adults in town did wear on her at times. Though not always a very pleasant upbringing, she still might have eventually grown to a relatively well-adjusted if young woman - if it hadn't been for the 'incident'.

Josie didn't really remember much about the incident; most of what she knew was what she was eventually told after the fact. Several of the children in the orphanage had inexplicably gone berserk, breaking things and injuring others. She herself had been found standing over the unconscious form of one of her tormentors, fists glowing with a strange light and look of rage etched on her face. Afterwards, she couldn't explain what had happened or why. She'd been angry at her tormentors before but she'd never thought about actually hurting anyone. People left her alone now, but...they were afraid of her and that somehow hurt even worse than when they'd simply made fun of her.

In the years following the incident Josie began spending more of her free time at the cathedral, praying at Sarenrae's shrine. In fact, some people whisper that the poor girl has started to fancy herself as one of Sarenrae's holy knights but chalk such things up to flights of fancy and a lack of maturity on Josie's part...

Personality:

In a bid to reconcile the strange powers she's found herself gifted with and her inexplicable actions during the 'incident', Josie's behavior has become increasingly delusional. As a young girl she'd enjoyed pretending to be a brave knight but now she truly sees herself as a knight of Sarenrae, with Inc as her faithful steed. Though on the outside her personality largely seems unchanged, people who know her well can occasionally catch glimpses of tightly controlled anger, fear, and self-loathing underneath the surface.