Lady Fafrail

Sereia's page

143 posts. Organized Play character for Jessica Catalan (Organized Play Line Developer).


Full Name

Sereia

Race

| HP: 15/15 | AC 14 (T12, FF 12) | CMB: +4 CMD: 16 | F:+4 R:+2 W:+3 | Cold Res 5 | Init +2 | Perc +6, SM +0, Social -1

Classes/Levels

| Speed 30 ft. Swim 30 ft. | Spells: 1st: 0/3 | Arcane Pool: 4/4 | Active Conditions: None

Languages

Aquan, Common, Celestial, Elven

Strength 16
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 8

About Sereia

Statistics:

PFS # 276820-17
Faction: Grand Lodge
Experience 3
Fame 5, Prestige Points 4

Sereia
Female Aquatic Elf Magus (hexcrafter) 2
N Medium Humanoid (aquatic)
Init +2; Senses Darkvision, Perception +6

------------------------------
DEFENSE
------------------------------
AC 14, touch 12, flat-footed 12 (+2 armour, +2 Dex, +0 shield)
hp 15 (2d8+2)
Fort +4, Ref +2, Will +3
...+2 vs. warm or hot weather
Resistance cold 5

------------------------------
OFFENSE
------------------------------
Speed 30 ft., Swim 30 ft.
Melee masterwork trident +5 (1d8+3 P) (10ft. range, brace)
…dagger +4 (1d4+3/19-20 P/S) (10 ft. range)
Ranged dart +3 (1d4+3 P) (20 ft. range)
Spells Prepared (CL 2nd, Concentration +5)
1stcolour spray, magic missile, shocking grasp
0—brand (DC 13), detect magic, prestidigitation, ray of frost
Offensive Abilities arcane strike (magic, +1 damage)

------------------------------
STATISTICS
------------------------------
Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Traits criminal (disable device), observant (perception)
Feats arcane strike
Skills Appraise +4 (0R, not class skill), Disable Device +7, Knowledge (arcana) +8, Linguistics +5 (not class skill), Perception +6, Spellcraft +8 (+2 to identify magical items), Swim +15
(6 points; 2 class, 3 INT, 0 race, 1 favoured class)
Abilities amphibious, arcane pool, cantrips, deep sea dweller, elven magic, keen senses, spell combat, spellstrike, weapon familiarity
Languages Aquan, Azlanti, Common, Celestial, Elven

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Arcane Pool (Su): 4 points,
The magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
1 point, Swift, grant any weapon you are holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Arcane Strike As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Deep Sea Dweller Aquatic elves who live far beneath the surface have adapted to the inhospitable conditions of the ocean depths. Aquatic elves with this racial trait gain darkvision with a range of 60 feet and cold resistance 5. This racial trait replaces low-light vision and elven immunities.

Elven Magic Aquatic elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, aquatic elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Spells: A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

Spell Combat (Ex): A magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su): Whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Swim They have a swim speed of 30 ft., can move in water without making swim checks and always treat swim as a class skill. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Proficiencies Aquatic elves are proficient with rapiers, short swords, and tridents, and treat any weapon with the word "elven" in its name as a martial weapon. A magus is proficient with all simple and martial weapons. A magus is also proficient with light armour. He can cast magus spells while wearing light armour without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear masterwork, trident, dart (6), acid (2), holy water (2), potion of cure light wounds (3), potion of lesser restoration, wand of shield (49 charges), wand of shocking grasp (45 charges), wand of summon monster I (CL 3, 9 charges)
Possessions leather armour, backpack, bedroll, belt pouch, flint and steel, grappling hook, grooming kit, fishing kit, hot weather outfit, ink, inkpen, journal, mess kit, rations (2), silk rope, spell component pouch, spellbook (sealed wax pages with stylus), thieve’s tools, waterskin, whetstone
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 153-230 lb.
Current Load Carried 49 lbs.
Money 30 GP 3 SP 8 CP

New Purchases:

Temporary Gear:


Spellbook:

------------------------------
SPELLBOOK
------------------------------
1st—colour spray, grease, hydraulic push, ill omen, magic missile, obscuring mist, shield, shocking grasp
0—acid splash, arcane mark, brand, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, grasp, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

Boons:

Born to the Sea: You may play an aquatic elf character (Pathfinder Campaign Setting: The Inner Sea World Guide 25, Pathfinder Campaign Setting: Inner Sea Paces 242), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must he the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.

[] Blessing of Aurelliax: By helping the people of Highdelve, you have also earned the favor of its protector, Aurelliax. As a sign of her appreciation, she has provided you a small golden dragon statuette. You can check the box that precedes this boon to tap into the statuette’s faint magic and gain one of the benefits below; afterward cross out all of the benefits below, (except Dragon’s Friend, if you selected that benefit).
Dragon’s Prosperity: Before attempting a Day Job check to earn additional gold at the end of one adventure, you can use this benefit to triple the amount of gold the check grants you (maximum 300 gp).
Dragon’s Luck: Before you roll any one d20 roll, you can use this benefit to roll twice and take the higher result. For 1 minute afterward, you gain a +1 luck bonus on all attack rolls, skill checks, ability checks, and saving throws.
Dragon’s Scales: You gain fire resistance 5 for 24 hours.
Dragon’s Friend: The statuette permanently transforms into a fairly harmless animal with supernaturally golden features, such as gold-hued fur, feathers, or scales. Once per day, the animal can either deal an additional 1d6 fire damage with one natural attack or can gain fire resistance 10 against one attack. You can select any Diminutive, Tiny, or Small animal suitable for a familiar. You can choose to adopt this creature as your familiar, spirit animal, or similar companion, replacing your current companion at no cost. Otherwise, you can keep the creature as a loyal pet.

Highdelve’s Hero: You were instrumental in saving Highdelve from imminent attack and preserving its Brightbloom tradition. If you played one of the provided pregenerated characters, you earn the benefit below associated with that character. Otherwise, choose one of the benefits below. Cross out the other benefits.
[X] Torgen: You have tracked down an errant shipment of expensive goods, which has earned you the favor of Brevoy’s finest merchants. When purchasing a weapon or armor of masterwork quality (or made of a material that is automatically masterwork, such as mithral), you can check the box that precedes this boon to reduce that item’s cost by 150 gp. Used on masterwork trident.

Background:

Sereia is descended from a long line of aquatic elf explorers who ply ancient, sunken ruins in search of relics. The exploration of these locations, and the handling and care of the treasures and lore found within is considered a great honour. However, her people take great pride in knowing when a dangerous ruin, or powerful artifact should be left untouched, and unsullied. Insatiably curious, Sereia revelled in the joy of discovery, and earned a place of respect among her people. For a time. For Sereia's greatest strength was also her weakness. She was too curious. Too ambitious. Too bold. And it was her downfall. When her exploration team discovered a ruin marked with ominous sigils, they labelled it taboo. Off limits. But Sereia forged ahead. She discovered a strange pearl on an altar, literally pulsing with magical energy. Where others would have backed down, she reached out... and touched it.

Her world fell apart.

The pearl transported her to a strange place where the seafloor was hard, and the oceans were hot air that burned and cracked her skin. She could breathe -- thank the gods! -- but swimming was off limits with water nowhere in sight. She learned to walk, an exhausting experience, for never before had be body felt so heavy.

And there, on the surface of Golarion, Sereia faced a harsh reality. She had been reckless. She had broken taboos. She had been banished by her own foolishness. Even if she found her way home, she would not be welcome. Not without penance. She needed a great offering for her people. An ancient relic that belonged under the waves, which she could return to her people with pride. And so she set out to acquire such a prize, and -- impossibly -- find her way home.

Sereia joined the Pathfinder Society as an excavator and a scholar. She went on missions, but made few friends. She was aloof, and distant. Her fellow agents found her strange -- particularly her habit of eating everything raw. She never sought companionship, but in time, it found her.
She met a grippli as curious as she was, who made no effort to reel in her excitement and urges. She met a vanara with a respect for the natural world as deep as her own. And she met a ratfolk who didn't seem to care he had no place in the world. They befriended her. Changed her. Inspired her. And, in time, she changed them. She sponsored their entry into the Pathfinder Society, and now they work together as a single, very strange, team. With their help, the ancient relic Sereia needs in order to return home has never been closer.

And she's never wanted it less.

For, what need was there to earn a prize to return home, when she had a family right here in Absalom?

Sereia has recently been searching for a coral idol of Gozreh which was fished up out of a ruin off the coast of Andoran by an elderly fisherman. The idol was sold a few times before it got in the hands of an antiquities smuggler by the name of Jacobi. Always a few steps behind the idol, Sereia hopes to catch up the the smuggler in Highdelve so she can acquire the idol before it is sold. And, if she’s too late, she’s hopeful she can at least get the name of the person Jacobi sold the relic to.

Appearance and Personality:

Sereia is a calm and proud aquatic elf with blue skin, long white hair, and a wiry frame. Constantly hot and feeling like typical surfacer clothes are suffocating her, Sereia wears as little clothes as possible to remain ‘decent’ in public. Typically this consists of tiny, tight shorts, a crop top, a belt, sandals and a backpack. While on missions she adds leather armour. She wears golden earrings, and and elaborate golden hair piece — ancient Azlanti relics she scavenged herself on an expedition made before she was cursed. She also wears a thick necklace of shell and coral which her sister made her many years ago. In her hands she carries an elaborate trident.

Sereia is calm, proud, ambitious, and bold. She’s insatiably curious, and deeply interested in relics, history, and exploration. Since her recklessness brought her to the surface, Sereia believes herself to be cursed by her ancestors or her people’s gods. She was distant and aloof for a very long time, and still seems to be among strangers. She tries to temper her recklessness and curiosity by ponderously thinking things through. A strategy much harder to use since she befriended her strange new friends.