Elf

Livvy Goldenscale's page

309 posts. Alias of Pixie Rogue.


About Livvy Goldenscale

Halfling Sorcerer (favored) 2 (Brass Dragon bloodline)

Description
24 years old
2' 11" tall
31 pounds

The tiny woman before you has obviously spent most of her life in the sun and it has given her skin a definite golden glow. The tiny lines already forming on her young face tell you that the smile you see is not unusual -- in fact, if are around her much, you will find that she is almost always smiling.

Her black hair is long for her height, nearly to her waist, and she seems to be fond of various combs and clips, which barely control the wild mass from falling into her dark brown eyes.

She wears the robes of a desert traveler and they show signs of rough use, but they are immaculately white. Other than a small pouch at her waist, it's not obvious whether she's carrying anything in the way of equipment.

Init +2
Senses Perception +8
Speed 20 ft

DEFENSE

Spoiler:

AC 13, touch 13, flat-footed 11 (Size +1, Dex +2)
hp 20 (2d6 [sorcerer]+4 [CON]+6 [DM bonus]) wounds 0

If enlarged:
AC 11, touch 11, flat-footed 10 (Size +0, Dex +1)

Saves:
Fort +3 (+0 [sorcerer 2]+2 [CON]+1 [racial bonus])
Ref +3 (+0 [sorcerer 2]+2 [DEX]+1 [racial bonus])
Will +5 (+3 [sorcerer 2]+1 [WIS]+1 [racial bonus])
(additional +2 vs fear)

OFFENSE

Spoiler:

Base Atk +1
CMB +2 (+1 [BAB]-1 [size]+2 [STR])
CMD 14 (10 [base]+1 [BAB]-1 [size]+2 [STR]+2 [DEX])

Melee claw +4 (1d3+2, 20/x2)
Melee 2 claws +4 (1d3+2, 20/x2) (Full attack)
If enlarged:
Melee claw +4 (1d4+3, 20/x2)
Melee 2 claws +4 (1d4+3, 20/x2) (Full attack)

Melee dagger +4 (1d3+2, 19-20/x2)
Melee quarterstaff +4 (1d4+2, 20/x2)
Ranged light crossbow +4 (1d6, 19-20/x2)
Ranged dagger +4 (1d3+2, 19-20/x2)
+1 to attack and damage vs gnolls [trait]

FEATS, SKILLS, ABILITIES, LANGUAGES

Spoiler:

Ability Scores: Str 15, Dex 15, Con 15, Int 16, Wis 12, Cha 17

Feats: Eschew Materials [bonus], Magical Aptitude [1st]

Traits: Focused Mind [magic], Gnoll Killer [campaign]

Skill points: 4 [sorcerer] + 6 [ability] + 2 [favored]

Class skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)

Acrobatics +5 = +0 [rank]+3 [ability]+2 [race]
Appraise +8 = +2 [rank]+3 [class]+3 [ability]
Bluff +7 = +1 [rank]+3 [class]+3 [ability]
Climb +4 = +0 [rank]+2 [ability]+2 [race]
Fly +2 = +0 [rank]+2 [ability]
Heal +1 = +0 [rank]+1 [ability]
Intimidate +7 = +1 [rank]+3 [class]+3 [ability]
Knowledge (Arcana) +8 = +2 [rank]+3 [class]+3 [ability]
Linguistics +4 = +0 [rank]+3 [ability]
Perception +8 = +2 [rank]+3 [class]+1 [ability]+2 [race]
Perform (Sing) +3 = +0 [rank]+3 [ability]
Perform (Oratory) +3 = +0 [rank]+3 [ability]
Spellcraft +10 = +2 [rank]+3 [class]+3 [ability]+2 [feat]
Stealth +6 = +2 [ability]+4 [size]
Use Magic Device +10 = +2 [rank]+3 [class]+3 [ability]+2 [feat]

SQ: Favored Class (Sorcerer - +2 skill point), Keen Senses, Bloodline Arcana (Spells with the fire descriptor deal +1 point of damage per die), Bloodline Power (Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small)); Can be used 3+Cha Mod rounds/day))

Languages Common, Draconic, Halfling, Gnoll, Goblin

GEAR

Spoiler:

Combat Gear None
Other Gear 2 potions of cure light wounds and 2 scrolls of cure light wounds from the Lady, A dagger, quarterstaff, light crossbow with 20 bolts, backpack, waterskins, rations, 8 gp

Encumbrance 0.0 + coin
Light Load 50
Medium Load 51 - 100
Heavy Load 101 - 150

SPELLS

Spoiler:

SORCERER
5 Cantrips (0-level), at will (CL 2)
Acid Splash - "minimus acidus" - Ranged Touch, 25'+CL*5'/2=30' range, +7 to hit (incl PBS), 1d3+1 acid damage (incl PBS)
Dancing Lights - "luminarius ambulus" - Up to four lights within 10' radius, 110'+CL*10'=130' range, Lasts 1 minute
Detect Magic - "spectus magus" - 60' cone, Concentration up to 2 minute
Mending - "" - Range 10', Target object up to CL=2 lb, Duration instantaneous, Restores 1d4 hp, removes broken condition if restored to over half total hp, Will negates (harmless, object)
Prestidigitation - "abracapocus" - Range 10', Target varies, Duration 1 hour, Various effects, No save

SORCERER
2 1st-level, 4/day (CL 2) - 1 cast today (BH vs spider swarm)
Burning Hands - "igneus" - 15' Cone of fire, CL=2*(1d4+1) fire damage, Reflex DC 14 half (DC 15 half vs gnolls [trait], SR Yes
Enlarge Person - "quem augeo" - One round to cast, 25'+CL*5'/2=30' Range, Duration CL=2 minutes, Target doubles in size (may increase reach), gains STR +2, DEX -2, -1 to attack and AC, weapon damage increases by one size category

Concentration +7 = +2 [caster level]+3 [ability]+2 [trait]

REWARDS

Spoiler:

Fast track XP
Experience Points: Check FW's profile

Spoils spoiler:

Spoiler:

Unclaimed items / party property
None currently

RESOURCES
Campaign

Spoiler:
French Wolf's Howl of the Carrion King

In the exotic nation of Katapesh, a land of fortune and wonders, heroes are those with the courage to command their destinies. Such wisdom leads a daring band to the abandoned village of Kelmarane with the hopes of re-establishing a once prosperous community.
But the village belongs to a savage tribe of gnolls and their leader, the Carrion King.
Can the players retake the village from its feral conquerors or is Kelmarane to be the first of many to be ravaged?

Here is the discussion thread for Howl of the Carrion King.

This is the place to discuss the game, characters, real life issues and post warnings for when you may not be free to join in for a holiday or whatever. Firstly the Discussion thread will allow us all to get to know each other better.

Rules

Character Generation
Other details already mentioned but worth repeating;
1) Hit points will be maximum plus standard modifiers (Con, favoured class, Toughness) plus a flat bonus for every PC of 6pts.
2) Starting wealth to be rolled for by the player.
3) Every character gets two traits (which are a bit like half-feats). One campaign trait which is the most important because it ties you to the Adventure Path and the other a Basic Trait. The Pathfinder Companion for Legacy several Basic Traits outlined under Region, Race and Religion. There are more Basic traits which could be adapted from the free web supplement that came out recently.
4) Also this Adventure Path introduces Achievement Feats. Here are seven of these and they represent long term aims for the PC to achieve to gain the benefits. I shall leave it up to the individual player to account for these.
5) Stats – Either it is 20 point buy or you can roll for your stats. If you want to roll dice then roll 4d6, drop the lowest, do that seven times and drop the lowest total. Then assign as you wish.
6) Experience will be on the fast track, because pbps tend to be slow.
7) Standard Pathfinder races only
8) Standard Pathfinder classes only
9) No evil characters or any others which will not co-operate with the group. This is a team sport in which everyone gets a chance to shine.

Background
Every character needs to fit into the land of Katapesh in the world of Golarion. This is a land of deserts, genies, bazaars etc. The Legacy of Fire Players Guide has sufficient information to help fit your character into the land. If you don’t have this then don’t worry you create a background and I can help fit you in. Also, in April, a further Guide to Katapesh will be on sale from Paizo.

House Rules
When rolling hit points for higher levels the player can choose to re-roll but must take the second roll whatever it is.

Initiative I will probably roll myself or get the next player to roll for each guy. This is just to speed up play.

DM’s decision is final. Keep any rules discussion off the game thread and here in the discussion thread please.

Game Etiquette
Read and post as frequently as you can. I believe that the best games on the boards are busy ones, with people posting at least daily and sometimes more than that. At the weekend that is not such an issue as I understand we all have lives outside of this.

But let me know if you are going to be away for a while. The worse thing that can happen is if someone just stops posting.

If we have a fight or important piece of roleplay waiting for one player, then the delay can spoil things, so I may need to NPC that person just to keep things flowing.

Although I shall use the scenario I may change things from time to time. If you are running or just reading the Adventure Path outside of the game then that’s fine by me. Let me know if that is the case though too. Also try to make sure you keep the player and character knowledge separate for the game.

Feel free to roll your own dice, use an online roller or what you prefer. I won’t require dice rolls to be proved, or need invisible castle links.

Halfling Racial Traits

Spoiler:
+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 Combat Maneuver Bonus and Combat Maneuver Defense, 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 skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill 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.

Traits

Spoiler:

Focused Mind: (Magic Trait)
Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Gnoll Killer: (Campaign Trait)
You grew up in rural Katapesh, in a region where gnoll activity was a fact of life. You killed your first gnoll at a young age when a group of gnoll slavers attacked your village, home, or caravan, and your hatred of gnolls has only grown since then. Something in your past fueled your hatred of gnolls even further—perhaps your family was slaughtered by gnolls, or maybe you even served a few harrowing weeks as a prisoner of a gnoll tribe before a miraculous escape. When you heard that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King, you knew you had to be part of the group, and signed up immediately. You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.

Sorcerer Class Features

Spoiler:
The sorcerer’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83).
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Chapter 10. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3–14. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3).
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table 3–15. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table 3–15 are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this inf luence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table 3–15. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table 3–15 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Draconic (Brass) Bloodline:

Spoiler:
At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill: Perception.
Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of
the dragon II (15th), form of the dragon III (17th), wish (19th).
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Arcana: Whenever you cast a spell with the fire descriptor (based on brass dragon bloodline), that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.
Dragon Type *** Energy Type *** Breath Shape
Black ********* Acid ********** 60-foot line
Blue ********** Electricity *** 60-foot line
Green ********* Acid ********** 30-foot cone
Red *********** Fire ********** 30-foot cone
White ********* Cold ********** 30-foot cone
Brass ********* Fire ********** 60-foot line
Bronze ******** Electricity *** 60-foot line
Copper ******** Acid ********** 60-foot line
Gold ********** Fire ********** 30-foot cone
Silver ******** Cold ********** 30-foot cone
Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming
DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of fire damage on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus.
At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon is a 60' line, shown in the chart above for the brass dragon. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and fire damage. You also gain blindsense 60 feet.

Brainstorming her next level:

Spoiler:
Going to Bard 1
+d8 hit points (no favored class bonus)
+6+3 skill points (no favored class bonus) [Acrobatics, Knowledge (Arcana), Spellcraft, Use Magic Device, Linguistics, Perform (Sing), Perform (Oratory), Stealth, Knowledge (History)]
Add following class skills: Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (all other than Arcana) (Int), Linguistics (Int), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Add the following proficienies: longsword, rapier, sap, short sword, shortbow, whip, light armor, and shields
Add known bard spells: 4 0-level (Flare, Ghost Sound, Mending, Message), 2 1st-level (Comprehend Languages, Grease)
Add bard spells per day: 2 1st-level
Add Bardic Knowledge ability (+1 bonus to all Knowledge checks, can make any knowledge check untrained)
Add Bardic Performance 7 rds/day (Countersong, Distraction, Fascinate, Inspire Courage)
Add Bardic Cantrips
Add one feat (Spell Focus (Evocation or Illusion))

Going to Sorcerer 3
+d6 hit points (possible favored class bonus)
+2+3 skill points (possible favored class bonus) [Appraise, Bluff, Perception, Spellcraft, Use Magic Device, maybe Stealth]
Add known sorcerer spells: 1 1st-level (Sleep)
Add sorcerer spells per day: 1 1st-level
Add Bloodline spell (Mage Armor)
Add Bloodline Power (Fire Resistance 5, +1 Natural Armor)
Add one feat (Spell Focus (Evocation))