Cleric

Reesa's page

744 posts. Organized Play character for Gerald.


Race

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor |

Classes/Levels

Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

About Reesa

Reesa
Female Aasimar Celestial Bloodline Sorcerer 9
Chaotic Good

PFS #12445-8
xp 25; Fame/PP +42/+42
Current PP: 34 (Spent 2 PP for wand of CLW, spent 2 PP for Wand of Magic Missile, spent 2 PP for Wand of Mage Armor, spent 2 PP for wand of Silent Image)

Init. +2: Perception +3 (+2 racial bonus)
Darkvision 60'
Resist acid 10 and resist cold 10.

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Defense
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AC 12, Touch 12, Flat Footed 10
HP: 74/74 (6 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 18 Con+ 9 Favored Class + 9 Toughness)
Fort: +8, Ref: +7, Will +9
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Offense
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Speed 30'

Melee: +4 Melee Touch Attack
+4 Dagger, 1d4, (19-20/x2)

Ranged: +6 to hit
*Bloodline Powers: Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spells:

Spoiler:

*Spell DC: 18 + spell level
Conjuration 19 + spell level

(Unlimited) 0-Daze (DC 18), Detect Magic, Disrupt Undead, Light, Message, Prestidigitation, Read Magic
(8/day). 1-Bless*, Comprehend Languages, Grease (DC 20), Magic Missile, Shield, Vanish.
(8/day). 2-Burst of Radiance (DC 20), Create Pit (DC21), Glitterdust (DC 21), Resist Energy*, See Invisibility.
(8/day). 3-Haste, Heroism, Magic Circle against Evil*, Summon Monster III
(6/day). 4-Confusion (DC 22), Dimension Door, Remove Curse*.

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Statistics
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STR 10, DEX 14, CON 14, INT 10, WIS 12, CHA 26

BAB: +4; CMB +4; CMD 16 (17 v. Grapple)

Feats:

Spoiler:
B. Eschew Materials, 1. Toughness, 3. Spell Focus (Conjuration), 5. Augment Summoning, 7. Spell Penetration. 7BB. Extend Spell, 9. Greater Spell Penetration.

Traits:

Spoiler:
*Havoc of the Society: +1 Force damage to any damaging spell.
*Resilient- +1 to Fortitude Saves

Skills:

Spoiler:
18 points(2/level)

Diplomacy +13 (3 Ranks + 8 Charisma + 2 Racial)
Know. (Arcana) +8 (5 Ranks + 0 Intelligence + 3 Class Skill)
Perception +3 (0 Rank + 1 Wis + 2 Racial)
Spellcraft +9 (6 Ranks + 0 Intelligence + 3 Class Skill)
UMD +15 (4 ranks + 8 Cha + 3 Class)

Languages:

Spoiler:
Common, Celestial

Racial Abilities:

Spoiler:

*Ability Score Racial Traits: +2 Wisdom and +2 Charisma.
*Type: Aasimars are outsiders with the native subtype.
*Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
*Base Speed: Aasimars have a base speed of 30 feet.
*Languages: Aasimars begin play speaking Common and Celestial.
*Exalted Resistance An aasimar with this racial trait gains spell resistance (SR) equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.
*Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
*Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
*Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Celestial Bloodline:

Spoiler:

*Class Skill: Heal.
*Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
*Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.
*Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
*Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
*Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain:

Immunity to acid, cold, and petrification
Resist electricity 10
Resist fire 10
+4 racial bonus on saves against poison
Unlimited use of the Wings of Heaven ability
the ability to speak with any creature that has a language (as per the tongues spell).

Wealth 218 gold, 2 silver plus 1503 gold.

Gear

Spoiler:

Wand of Cure Light Wounds (x 48), 2 PP
Wand of Magic Missile (x 20), 2 PP
Wand of Mage Armor (x45), 2 PP
Wand of Silent Image (x50), 2 PP
Wand of Web (5 charges; 450 gp)
Wand of Protection from Evil (5 charges), 75 gold
Wand of Cure Serious Wounds, (5 charges), 1125 gold
Wand of Daylight, (17 charges) 3825 gold
Wand of Vanish, (4th level, 24 charges), 1440 gold

Cloak of Resistance +4, (16000)
Headband of Charisma +4, 16000gold
Lesser Silent Metamagic Rod, 3000 gold
Lesser Piercing Metamagic Rod, 3000 gold
Lesser Rod of Persistent Spell, 9000 gold

Scroll of Lesser Restoration (x2), gained from used boon
Scroll of Monkey Fish (x2), 50 gold
Scroll of Endure Elements (x2), 50 gold
Scroll of Mount (x2), 50 gold
Scroll of Obscuring Mist, 25 gold
Scroll of Magic Weapon, 25 gold

Oil of Bless Weapon (x2), 200 gold
Oil of Daylight, 750 gold

Dagger, 2 gp.
Traveler's Outfit, 1 gp.
Backpack, 5 sp
Waterskin, 5 sp.
Belt Pouch, 1 gp
3 day's rations, 1.5 gp
Bedroll, 1 sp.
Ink vial- 8 gp.
Parchment (x5)- 1 gp.
Ink Pen- 1 sp.
Small Steel Mirror, 10 gp
Sack (empty), 1 sp.
Caltrops, 1 gp.
1 vial of antitoxin, 50 gp
Alchemist's Fire (x3), 60 gold

Scenarios completed:

Spoiler:

The Confirmation.
06-06 Hall of the Flesh Eaters
06-10 The Wounded Wisp
0-14 The Many Fortunes of Grandmaster Torch
06-18 From Under Ice
Module. The Dragon's Demand I (3 XP, 4 PP, 1536 gold)
07-07 Trouble in Tamran (1 xp, 2 PP, 927 gold)
Module. The Dragon's Demand II (3 xp, 4 PP, 4800 gold)
7-00 The Sky Key Solution (1 XP, 2 PP, 2500 gold)
Module. The Dragon's Demand III (3 xp, 4 PP, 8712 gold)
08-07: From the Tome of Righteous Repose (1 xp, 2 PP, 3230 gold)
9-09: Beyond the Halflight Path (Sparklegrim Passage) (1 xp, 2 PP, 3207 gold)
10-11: The Hao Jinn Heirophant (1 xp, 2 PP, 4077 gold)
09-02: A Case of Missing Persons (1 xp, 2 PP, 3311 gold)
10-98: Special Siege of Gallowspire (1 xp, 2 PP, 4600 gold)
Thornkeep (Sanctum of A Lost Age) (3 xp, 4 PP, 11787 gold)
3-03: The Ghennet Manor Gauntlet (1 xp, 2 PP, 5503 gold)

Boons Received:

Spoiler:

*Explore, Report and Cooperate (The Confirmation)
*Friend of Janira Gavix (The Confirmation)
*Confirmed Field Agent (The Confirmation)
*Gloomspire Explorer: while adventuring in the Gloomspire, you gain a +2 to Perception to find hidden objects, such as traps, treasure, and secret doors. (Gained from Hall of the Flesh Eaters.)
*Explore, Report, Cooperate (The wounded Wisp)
*Prized Find: In a scenario, if you failed to earn a PP, you may cross this boon off your list to remind your superiors of your past success, and you are granted that PP.
*Warm Friends in a Cold Land: In Irrisen, you gain a +2 to Diplomacy checks. You may call on Uliyara on a one time basis to accompany you and grant his bonus outside of Irrisen, and then cross the boon off the sheet.
*[][][]Scalefriend: You were fortunate to encounter and aid the kobold Nighttail, who helped you to neutralize the Blood Vow tribe. She still owes you a good turn or two, and you may call in a favor when performing one of the skills below to use Nighttail's skill modifier instead of your own as she assists you. Alternatively, Nighttail can cast a spell as though she shared your space, though any attacks of opportunity she provokes for spellcasting damage you (they still force her to make a concentration check), Using any of the skill-based or spellcasting favors requires your spending the time Or actions to perform the task yourself, You may use the favors listed below in any combination, checking off one or more boxes each time you ask for help. When you check the last box, Nighttail's debt has been repaid; cross this boon off your Chronicle sheet.
Handle Animal +7
Survival +10
Bluff +9
Cast resist energy (CL 1st, concentration +2)
*Nighttail and Hak (The Dragon's Demand 14—15) fight alongside you for one encounter in The Dragon's Demand module. You may use this boon at the beginning of combat Or at the start of a combat round. Nighttail and Hak begin combat adjacent to you or in the closest available square, and they act on their own initiative. The pair have a starting attitude of helpful and follow your commands to the best of their abilities, but they are GM-controlled N PCs; a GM may grant you direct control at his or her discretion. If Nighttail and/or Hak die during the encounter, cross the entire boon off your Chronicle sheet. (2 boxes)
*Karela's Gratitude: you may spend 1600 gold to buy 10 pieces of ammo in any combination from the following list.
+1 Keen
+1 ammo coated in blue whinnis poison
+1 merciful ammo
+1 disruption ammo (limit 1)
*Day at the Auction: Whn you purchase (not upgrade) any magical item, you may treat your Fame score as 3 higher to determine your maximum gold cost. After using this boon, cross it off your sheet.
*DragonFoe: use may use this boon and reroll an attack roll or a caster level check to beat a dragon's Spell Resistance. If you are using a weapon, spell or item that has a specific use against a dragon, you gain a +2 on the reroll. Cross off the boon after using,
*Azlanti Wonders: when exploring a location of an Azlanti site that predated Earthfall, you can cross this Boon off your sheet and receive a +1 to two of the following during the entire scenario. AC, attack rolls, skill checks, or saving throws.
*Champion of Time: due to success in dealing with Lady Arodeth, when you create new character, you may add one of the following as a bonus trait. [i]Councillor of Time: caretaker, charming, or ease of faith. [i]Defender of Time: courageous, indomitable faith or resilient.
*Timelost Chronicler: gain a permanent +1 on Knowledge History. One time per day, you can gain a +1 morale bonus to any d20 roll, before making the roll.
*Dragonslayer: the next time you encounter a true dragon, you gain a permanent +2 on Reflex saves against breath weapons of that particular type of dragon and a + 1 on attacks and a +1 dodge bonus on AC versus that type of dragon.
*Friend of the Green: three times in total, Azmur Kell will assist you in tasks. After these three times, cross the boon off your sheet. The help can be any of the following actions: cast Barkskin (CL 8, concentration +11), cast Cure Serious Wounds (CL 8, concentration + 11), cast Remove Disease (CL 8, concentration + 11), or use skill for Knowledge Nature (+13).
*Ally of Belhaim: Green Faith. You become specialized in Knowledge Nature.
*Debt of Shadow: three times in shae Maffei will grant you aid. After these three times, mark the boon off your sheet. These favors can include using Maffei's modifiers on the following skill checks. Disable Device +16, Knowledge Arcana +13, Knowledge Planes +13, Sleight of Hand +16, or she can grant you a +3 to Stealth for five minutes. Used one time so far.
*Righteous Redemption: (Used this boon already) granted two scrolls of Lesser Restoration.
*Worthy Foe (Scoundrels): against humanoids with the human subtype, as a swift action you can gain a +2 to caster level to overcome SR, a +1 to save DCs, and gain a +2 on saves against their spells and abilities for one round. Can be used three times before the boon is expended and marked off the sheet.
*Duskwarden’s Favor: cross this boon off your sheet to gain the ranger favored terrain (+2 underground) for the remainder of the scenario.
*Sparklegrim Passage (Story Arc 8 items)
*History of the Sunsu Godae: two times, you can use this boon to gain a +5 on Knowledge Local and Knowledge History related to Tien Xia.
*Mediations of the Sacred Flower: one time you can cross of this boon to cast commune, mark of justice, or raise dead. If you cast raise dead, you must provide 5000 gold in diamond dust.
*Eliza’s Insight: May cross off boon to roll twice and take the higher result on a skill check to notice or decipher a clue as part of an investigation.
*The Real Lofton’s Aid: if you’re character is jailed or otherwise imprisoned, you may cross this boon off your sheet to negate the typical cost of prestige points or gold of securing release from imprisonment.
*Aid Mission Rewards:
1. What Ambush? You can use this boon two times. When you fail a Perception check to act in a surprise round, you can check this box and still act in the surprise round. You are still considered flat footed until you take an action. Alternatively, you can reroll an initiative check.
2. Unravel Magic: one time as a swift action you can have a fellow pathfinder appear Nd cast dispel magic with a caster level as your level. If you’re 13th level or higher using this boon, it is cast as a greater dispel magic instead.
3. Timely Dilivery: you can use this boon two times. If you take one minute and expend 2 PP, An ally from the Society will give you an item worth 750 gold or less. You do not have to be near a settlement for this to occur.
4. Tactical Strike: you can use this boon one time. As a swift action, you can select one opponent and until the beginning of your next round, you and all allies deal an extra 1d8 on all attacks against the opponent. You are considered to be flanking if at least two allies are threatening the foe, regardless of position.
5. Restorative Burst: on one occasion, when you would be brought to Below zero hit points, you can trigger a healing burst that affects you an all allies within 30’, as a channel of a cleric of your caster level.
6. Necromantic Surge: [ ] [ ] [ ] [ ]. You can check a box to use a spell from the Whispering Tyrant, using your caster level, and your Charisma to set the DC.
Level 5-8: you can use a SLA of Bestow Curse, Command Undead, Enervation, Flase Life, Fear or Vampiric Touch.
Level 9-12: you can add Eyebite, Possession, and Waves of Fatigue to the SLAs you can use.
Level 13-16: you add Control Undead, Finger of Death, and Greater Possession to the list of SLAs. These cost two boxes per use.
Level 17+: add Energy Drain and Wail of the Banshee to the SLAs. These cost two boxes per use.
*Echoing Paradox: one time you can use this boon and gain a +2 to attack roll, skill check, or saving throw. Afterwards you are shaken until the end of your next turn.
*Mutani Manual of Martial Mastery: +1 to CMD vs. grapple