CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
After thinking about it, I've come to the conclusion that this game is probably not for me, and that I really have over extended myself by trying to join. You're right, there's a lot that goes into GMing a game, and I'd forgotten how much. The past few days have reminded me that there's a lot to keep track of, and I don't think I have time to play a high-powered campaign with lots of custom abilities and run two games at the same time. I am deeply sorry that it ended this way, and I hope that you'll forgive me for what I feel is a waste of your time. That said, I also hope you enjoy playing Ehtulfel. I'm looking forward to his meeting the party.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Will do.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
I think a big part of it is remembering the spells. I get that high level play does have a good amount of bookkeeping in Pathfinder/D&D, but at the same time, I guess I just feel like things are, I dunno. Maybe I'm just tired and need to take a bit to reset. Is it okay if I think it over during the weekend? I should have a better idea after that.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
I did mean it that way, though I am nervous about if this game is really for me. It just seems that there's going to be a lot to keep track of, and I'm already at the point where I'm wondering if I'm going to be the one holding things up when we level. I enjoy stories, not bookkeeping, and this feels like it's going to be a lot of the latter, not to mention I'm also trying to run two games. I was going to try sticking it out and seeing where things go, but at this point, I'm not sure I will.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Actually, it might have scared me off if I'm being honest. And I like getting to see a little bit of Cardriss.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Thanks. It'll probably be tomorrow. Hope that's okay.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
After sleeping on it, I'm okay with forgoing the Fey template. I thought it made thematic sense since the way I wanted to flavor it was that Shamall also came because of the diadem. In any case, thanks for indulging me and helping me out with this. And I think I'll be adding the links. Are you alright with them being to the d20pfsrd site? I like it more than Archives of Nethys.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
After reading the attunement stuff, I'm going with the Song. Still need to add the 600 gp, the mithral shortsword, and the statue to Aislin's gear as well as buying that sword and dagger from Tokelau.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
I got the feats messed up. I thought it was Nature's Ally before figuring out it was Nature Soul when I was updating the actual feats section. I did replace Skill Focus and Weapon Focus to get Nature Soul and Animal Ally, so yeah, she can have the animal companion now. As for adding the Fey template, I think we could say that it's a function of the Diadem. I don't think it'd make it too powerful. It's not a big deal if you don't want me to add it. I can take it off. Since we're already talking about it, is a Luminal Sprite alright for the Diadem familiar? I'll take a look at the attunement stuff. I haven't started on a gameplay post, so you're good there. :) Anyway, here's the fixed version of her stat sheet: Basic Stats:
CG Female Aasimar(Musetouched) Oracle(Seer) 8/Ranger 2/Sorcerer 1 HP: 123 (8d8+2d10+1d6+22+11 | 64 Oracle, 20 Ranger, 6 Sorcerer, 22 CON, 11 Toughness) Senses: Perception +20 Init: +4 Speed: 30 Feet
============================ Attributes:
STR: 15 +2 (7 points) DEX: 18 +4 (5 points, +2 Racial Bonus, +2 ABP Attunement) CON: 14 +2 (3 points, +1 Level 4 Attribute Increase) INT: 12 +1 (2 points) WIS: 14 +2 (3 points, +1 Level 8 Attribute Increase) CHA: 20 +5 (5 points, +2 Racial Bonus, +4 ABP Attunement) ============================ Offense:
BAB: +8.5 (Oracle +6, Ranger +2, Sorcerer +0.5) CMB: +10 (+2 STR, +8 BAB) Melee: +12 Ranged: +12 Favored Enemies:
Melee
Laughing Touch (8/day) Mind-Affecting Effect
Range
Lightning Arc (Sp) (8/day) Touch Attack
============================ Defense:
AC: 26/17/21 (+4 DEX, +8 Armor, +1 Dodge Feat, +2 Deflection ABP, +1 Natural ABP) CMD: 27/22 (+4 DEX, +2 Strength, +8 BAB, +2 Deflection, +1 Dodge) Damage Reduction: 2/Cold Iron Resist: Acid 5, Cold 5, Electricity 10 Fort: +11 (+2 CON, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
============================ Skills:
Skill Points: 98 Oracle: 32 Ranger: 12 Sorcerer: 2 Intelligence Mod: 11 Favored Class Bonus: 8 Cunning: 11 Background Skills: 22 Armor Check Penalty: -1 Acrobatics (DEX)^ +8 Ranks: 0 (0 Rank, +4 DEX, +5 Competence (Boots of Elvenkind), -1)
* class skill
============================ Magic:
Oracle Spells Known Spells Orisons DC: 15 Create Water (V, S) Detect Magic (V, S) Guidance (V, S) Light (V, D) Mending (V, S) Purify Food and Drink (V, S) Read Magic (V, S, F [a clear crystal or mineral prism]) Spark (V or S) 1st-Level Spells 8/day, DC: 16
2nd-Level Spells 7/day, DC: 17
3rd-Level Spells 6/day, DC: 18
4th-Level Spells 4/day, DC: 19
---------------------------- Sorcerer Spells
1st-Level Spells 5/day, DC: 16
---------------------------- Spell-like Abilities
Sorcerer Bloodline Power (8/day)
Affinity Soul Attunement
Domain Spells: (1/day)
----------------------------
============================ Special Abilities and Attunements:
Oracle Curse, Mystery, and Revelations: Tongues (Ex): In times of stress or unease, you speak in tongues. Effect:
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
Languages Chosen: Celestial (Oracle 1), Auran (Oracle 5) Mystery (Lore):
Bonus Spells: identify (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th). Natural Divination (Su): (3/day)
Gift of Prophecy (Su): (1/day)
Automatic Writing (Su): (Commune, 1/day)
Fey Bloodline
Class Skill: Knowledge (nature). Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th). Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]). Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic. Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect. Soul Attunement:
Air Domain
Lightning Arc (Sp) (+12, 1d6+5 Electricity) (8/day): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity. Domain Spell-Like Abilities (1/day):
Flesh Attunement:
Weapon Training (Ex):
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Weapon Group Chosen: Bows(5th), Light Blades(9th)
============================ Feats and Traits:
Feats: Alertness: You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Animal Ally:
Cunning:
Dodge:
Eschew Materials: Sorcerer Bonus Feat
Precise Shot: Ranger Combat Style Feat
Precise Shot: Ranger Combat Style Feat
Toughness:
---------------------------- Traits:
Intense Artist (Religion): Your devotion has caused you to delve more deeply into your art.
Hardly a Fool (Social): You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you've studied the human condition long enough to read a person's face and get to the heart of his message.
============================ Aasimar(Azata-Blooded, Scion of Humanity) Racial Traits:
Ability Score Racial Traits: Azata-blooded aasimars are agile, confident, and personable. They gain +2 Dexterity and +2 Charisma. Type: Scions of Humanity are Outsider(Native) and Humanoid (Human). 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: Scions of Humanity begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled: Azata-blooded aasimars have a +2 racial bonus on Diplomacy and Perform checks. Spell-Like Ability (Sp): Azata-blooded aasimars can use glitterdust 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.) Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
============================ Oracle Class Features:
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Spellcasting:
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with "cure" in the name, inflict spells include all spells with "inflict" in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle 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. An oracle 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. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle 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. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Orisons:
Mystery:
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Oracle's Curse (Ex):
Revelation:
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier.
Seer Archetype
Bonus Spells:
Revelations:
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained. You must take this revelation at 1st level. Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.
============================ Ranger Class Features:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Favored Enemy (Ex):
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from- those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex):
Wild Empathy (Ex):
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. Combat Style Feat (Ex):
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
============================ Sorcerer Class Features:
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). Spells:
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: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). 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: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known 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:
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: Sorcerer Spells Known. 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. Filled with magical power that screams for release, sorcery is not so much a calling as a blessing- or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities. The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
============================ Gear:
Money: 1003 gp, 3 sp, 0 cp Encumbrance: 32.5 lbs. (27.5 lbs. without Handy Haversack) Light - 66 lbs. Medium - 67 - 133 lbs. Heavy - 134 - 200 lbs. Weapons:
Armor and Shields:
Clothing:
Artisan's Outfit x3 - W: 12 lbs. | Cost: 3 gp Cold Weather Outfit - W: 7 lbs. | Cost: 8 gp Hot Weather Outfit - W: 4 lbs. | Cost: 8 gp Noble's Outfit - W: 10 lbs. | Cost: 75 gp Accessories and Jewelry:
Diadem of the Fey Queen - W: - | Cost: - Boots of Elvenkind - W: 1 lb. | Cost: 2500 gp Cloak of Elvenkind - W: 1 lb. | Cost: 2500 gp Gloves of Swimming and Climbing - W: - | Cost: 6250 gp Silver and Emerald Necklace and Earrings - W: 1 lb. | Cost: 200 gp Signet Ring for House Temuir - W: - | Cost: 5 gp Ring of Feather Falling - W: - | Cost: 2200 gp Gold Holy Symbol of Shelyn - W: 1 lb. | Cost: 100 gp Consumables:
Tools and Kits:
Other Gear:
Magic Items:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor:
Belt:
Wrists:
Hands:
Ring, Left Hand:
Ring, Right Hand:
Feet:
Slotless:
---------------------------- Gear Locations
Left Compartment: 10/20 lbs.
Right Compartment: 17/20 lbs.
Belt: Total: 1.5 lbs.
Belt Pouch: Total: 1 lb.
============================ Magic Items:
Diadem of the Fae Queen Fine strands of silver are twisted together like vines and adorned with tiny golden blossoms to form this delicate circlet, said to be a vestige of a long forgotten faerie court. The diadem grants its wearer +2 to saving throws against the spells and spell-like abilities of fey and damage reduction 2/cold iron. The wearer can also call on a creature of the feywild to serve as their bonded companion; this bond functions as either an animal companion with the feytouched companion archetype (treating the wearer's character level as their druid level), or as an improved familiar selected from the fey creatures with compatible alignments or a fey-touched animal (treating the wearer's character level as their wizard level). The animal chosen for this bond remains bonded with the wearer even if the diadem is removed or rendered inactive, though it can be dismissed and replaced following the normal rules for a familiar. If the diadem is removed or rendered inactive, the bonded companion fades into the feywild in 1d4 rounds; when it is worn or rendered active again, the creature fades back into existence near the wearer in another 1d4 rounds. In addition, the wearer gains a (non-magical) +2 circumstance bonus to diplomacy checks against good fey who can see the diadem and recognize it, and to intimidate checks against evil fey who see and recognize it. Hat of Disguise
Cloak of Elvenkind
When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. Boots of Elvenkind
They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks. Gloves of Swimming and Climbing
Ring of Feather Falling
Handy Haversack
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
============================ Levels:
Level 1: +6 HP Class: Sorcerer Feat: Cunning Level 2: +8 HP
Level 3: +8 HP
Level 4: +8 HP
Level 5: +10 HP
Level 6: +10 HP
Level 7: +8 HP
Level 8: +8 HP
Level 9: +8 HP
Level 10: +8 HP
Level 11: +8 HP
============================ ============================ Elamina Zephyr:
Elamina Zephyr CR – Female liminal sprite (Pathfinder RPG Bestiary 5 158) CG Tiny fey Init +7; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size) hp 61 (3d6+6) Fort +6, Ref +7, Will +9 Defensive Abilities improved evasion; DR 5/cold iron; Immune sleep; SR 16 -------------------- Offense -------------------- Speed 20 ft., fly 60 ft. (good) Space 2½ ft.; Reach 0 ft. Special Attacks deliver touch spells, repartee Spell-Like Abilities (CL 6th; concentration +8) . . At will—daze (DC 12), prestidigitation . . 3/day—fumbletongue[UM] (DC 13), invisibility (self only), memory lapse[APG] (DC 13) -------------------- Statistics -------------------- Str 8, Dex 17, Con 14, Int 16, Wis 12, Cha 15 Base Atk +5.5; CMB +6; CMD 15 Feats Improved Initiative, Weapon Finesse Skills Acrobatics +3 (-1 to jump), Diplomacy +8, Escape Artist +9, Fly +17, Knowledge (local) +9, Linguistics +4, Perception +7, Perform (comedy) +8, Sense Motive +7, Sleight of Hand +8, Stealth +17 Languages Common, Draconic, Elven, Sylvan, Tengwae; speak with animal (same kind only), speak with master SQ empathic link, versatile performance -------------------- Special Abilities -------------------- Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Deliver Touch Spells (Su) Deliever master's touch spells. Empathic Link (Su) You have an empathic link with your master. Fly (60 feet, Good) You can fly! Immunity to Sleep You are immune to sleep effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Repartee (3/day) (Su) When aid a Cha skill check, aid another bonus is +2d4. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself. Speak with Master (Ex) You can communicate verbally with your master. Spell Resistance (16) You have Spell Resistance. Versatile Performance (Ex) Use Perform (comedy) modifier in place of Bluff and Intimidate. ============================ Shamall:
Shamall CR – Fey wolf (Pathfinder RPG Bestiary 3 116) CG Large fey (animal) Init +4; Senses low-light vision, scent; Perception +12 -------------------- Defense -------------------- AC 24, touch 16, flat-footed 19 (+1 deflection, +4 Dex, +1 dodge, +1 enhancement, +8 natural, -1 size) hp 91 (7d8+35) Fort +10, Ref +10, Will +5 (+4 vs. Mind Affecting effects, +4 morale bonus vs. enchantment effects) Defensive Abilities evasion; DR 5/cold iron; Resist cold 10, electricity 10 -------------------- Offense -------------------- Speed 50 ft., fly 75 ft. (good) Melee bite +12 (2d6+11 plus trip) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 24, Dex 19, Con 19, Int 4, Wis 14, Cha 8 Base Atk +5.25; CMB +13; CMD 29 (33 vs. trip) Feats Dodge, Improved Natural Armor, Improved Natural Attack (bite), Toughness Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Hunt, Track Skills Acrobatics +9 (+17 to jump), Climb +11, Fly +6, Perception +12, Stealth +10, Survival +5 (+9 when tracking by scent), Swim +11; Racial Modifiers +4 Survival when tracking by scent Languages Sylvan SQ attack any target, change shape, combat riding, devotion, hunt, track, trackless step -------------------- Special Abilities -------------------- Attack Any Target [Trick] The animal will attack any creature on command. Change Shape (Wolf) (Su) You can change into a specific individual of another form. Combat Riding [Trick] The animal has been trained to bear a rider into combat. Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Evasion (Ex) No damage on successful reflex save. Fly (75 feet, Good) You can fly! Hunt [Trick] Hunts or forages for food to bring to handler. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Track [Trick] The animal will track a scent. Trackless Step (Ex) Do not leave a trail in natural settings & can't be tracked unless willing. Trip: Bite (Ex) You can make a trip attempt on a successful attack. ============================ ============================ Appearance:
Features: Age: 24 Height: 5 feet, 2 inches Weight: 100 lbs. Skin: Pale Eyes: Sapphire Blue Hair: Long, straight, raven-black Identifying Marks: Freckles on the bridge of her nose, cheeks, and shoulders; The Seeker's Seal on her back, between her shoulder blades Description:
Currently Wearing:
Clothing and Accessories:
Diadem of the Fey Queen
Boots of Elvenkind
Cloak of Elvenkind
Gloves of Swimming and Climbing
Silver and Emerald Necklace and Earrings
Signet Ring for House Temuir
Ring of Feather Falling
Gold Holy Symbol of Shelyn
Clothing
Explorer's Outfit #2
Explorer's Outfit #3
Artisan's Outfit #1
Artisan's Outfit #2
Artisan's Outfit #3
Cold Weather Outfit
Hot Weather Outfit
Noble's Outfit
============================ Personality:
Aislin is a kind and caring person that would prefer to avoid a fight. She is slow to trust anyone after spending eight years on the run. While she can certainly be charming, her social skills have atrophied since leaving the royal court of Bridunn behind, though she's still a charming young lady when she does talk. The years of running are wearing on her, as are the lives of those that were disrupted or even ended thanks to their association with her. She's starting to think she's bad luck and wonders if she'll have to live in obscurity somewher remote if she fails to enter the Tower of Ages. A not so small part of her blames herself for the deaths of those that had helped her only to be harmed or killed by the people after her. Still, there are glimmers of the person she used to be. She still loves music and will humm and sing when she's in a good mood or dance along whenever someone is playing some music or singing a song. She tries to befriend any dogs, cats, or other fluffy critter that she happens across.
============================ 10 Minute Background: Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged! 1. Aislin is a cursed Tengwar princess that was chased from her kingdom by powerful nobles and clergy whose toes her prophecies had stepped on. Her sorcerous and oracular powers were a threat to both the nobility and the ecclesiarchy since neither had control over them. 2. Aislin is an empathetic person. Even when she was a princess, she was sensitive to other's moodes. After running from her pursuers for 8 years, she knows what it's like to endure hardship and having to fight for your next meal, or even just to survive the next few minutes. She tries to see things from other people's point of view. 3. After so many years on her own, Aislin is a bit affection starved. Most of the time she wears a melancholic expression, but she lights up whenever someone gives her a hug or a pat on the back, or the head. 4. While most of the time Aislin can exude the effortless grace and regal bearing of her upbringing, when it comes to trying to establish a friendly bond, she turns into a flustered mess. 5. She's a smallish young woman with dark hair and bright blue eyes. She wears her hair up most of the time, but when she let's it down it goes to her knees. 6. She loves all manner of fluffy critters. 7. She loves music and especially singing in all of it's forms.. 8. She loves to paint, but rarely has the chance to on the road. The painter's tools she carries are a gift from her second eldest brother when she turned twelve. 9. She doesn't like conflict, chosing to run away rather than confront something or someone. 10. She still carries the fancy dress, jewelry, and signet ring her head maid had packed for her, despite never having a chance nor need to wear them. 11. She loves to learn new things and started to learn how to bake and cook before she was chased from her home. Those skills came in handy when she needed to support herself after running away. Despite being a bit squeamish at first, she actually enjoys butchering her kills and learned more about the profession from the husband of a baker she worked for for a little while. It was while doing this she learned she could read the animal's entrails to gain insights into the future. 12. She absolutely terrified of spiders. Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. Character Goals:
2. Find people she can trust and not endanger. The people hunting her are far from descrete in their methods most of the time, nor were they above trying to take advantage of her naivety early on. She had several close calls, and unfortunately, she also ran from a few places after the people that had taken her in had been slaughtered. Player Goals:
2. This one's silly, but I'd like for her to be involved in some incident that involves fluffy critters. A cult of bunny worshipers, demonic kittens, infernal puppies, getting her hands on a bag of infinite tribbles, something that has a touch of whimsy and ends with her having a horde of fluffy critters to come back to and relax with. (I'm not looking for combat pets, this is just supposed to be funny. I know that the tone of the game's supposed to be more serious, so I also know that this one's probably a long shot.) 3. A less silly goal is that I'd like for Aislin to realize that she's allowed to be happy and joyful. Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! Character-known Secret:
Player-known Secret:
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
2. Eachann Temuir, Crown Prince of Brídunn (Hostile) - Eachann was the eldest of the royal scions. When it was discovered that Aislin could see things that she shouldn't know, He knew that she would be a threat to him. He was a conniving young man that was using the corrupt clergy and nobility of the kingdom to undermine his father's influence and build his own powerbase. He chased Aislin out, only to learn after she was gone that she could be a vaulable asset, so began hunting her down for his own purposes. 3. Thames of the Golden Rod, High Priest of Brídunn (Hostile) - Thames is one of the rare self-made men in the high clergy of Brídunn. He clawed his way to the top spot within the church and left behind scores of ruined lives in his wake. While he lacks the divinely granted abilities of a true cleric, he does have some skill in spell casting that he's able to use in fooling his enemies. He's the one that avised the Crown Prince that he should use Aislin to further their goals. 4. Skye of the Ash Hills (Friendly) - Skye was a middle-aged ranger that lived and roamed the forests of Westfall. She taught Aislin how to defend herself and hunt after she found the poor girl half-starved and exhausted in the woods the ranger called her home. After Aislin could look after herself, Skye helped her leave the kingdom's borders. The Ash Hills she comes from are known for their large groves of ash trees. 5. Una Ni'Aodh (Friendly) - Una was Aislin's handmaid and closest friend. She was the one that learned of the plot against the young princess and got everything prepared and helped Aislin escape. Aislin never learned what became of her, though she suspects it was nothing good. Ever since that day, Aislin has missed her friend and sometimes prays that she'll see her again. Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1. Not long after running from home, Aislin was chased by a mercenary that used giant spiders to harry their bounties. She escaped, barely, but that night of horrors left a mark. She's terrified of spiders. 2. Aislin's fondest memory is when her brother, Dohmnall, gave her a set of painting tools for her twelfth birthday. She cherishes his gift and takes extremely good care of them. If they were to be misplaced she'd be distraught for no telling how long. 3. Aislin will sway or dance to any music that she hears. 4. When Aislin is really happy or really enjoying something, she'll start humming or singing and moving along to the song with her eyes closed.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
So! Fun fact, this actually exceeds the character limit for the Profile pages. I've updated her stats and will have to just make separate aliases for Shamall and Elamina. I'm not sure if you'll allow the fey template on Shamall yet, but if you do, I have a couple of scenes in mind for when they show up. Oh, and Elamina is definitely going to be fun, I think. :D Basic Stats:
CG Female Aasimar(Musetouched) Oracle(Seer) 8/Ranger 2/Sorcerer 1 HP: 123 (8d8+2d10+1d6+22+11 | 64 Oracle, 20 Ranger, 6 Sorcerer, 22 CON, 11 Toughness) Senses: Perception +20 Init: +4 Speed: 30 Feet
============================ Attributes:
STR: 15 +2 (7 points) DEX: 18 +4 (5 points, +2 Racial Bonus, +2 ABP Attunement) CON: 14 +2 (3 points, +1 Level 4 Attribute Increase) INT: 12 +1 (2 points) WIS: 14 +2 (3 points, +1 Level 8 Attribute Increase) CHA: 20 +5 (5 points, +2 Racial Bonus, +4 ABP Attunement) ============================ Offense:
BAB: +8.5 (Oracle +6, Ranger +2, Sorcerer +0.5) CMB: +10 (+2 STR, +8 BAB) Melee: +12 Ranged: +12 Favored Enemies:
Melee
Laughing Touch (8/day) Mind-Affecting Effect
Range
Lightning Arc (Sp) (8/day) Touch Attack
============================ Defense:
AC: 26/17/21 (+4 DEX, +8 Armor, +1 Dodge Feat, +2 Deflection ABP, +1 Natural ABP) CMD: 27/22 (+4 DEX, +2 Strength, +8 BAB, +2 Deflection, +1 Dodge) Damage Reduction: 2/Cold Iron Resist: Acid 5, Cold 5, Electricity 10 Fort: +11 (+2 CON, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
============================ Skills:
Skill Points: 98 Oracle: 32 Ranger: 12 Sorcerer: 2 Intelligence Mod: 11 Favored Class Bonus: 8 Cunning: 11 Background Skills: 22 Armor Check Penalty: -1 Acrobatics (DEX)^ +8 Ranks: 0 (0 Rank, +4 DEX, +5 Competence (Boots of Elvenkind), -1)
* class skill
============================ Magic:
Oracle Spells Known Spells Orisons DC: 15 Create Water (V, S) Detect Magic (V, S) Guidance (V, S) Light (V, D) Mending (V, S) Purify Food and Drink (V, S) Read Magic (V, S, F [a clear crystal or mineral prism]) Spark (V or S) 1st-Level Spells 8/day, DC: 16
2nd-Level Spells 7/day, DC: 17
3rd-Level Spells 6/day, DC: 18
4th-Level Spells 4/day, DC: 19
---------------------------- Sorcerer Spells
1st-Level Spells 5/day, DC: 16
---------------------------- Spell-like Abilities
Sorcerer Bloodline Power (8/day)
Affinity Soul Attunement
Domain Spells: (1/day)
----------------------------
============================ Special Abilities and Attunements:
Oracle Curse, Mystery, and Revelations: Tongues (Ex): In times of stress or unease, you speak in tongues. Effect:
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
Languages Chosen: Celestial (Oracle 1), Auran (Oracle 5) Mystery (Lore):
Bonus Spells: identify (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th). Natural Divination (Su): (3/day)
Gift of Prophecy (Su): (1/day)
Automatic Writing (Su): (Commune, 1/day)
Fey Bloodline
Class Skill: Knowledge (nature). Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th). Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]). Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic. Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect. Soul Attunement:
Air Domain
Lightning Arc (Sp) (+12, 1d6+5 Electricity) (8/day): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity. Domain Spell-Like Abilities (1/day):
Flesh Attunement:
Weapon Training (Ex):
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Weapon Group Chosen: Bows(5th), Light Blades(9th)
============================ Feats and Traits:
Feats: Alertness: You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Animal Ally:
Cunning:
Dodge:
Eschew Materials: Sorcerer Bonus Feat
Precise Shot: Ranger Combat Style Feat
Precise Shot: Ranger Combat Style Feat
Toughness:
---------------------------- Traits:
Intense Artist (Religion): Your devotion has caused you to delve more deeply into your art.
Hardly a Fool (Social): You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you've studied the human condition long enough to read a person's face and get to the heart of his message.
============================ Aasimar(Azata-Blooded, Scion of Humanity) Racial Traits:
Ability Score Racial Traits: Azata-blooded aasimars are agile, confident, and personable. They gain +2 Dexterity and +2 Charisma. Type: Scions of Humanity are Outsider(Native) and Humanoid (Human). 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: Scions of Humanity begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled: Azata-blooded aasimars have a +2 racial bonus on Diplomacy and Perform checks. Spell-Like Ability (Sp): Azata-blooded aasimars can use glitterdust 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.) Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
============================ Oracle Class Features:
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Spellcasting:
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with "cure" in the name, inflict spells include all spells with "inflict" in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle 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. An oracle 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. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle 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. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Orisons:
Mystery:
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Oracle's Curse (Ex):
Revelation:
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier.
Seer Archetype
Bonus Spells:
Revelations:
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained. You must take this revelation at 1st level. Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.
============================ Ranger Class Features:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Favored Enemy (Ex):
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from- those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex):
Wild Empathy (Ex):
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. Combat Style Feat (Ex):
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
============================ Sorcerer Class Features:
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). Spells:
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: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). 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: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known 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:
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: Sorcerer Spells Known. 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. Filled with magical power that screams for release, sorcery is not so much a calling as a blessing- or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities. The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
============================ Gear:
Money: 1003 gp, 3 sp, 0 cp Encumbrance: 32.5 lbs. (27.5 lbs. without Handy Haversack) Light - 66 lbs. Medium - 67 - 133 lbs. Heavy - 134 - 200 lbs. Weapons:
Armor and Shields:
Clothing:
Artisan's Outfit x3 - W: 12 lbs. | Cost: 3 gp Cold Weather Outfit - W: 7 lbs. | Cost: 8 gp Hot Weather Outfit - W: 4 lbs. | Cost: 8 gp Noble's Outfit - W: 10 lbs. | Cost: 75 gp Accessories and Jewelry:
Diadem of the Fey Queen - W: - | Cost: - Boots of Elvenkind - W: 1 lb. | Cost: 2500 gp Cloak of Elvenkind - W: 1 lb. | Cost: 2500 gp Gloves of Swimming and Climbing - W: - | Cost: 6250 gp Silver and Emerald Necklace and Earrings - W: 1 lb. | Cost: 200 gp Signet Ring for House Temuir - W: - | Cost: 5 gp Ring of Feather Falling - W: - | Cost: 2200 gp Gold Holy Symbol of Shelyn - W: 1 lb. | Cost: 100 gp Consumables:
Tools and Kits:
Other Gear:
Magic Items:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor:
Belt:
Wrists:
Hands:
Ring, Left Hand:
Ring, Right Hand:
Feet:
Slotless:
---------------------------- Gear Locations
Left Compartment: 10/20 lbs.
Right Compartment: 17/20 lbs.
Belt: Total: 1.5 lbs.
Belt Pouch: Total: 1 lb.
============================ Magic Items:
Diadem of the Fae Queen Fine strands of silver are twisted together like vines and adorned with tiny golden blossoms to form this delicate circlet, said to be a vestige of a long forgotten faerie court. The diadem grants its wearer +2 to saving throws against the spells and spell-like abilities of fey and damage reduction 2/cold iron. The wearer can also call on a creature of the feywild to serve as their bonded companion; this bond functions as either an animal companion with the feytouched companion archetype (treating the wearer's character level as their druid level), or as an improved familiar selected from the fey creatures with compatible alignments or a fey-touched animal (treating the wearer's character level as their wizard level). The animal chosen for this bond remains bonded with the wearer even if the diadem is removed or rendered inactive, though it can be dismissed and replaced following the normal rules for a familiar. If the diadem is removed or rendered inactive, the bonded companion fades into the feywild in 1d4 rounds; when it is worn or rendered active again, the creature fades back into existence near the wearer in another 1d4 rounds. In addition, the wearer gains a (non-magical) +2 circumstance bonus to diplomacy checks against good fey who can see the diadem and recognize it, and to intimidate checks against evil fey who see and recognize it. Hat of Disguise
Cloak of Elvenkind
When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. Boots of Elvenkind
They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks. Gloves of Swimming and Climbing
Ring of Feather Falling
Handy Haversack
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
============================ Levels:
Level 1: +6 HP Class: Sorcerer Feat: Cunning Level 2: +8 HP
Level 3: +8 HP
Level 4: +8 HP
Level 5: +10 HP
Level 6: +10 HP
Level 7: +8 HP
Level 8: +8 HP
Level 9: +8 HP
Level 10: +8 HP
Level 11: +8 HP
============================ ============================ Elamina Zephyr:
Elamina Zephyr CR – Female liminal sprite (Pathfinder RPG Bestiary 5 158) CG Tiny fey Init +7; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size) hp 61 (3d6+6) Fort +6, Ref +7, Will +9 Defensive Abilities improved evasion; DR 5/cold iron; Immune sleep; SR 16 -------------------- Offense -------------------- Speed 20 ft., fly 60 ft. (good) Space 2½ ft.; Reach 0 ft. Special Attacks deliver touch spells, repartee Spell-Like Abilities (CL 6th; concentration +8) . . At will—daze (DC 12), prestidigitation . . 3/day—fumbletongue[UM] (DC 13), invisibility (self only), memory lapse[APG] (DC 13) -------------------- Statistics -------------------- Str 8, Dex 17, Con 14, Int 16, Wis 12, Cha 15 Base Atk +5.5; CMB +6; CMD 15 Feats Improved Initiative, Weapon Finesse Skills Acrobatics +3 (-1 to jump), Diplomacy +8, Escape Artist +9, Fly +17, Knowledge (local) +9, Linguistics +4, Perception +7, Perform (comedy) +8, Sense Motive +7, Sleight of Hand +8, Stealth +17 Languages Common, Draconic, Elven, Sylvan, Tengwae; speak with animal (same kind only), speak with master SQ empathic link, versatile performance -------------------- Special Abilities -------------------- Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Deliver Touch Spells (Su) Deliever master's touch spells. Empathic Link (Su) You have an empathic link with your master. Fly (60 feet, Good) You can fly! Immunity to Sleep You are immune to sleep effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Repartee (3/day) (Su) When aid a Cha skill check, aid another bonus is +2d4. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself. Speak with Master (Ex) You can communicate verbally with your master. Spell Resistance (16) You have Spell Resistance. Versatile Performance (Ex) Use Perform (comedy) modifier in place of Bluff and Intimidate. ============================ Shamall:
Shamall CR – Fey wolf (Pathfinder RPG Bestiary 3 116) CG Large fey (animal) Init +4; Senses low-light vision, scent; Perception +12 -------------------- Defense -------------------- AC 24, touch 16, flat-footed 19 (+1 deflection, +4 Dex, +1 dodge, +1 enhancement, +8 natural, -1 size) hp 91 (7d8+35) Fort +10, Ref +10, Will +5 (+4 vs. Mind Affecting effects, +4 morale bonus vs. enchantment effects) Defensive Abilities evasion; DR 5/cold iron; Resist cold 10, electricity 10 -------------------- Offense -------------------- Speed 50 ft., fly 75 ft. (good) Melee bite +12 (2d6+11 plus trip) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 24, Dex 19, Con 19, Int 4, Wis 14, Cha 8 Base Atk +5.25; CMB +13; CMD 29 (33 vs. trip) Feats Dodge, Improved Natural Armor, Improved Natural Attack (bite), Toughness Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Hunt, Track Skills Acrobatics +9 (+17 to jump), Climb +11, Fly +6, Perception +12, Stealth +10, Survival +5 (+9 when tracking by scent), Swim +11; Racial Modifiers +4 Survival when tracking by scent Languages Sylvan SQ attack any target, change shape, combat riding, devotion, hunt, track, trackless step -------------------- Special Abilities -------------------- Attack Any Target [Trick] The animal will attack any creature on command. Change Shape (Wolf) (Su) You can change into a specific individual of another form. Combat Riding [Trick] The animal has been trained to bear a rider into combat. Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Evasion (Ex) No damage on successful reflex save. Fly (75 feet, Good) You can fly! Hunt [Trick] Hunts or forages for food to bring to handler. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Track [Trick] The animal will track a scent. Trackless Step (Ex) Do not leave a trail in natural settings & can't be tracked unless willing. Trip: Bite (Ex) You can make a trip attempt on a successful attack. ============================ ============================ Appearance:
Features: Age: 24 Height: 5 feet, 2 inches Weight: 100 lbs. Skin: Pale Eyes: Sapphire Blue Hair: Long, straight, raven-black Identifying Marks: Freckles on the bridge of her nose, cheeks, and shoulders; The Seeker's Seal on her back, between her shoulder blades Description:
Currently Wearing:
Clothing and Accessories:
Diadem of the Fey Queen
Boots of Elvenkind
Cloak of Elvenkind
Gloves of Swimming and Climbing
Silver and Emerald Necklace and Earrings
Signet Ring for House Temuir
Ring of Feather Falling
Gold Holy Symbol of Shelyn
Clothing
Explorer's Outfit #2
Explorer's Outfit #3
Artisan's Outfit #1
Artisan's Outfit #2
Artisan's Outfit #3
Cold Weather Outfit
Hot Weather Outfit
Noble's Outfit
============================ Personality:
Aislin is a kind and caring person that would prefer to avoid a fight. She is slow to trust anyone after spending eight years on the run. While she can certainly be charming, her social skills have atrophied since leaving the royal court of Bridunn behind, though she's still a charming young lady when she does talk. The years of running are wearing on her, as are the lives of those that were disrupted or even ended thanks to their association with her. She's starting to think she's bad luck and wonders if she'll have to live in obscurity somewher remote if she fails to enter the Tower of Ages. A not so small part of her blames herself for the deaths of those that had helped her only to be harmed or killed by the people after her. Still, there are glimmers of the person she used to be. She still loves music and will humm and sing when she's in a good mood or dance along whenever someone is playing some music or singing a song. She tries to befriend any dogs, cats, or other fluffy critter that she happens across.
============================ 10 Minute Background: Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged! 1. Aislin is a cursed Tengwar princess that was chased from her kingdom by powerful nobles and clergy whose toes her prophecies had stepped on. Her sorcerous and oracular powers were a threat to both the nobility and the ecclesiarchy since neither had control over them. 2. Aislin is an empathetic person. Even when she was a princess, she was sensitive to other's moodes. After running from her pursuers for 8 years, she knows what it's like to endure hardship and having to fight for your next meal, or even just to survive the next few minutes. She tries to see things from other people's point of view. 3. After so many years on her own, Aislin is a bit affection starved. Most of the time she wears a melancholic expression, but she lights up whenever someone gives her a hug or a pat on the back, or the head. 4. While most of the time Aislin can exude the effortless grace and regal bearing of her upbringing, when it comes to trying to establish a friendly bond, she turns into a flustered mess. 5. She's a smallish young woman with dark hair and bright blue eyes. She wears her hair up most of the time, but when she let's it down it goes to her knees. 6. She loves all manner of fluffy critters. 7. She loves music and especially singing in all of it's forms.. 8. She loves to paint, but rarely has the chance to on the road. The painter's tools she carries are a gift from her second eldest brother when she turned twelve. 9. She doesn't like conflict, chosing to run away rather than confront something or someone. 10. She still carries the fancy dress, jewelry, and signet ring her head maid had packed for her, despite never having a chance nor need to wear them. 11. She loves to learn new things and started to learn how to bake and cook before she was chased from her home. Those skills came in handy when she needed to support herself after running away. Despite being a bit squeamish at first, she actually enjoys butchering her kills and learned more about the profession from the husband of a baker she worked for for a little while. It was while doing this she learned she could read the animal's entrails to gain insights into the future. 12. She absolutely terrified of spiders. Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. Character Goals:
2. Find people she can trust and not endanger. The people hunting her are far from descrete in their methods most of the time, nor were they above trying to take advantage of her naivety early on. She had several close calls, and unfortunately, she also ran from a few places after the people that had taken her in had been slaughtered. Player Goals:
2. This one's silly, but I'd like for her to be involved in some incident that involves fluffy critters. A cult of bunny worshipers, demonic kittens, infernal puppies, getting her hands on a bag of infinite tribbles, something that has a touch of whimsy and ends with her having a horde of fluffy critters to come back to and relax with. (I'm not looking for combat pets, this is just supposed to be funny. I know that the tone of the game's supposed to be more serious, so I also know that this one's probably a long shot.) 3. A less silly goal is that I'd like for Aislin to realize that she's allowed to be happy and joyful. Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! Character-known Secret:
Player-known Secret:
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
2. Eachann Temuir, Crown Prince of Brídunn (Hostile) - Eachann was the eldest of the royal scions. When it was discovered that Aislin could see things that she shouldn't know, He knew that she would be a threat to him. He was a conniving young man that was using the corrupt clergy and nobility of the kingdom to undermine his father's influence and build his own powerbase. He chased Aislin out, only to learn after she was gone that she could be a vaulable asset, so began hunting her down for his own purposes. 3. Thames of the Golden Rod, High Priest of Brídunn (Hostile) - Thames is one of the rare self-made men in the high clergy of Brídunn. He clawed his way to the top spot within the church and left behind scores of ruined lives in his wake. While he lacks the divinely granted abilities of a true cleric, he does have some skill in spell casting that he's able to use in fooling his enemies. He's the one that avised the Crown Prince that he should use Aislin to further their goals. 4. Skye of the Ash Hills (Friendly) - Skye was a middle-aged ranger that lived and roamed the forests of Westfall. She taught Aislin how to defend herself and hunt after she found the poor girl half-starved and exhausted in the woods the ranger called her home. After Aislin could look after herself, Skye helped her leave the kingdom's borders. The Ash Hills she comes from are known for their large groves of ash trees. 5. Una Ni'Aodh (Friendly) - Una was Aislin's handmaid and closest friend. She was the one that learned of the plot against the young princess and got everything prepared and helped Aislin escape. Aislin never learned what became of her, though she suspects it was nothing good. Ever since that day, Aislin has missed her friend and sometimes prays that she'll see her again. Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1. Not long after running from home, Aislin was chased by a mercenary that used giant spiders to harry their bounties. She escaped, barely, but that night of horrors left a mark. She's terrified of spiders. 2. Aislin's fondest memory is when her brother, Dohmnall, gave her a set of painting tools for her twelfth birthday. She cherishes his gift and takes extremely good care of them. If they were to be misplaced she'd be distraught for no telling how long. 3. Aislin will sway or dance to any music that she hears. 4. When Aislin is really happy or really enjoying something, she'll start humming or singing and moving along to the song with her eyes closed.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Thanks. I might swap out Skill Focus (Stealth) I don't think there's going to be much that can spot me even with a +24 instead of a +28.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
I think that settles which route I'll take. Shamall will have to wait a little while.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
It's alright. I just need to make a decision. I might still do it, though. Just out of curiosity, what feats would those be?
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Thanks! It may be a bit before I decide on what to do with the diadem. The greedy part of my brain keeps asking me "how can I get both."
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
I like that. I'll probably use the leopard stats if I do that. Hmmm... what to do, what to do. I don't think I'll have time to post tonight, and like my other games, I probably won't have a chance for a post until Wednesday. Will that be alright?
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Ah, well since I was only going to have one furry buddy, I thought it made sense to go for something big that Aislin could use as a bed/pillow, and I thought a wolf would fit. (That's how I came up with the name Shamall, since the joke was she was sleeping on a cloud.) Say, what would you say to a Fey Lyrakien? (I checked, you can add the Fey Template to a Lyrakien)
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
If you'd be alright, I can switch from NG to CG. That might open up more options. Just curious, why did you do the archetype instead of just applying the template?
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
If you don't have anything particular in mind for the Diadem, we could move on to the next anchor. Aislin will buy a masterworlk Gladius and a masterwork dagger while she's in Tokelau. I'll get her sheet updated tomorrow. We can work out the animal companion while we get that done.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Nevermind the question about the Feytouched Companion Archetype. I figured it out. (Ultimate Wilderness and getting it applied is a pain.) I thought I'd look into the improved familiar fey options, and there's not a lot for a good aligned caster to use. Would it be alright to have a companion that's similar to a fey, like a Lyrakien Azata?
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Okay, I can fix that. Just curious, but will she get a Int bump? Also where are you getting that Feytouched companion archetype, do you mean the Feytouched template? Because HeroLab had no issues with applying that. Also I've applied that same template to a thrush with no issues (well, other than a bug in HL that wouldn't let me select the race for the shapeshifter ability.)
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Ah, I see. I did miss that. Thanks for letting me know. I'll get that updated. As for the background skills, I had moved some over in HeroLab. I may have been a little sleep deprived when I did that part of the sheet and didn't think about it. I'll get that fixed. The ranks and everything else should be correct. While I'm here, how do you want me to do the HP for Shamall? (Her name's Irish for cloud) I did it what I think is the standard way (Average HP, so 4 on odds, 5 on evens.) I wasn't sure if you wanted it maxed like for the PCs. EDIT: Okay, everything should be correct now. Darn, turns out that using that +2 on the bow is a waste at the moment. By the way, could I purchase a masterwork gladius at some point? I think I'm going to need it.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
By the time the Siren pulls into Tokelau's docks, Aislin is ready to be off the ship. Her isolation had gotten worse, not better, after the attempt on her life, and it wasn't all the crew's fault. As much as they avoided her, she was doing her best to avoid anyone on the ship. She heads down the gangplank almost before the ship's tied off. If anything, the voyage has reinforced her decision to continue on with this trial and enter the tower. Sensing that the anchor is close, Aislin follows the directions provided by the seal on her back. She'd only gotten a good look at it when she was at an inn that had a mirror in the room, but she could feel the warmth of the faintly glowing pentagon between her shoulder blades. She ducked into an alley and adjusted her disguise again, making herself look like one of the locals. She doubted she could fool anyone with her Bridunnish accent, but she only need to avoid talking for the disguise to hold long enough for her to make it to the anchor. She only noticed the flaw in her plan when she realized that there were a lot of people heading in the same direction, and she didn't know why. Unable to ask any questions without revealing herself, she ducks off to the side of the road and learns, much to her chagrin, that her destination is the same mountain these people are going to. She sighs and continues on, doing her best to appear as inconspicuous as she can manage. Thankfully, the Anchor isn't hard to spot. Made of the same white granite as the tower and the other anchor, it sticks out from the other ruins in this place. The portal appearing isn't all that surprising to her now. The people walking around this field of ruins not noticing said portal is more than a little odd to the young princess. Still, there is only one way forward. She looks about to see if anyone is watching her, and once she believes she's in the clear, she steps through. As she falls though that sliver of nothingness to land on the other side of the portal, she is certain that she'll never get used to the sensation of taking a step and feeling as if you're tumbling to your death. Looking about the chamber, she sees the stone and wonders what she's supposed to do. As she nears it and reaches out to touch, though, the feeling that it'll take something from her causes her to jerk her hand back. Hasn't she lost enough, she asks herself. She has no home, no friends, and no family left to help her. She is able to make her way and survive, yes, but that's not the same as living, and now this test was about to steal something from her? Something that she can't replace? Seeing the portal open, she steps outside, almost hoping that she's somewhere else, only to find that she's still in Tokelau. She takes in a deep breath and steels her nerves to go back in. She starts to several times, but the thought of losing something of herself frightens her. But where else can she go? Realizing her only options are to stay and stagnate or move forward, she turns to the portal and closes her eyes before walking back through it. She looks around for other options, any other option, besides touching the stone. Alas, she finds none, and so she touches it and lets it take from her. The first clue she has of what happened is the change of her skin tone back to alabaster pale from her disguise's richer deep tan. The ribbon enchanted to make her look like any other person close to her build does nothing as she tries to put her disguise back on. Worse, her bow, while still a grand bow and one of the best she's ever handled, is now useless as the magic arrows that would appear when she was ready to draw it fail to do so now. Defenseless and her way back cut off, Aislin steps through the next portal. This chamber too has a stone, save that this one steals her sight rather than the magic she had about her. Panic nearly overwhelms her as she realizes she can't see, and tears roll down her face as she wonders what would be next. She hesitantly shuffles to the next portal and tries not to collapse into a sobbing heap as she prays for this trial to be over. The third stone takes away the inhibitions that were the only thing keeping her from turning into a blubbering wreck. She weeps and laughs as her emotions go into overdrive. Aislin doesn't even try to assert her self-control. What was the point? After eight years of trying to keep herself together, all of the stress and anguish comes rushing out. She takes a few steps to the next portal, but she stumbles and falls to the floor as she gives into the maelstrom. She doesn't know how long she lay curled up on the ground sobbing, but it was long enough for her voice to turn hoarse. Once she'd cried herself out, She stands up, and without any hesitation at all walks through the next portal and places her hand on the next stone. The numbness that follows is quite jarring after the almost too sharp emotions and impulses roaring through her. She moves with deliberate and methodical grace as she moves to the next portal. A corner of her mind rails against the thought of giving even more of herself to this trial, but what else can she do now? She could stay put until she starved, and she's not at the point where she's willing to face that. Calmly, she reaches out, and all thought is gone. Only instinct remains as the next portal opens and Aislin walks through it. There's no thought nor reason to the action, just that it is something she has to do. It's as natural as breathing. All of it, from entering the chamber, to reaching for the stone, to touching it and letting it take even more of herself. She wanders around the chamber for a short time when no new portal appears, only moving through the archway when some impulse of the instinct that's been heightened by the magics of this anchor sends her in that direction. She immediately senses the danger of the statue and her bow is in her hands, an extension of herself as she dodges out of the way of its blow. Arrows fly, though how the magic of her bow had returned is a question that doesn't even cross Aislin's mind. Again and again, she dodges the blade and repays the statue's efforts with a barrage of missiles. After the third time, she manages to damage it enough that it cannot move. She feels the tug of her instincts again as the statue dissolves into mist and the next portal appears. She follows them, having no reason not to, and walks through, and back out into the bright sunlight of Tokelau. Along with the warmth of the sun and the warmth on her back, all of her senses come crashing back, bringing with them the horror of what she'd just endured. She manages to move and hide somewhere so that she has some shred of privacy while she works through the mental breakdown she experiences as she works through her memories of what just happened. It's almost dusk by the time she makes it back down the mountain and to the city in her new disguise. She'd only been worried about someone recognizing her, so it only altered a few things, her hair color, her eyes, and the tone of her skin. She still looked much like she truly does, but with blonde hair, brown eyes, and rosy skin. She finds a room for the night, and rises early the next morning to find any ship heading east. She wants to be away from the southern anchor as quickly as she can manage.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Holy cow! I forgot how much work it could be to set up and maintain this sheet. I'm still working on getting her converted over to the style of sheet I was using for Tera. I've got most of it done (as in I could probably play her without much issue.) That said, I still need to finish up her gear and add in the level stuff. I should have that done tomorrow. Sorry for this taking so long. I kinda figured it was going to be a slog, and I wish I was wrong. It didn't help I had a couple of big posts I had to write up for the games I'm running. Anyway, here's Aislin leveled to 11 and with most of her stuff ready, sans gear. Character Sheet: NG Female Aasimar(Musetouched) Oracle(Seer) 8/Ranger 2/Sorcerer 1 HP: 123 (8d8+2d10+1d6+22+11 | 64 Oracle, 20 Ranger, 6 Sorcerer, 22 CON, 11 Toughness) Senses: Perception +20 Init: +4 Speed: 30 Feet
============================ Attributes
============================ Offense
Favored Enemies:
Melee
Laughing Touch (8/day) Mind-Affecting Effect
Range
Lightning Arc (Sp) (8/day) Touch Attack
============================ Defense
Resist: Acid 5, Cold 5, Electricity 10 Fort: +11 (+2 CON, +2.67 Oracle, +1 Ranger, +0.33 Sorcerer, +2 Good Save, +3 Resistance)
============================ Skills
TOTAL:
Acrobatics (DEX)^ +8 Ranks: 0 (0 Rank, +4 DEX, +5 Competence (Boots of Elvenkind), -1)
* class skill
============================ Feats and Traits
Intense Artist (Religion): Your devotion has caused you to delve more deeply into your art.
Hardly a Fool (Social): You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you've studied the human condition long enough to read a person's face and get to the heart of his message.
---------------------------- Feats:
Cunning:
Dodge:
Eschew Materials: Sorcerer Bonus Feat
Skill Focus (Stealth):
Precise Shot: Ranger Combat Style Feat
Toughness:
Weapon Focus (Longbow):
============================ Oracle Spells
1st-Level Spells 8/day, DC: 16
2nd-Level Spells 7/day, DC: 17
3rd-Level Spells 6/day, DC: 18
4th-Level Spells 4/day, DC: 19
Sorcerer Spells
1st-Level Spells 5/day, DC: 16
Spell-like Abilities
Affinity Soul Attunement (1/day)
----------------------------
---------------------------- ============================ Special Abilities and Attunements
Effect: Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
Languages Chosen: Celestial (Oracle 1), Auran (Oracle 5) Mystery (Lore):
Bonus Spells: identify (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th). Natural Divination (Su): (3/day)
Gift of Prophecy (Su): (1/day)
Automatic Writing (Su): (Commune, 1/day)
Fey Bloodline
Class Skill: Knowledge (nature). Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th). Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]). Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic. Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect. Soul Attunement:
Air Domain
Lightning Arc (Sp) (+12, 1d6+5 Electricity) (8/day): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity. Domain Spell-Like Abilities (1/day):
Flesh Attunement:
Weapon Training (Ex):
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Weapon Group Chosen: Bows(5th), Light Blades(9th) ============================ Oracle Class Features
Spellcasting:
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with "cure" in the name, inflict spells include all spells with "inflict" in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle 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. An oracle 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. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle 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. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Orisons:
Mystery:
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Oracle's Curse (Ex):
Revelation:
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier.
Seer Archetype
Bonus Spells:
Revelations:
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained. You must take this revelation at 1st level. Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level. Ranger Class Features
Favored Enemy (Ex):
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from- those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex):
Wild Empathy (Ex):
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Combat Style Feat (Ex):
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Sorcerer Class Features
Spells:
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: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). 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: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known 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:
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: Sorcerer Spells Known. 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. Filled with magical power that screams for release, sorcery is not so much a calling as a blessing- or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer's abilities. The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
============================ Racial Traits
Type: Scions of Humanity are Outsider(Native) and Humanoid (Human). 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: Scions of Humanity begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled: Azata-blooded aasimars have a +2 racial bonus on Diplomacy and Perform checks. Spell-Like Ability (Sp): Azata-blooded aasimars can use glitterdust 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.) Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
============================ Gear
Weapons:
Armor and Shields:
Clothing:
Explorer's Outfit #2 - W: 8 lbs. | Cost: 10 gp
Explorer's Outfit #3 - W: 8 lbs. | Cost: 10 gp
Artisan's Outfit #1 - W: 4 lbs. | Cost: 1 gp
Artisan's Outfit #2 - W: 4 lbs. | Cost: 1 gp
Artisan's Outfit #3 - W: 4 lbs. | Cost: 1 gp
Cold Weather Outfit - W: 7 lbs. | Cost: 8 gp
Hot Weather Outfit - W: 4 lbs. | Cost: 8 gp
Noble's Outfit - W: 10 lbs. | Cost: 75 gp
Jewelry:
Signet Ring for House Temuir - W: - | Cost: 5 gp
Gold Holy Symbol of Shelyn - W: 1 lb. | Cost: 100 gp Consumables:
Other Gear:
Magic Items:
---------------------------- Gear Locations
Belt:
Belt Pouch:
============================ Levels
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
That's probably a good idea. I'm thinking that I'm going to be doing Aislin like I did Tera. Just too much of a hassle to figure out how to do it.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Righto! I'll work on getting the Diadem into HeroLab tonight and get the levels and stuff in there.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
It's alright. Like I said, I'm surprised you took that one seriously.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
No worries. Take care man. I'll just add the 800 gold to her sheet. Aislin, feeling much better after a good night's rest, finds the hustle and bustle of the docks and the Siren almost overwhelming after so long on her own. As she boards the ship, she's momentarily struck dumb by her captain. There's no way Captain Steele isn't aware of what she's showing off in that short skirt and standing on the rails and barrels to put it all at or above eye-level. She supposes it's one way to motivate the crew, but she has a time trying not to imitate a lobster anytime Captain Steele is around. Of more concern, however, is the halfling. She has no idea why he has taken such an interest in her, but after putting on her most brusque voice and telling him to stop looking at her, she takes to spending most of her time in her cabin when he continues. Paranoia sets in as she tries to think of a reason why he'd take an interest in her. The only thing she can think of is that he's seen through her disguise, which is all the more reason for her to avoid him and his surly friend. When the storm hits during the third week, it's all that the young princess on the run can do to keep any food down. By the end of it, she's thoroughly miserable and all too grateful for a chance to settle her stomach. She does her best to avoid the halfling and his companion, but a ship is only so big, and she finds that he has to deal with the dimwitted halfling's scrutiny more often than not if she wants to be out of her cabin. The attack on the Siren while the ship was being repaired rattles her. She had hoped that the crew could chase it off and she could remain safely anonymous, but after two of the crewmen were torn in half and another three lay screaming and bleeding, despite the best efforts of the halfling and his friend, she found that she couldn't sit idly by. She did her best to hide her contributions, and in the end, she was able to help chase the osprey headed and winged feline beast away. Thankfully, Captain Steele's crew finished repairing the ship not long after and some semblance of peace was restored, though Aislin couldn't help but feel her skin crawl every time she felt the halfling's eyes on her. She hopes that he'll disembark at one of their stops or continue on from Tokelau. She's aware that she's becoming more reclusive as the voyage continues, but she's too scared of what that halfling can see or tell to do much more than come out for meals and whenever the chamber pot needs emptying. She had been using a pan to give her a chance to put her disguise back in place if someone comes into her cabin while she sleeps, but she finds herself wishing that her door had a lock. They attacked on the second night of the fourth week of the voyage. She awoke to the clatter of the pan falling to the deck. As she sits up and takes in the sneer on the halfling's companion's face and the strange monkey at his side, she wonders why he's here. She gets her answer soon enough as the man lunges at her with lethal intent. It's all Aislin can do to keep her wits as she scrambles out of the way of the man's cutlass. She'd never carried any weapons beside her bow, and now in the close quarters of her small cabin, she reaches for the power of the fey running through her blood. She touches the man's forearm and he starts laughing, giving her a chance to slip past and call for help. The monkey leaps on top of her and painfully tears the enchanted ribbon from her hair, revealing her true appearance as the the crew's night watch come rushing in. The fight is over after only a few moments, the man who had tried to kill her dead. Aislin finds herself in front of a cross Captain Steele in a thin nightshirt, explaining what happened and why she was on the ship and what had happened to her alter ego. The note revealed much about why the attack had happened. The man was an assassin sent by someone that has to know her very well, since only a few people know how precious the painter's tools are to her. Once the captain is convinced that Aislin isn't a threat to her ship, she let the princess claim any of the gear the now dead assassin had been carrying. Besides the various baubles and sundries the man carried, she claimed the delicate looking diadem he wore hidden under his hair. It took Aislin hours of study, but she learned what it was and that it could be useful once she learned how to use it. As the fourth week of the voyage drew to a close, Aislin found her thoughts going back to Bridunn and her brothers. Someone had considered what would hurt her the most, and using her most precious possession as a means to hunt her down was especially cruel. She isn't likely to ever see Prince Dohmnall ever again, and she'd been so happy when he'd handed her the beautifully crafted wooden case full of everything a painter would need. She pulled the case out and traced the inlaid coat of arms with her fingers. She clutches it to her chest and sobs as the Siren sails into the deepening night.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Thanks for the laugh. I wasn't expecting you to take that one seriously. Although, I do have to wonder if a bag of tribbles is possible. What if we make it in the tower?
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
The spider haunts her nightmares for weeks after Aislin completes the trial of the Western Anchor. It doesn't help that it speaks in his voice, the one that oozes the false comfort and empathy that she'd come to loath and fear. The bandits attacking her did nothing to help the increasingly haggard oracle's state of mind. She'd thought she'd disguised herself well enough, but from the looks the first group had given her, she was apparently still too pretty. After getting away and hiding somewhere, she finds a pool of water and uses it like a mirror to adjust the magical disguise the enchanted ribbon tying back her hair allowed her to don. After making herself look like an grizzled old huntress, she continues on her journey. Each time she is attacked, she switches her disguise to try and dissuade the next group, but to no avail. By the time she arrives in Dalmatien, she is exhausted and sore from running and fighting for her life. She had considered using the last disguise she'd come up with after the fourth bandit attack, but finds it too tiring to keep up the appearance and demeanor of a surly, middle-aged bounty-hunter. A day before reaching Dalmatien, she finds a place to change her disguise once again, this time looking like a taciturn mercenary. It didn't encourage friendliness, but after her experiences on the road, she is more than happy to be left alone as she sells the horse and finds passage to the Southern Isles. The inn is a welcome respite from the trials of the road, and she falls into a thankfully dreamless sleep the night before she leaves for Tokelau. She prays that she won't have to face another spider, especially one as creepy as the one she faced at the Western Anchor.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
For the hat itself. I was thinking that it's actually a ribbon she ties her hair with. Go ahead and start working on the next post. I'll reply to both after I get something to eat.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Re: Swapping stuff out - Will do. Out of curiosity, can I choose that hat's default form?
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Disguise and a fake name. She wouldn't reveal what she could do. As for Herolab, I just copied the stuff into the background details and it shows up there when I export the BBcode. Neat trick I found after using it for over a decade. :P I could work on doing some custom stuff that would make adding this easier, but that takes a lot more time and effort.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
I think I'll pick the Affinity. I'll work on getting Aislin's sheet updated.
CG Female Aasimar (Azata-Blooded) Oracle 8/Ranger 2/Sorceress 1 HP: 123/123 | AC: 26/17/21 | CMD: 27/22 | Resist: Acid 5, Cold 5, Electricity 10 | F +11, R +13, W +12 (+1 vs. Illusion) | Per:+20 (Darkvision 60 ft.), Init: +4 | Spells: Sor: 1st - 5/5, Ora: 1st - 8/8, 2nd - 7/7, 3rd - 6/6, 4th - 4/4 | Glitterdust: 1/1, Obscuring Mist: 1/1, Wind Wall: 1/1, Gaseous Form: 1/1, Control Winds: 1/1, Chain Lightning: 1/1 | Status:
Choices:
1: Longbow 2. Wind Orb 3. Wolf 4. Gathering of people feasting in the greathall. 5. Snow-covered Valley The Tower of Ages
What comes next unnerves her almost more than the loss of control over he hand had. The energy coalesces near the base of her neck between her shoulder blades. She winces as it solidifies and the place where the Seeker's Seal manifests grows too warm for comfort. She wonders what just happened, but finds she has no time for speculation as the Bookkeeper relays its instructions to her. Attune herself to the four anchors and return by New Tran. How? How was she supposed to do that, she wonders as she slips back into the night that has settled over Korryn. She wanders the streets for a bit, trying to ignore the sensation she feels between her shoulders, but it proves to be a futile effort. Just as she's ready to cry out in frustration, she focuses on that feeling and something flares to life in her mind. She looks around, and finds that it is leading her somewhere. Feeling the tug to the west, she quails. She has to head back towards Bridunn? No, she can't go back. She can't! But does she really have a choice? She can't run forever, and the Tower of Ages might be her only hope at living without having to constantly move about with one eye always looking back for Bridunn's agents. There is nowhere in the world she could find a home. Nowhere, except in the tower. Reluctantly, she leaves Korryn and heads west. All the while, she prays to whomever will listen that she won't have to go back to Bridunn. The Western Anchor
The graveyard only adds to her melancholy. She slips from shadow to shadow, wondering if even the ghosts of the long dead would notice her passing. As she draws near to the obelisk and it begins to glow, she spends long, fretful moments worrying about who else might see. When it becomes clear that no one is coming to investigate, she slips through the glowing portal. In that one, terrifying moment before her feet land on solid ground, she thinks that she's been tricked and is now doomed to fall to her death. It takes her a long moment to recover from the fright and her legs giving out as she realizes she is safe. After calming herself down, she looks around and investigates the chamber she's in. She wonders what the items are about, but she avoids touching them as she tries to find a way forward. Unfortunately for the young princess, she realizes that she is likely going to have to pick an item to move on. After some thinking, she finds herself drawn to the key and the longbow. She starts for the key, thinking that it best represented her desire for a home, only to find her hands on the longbow, a tool she'd used to survive many times over the years since she'd run from the castle and learned how to survive under Skye's tutelage. It's a far more practical choice than the key, she supposes. Her choice made everything fades to mist, even the longbow she'd picked up. However, she now finds the way open and walks through the next glowing portal. In this chamber, she barely notices the other orbs before she is drawn towards the orb of swirling winds. The other orbs fade as this one swirls around her outstretched arm and into her heart. The power she feels now rolling through her is strange yet comforting. With her decision made, she steps through the next portal. The third chamber has her almost as bewildered as the first. She starts to choose one at random, but some instinct tells her that would not be a wise move. She wishes she knew what these choices meant, but like many things she's learned about the Tower of Ages, it's something shrouded in mysteries and secrets. She thinks about what she knows about the animals on display. The crocodile and the snake both seem a poor fit for her. The frog and monkey are closer, but still not what she sees in herself. The panther is likewise passed over. The vulture is a different story. She feels a connection with it, though she doesn't know if it is because she has felt like she is a harbinger of death before or because she feels like something is constantly dogging her steps. Either way, it disturbs her. The eagle reminders her of what she was and has become, something regal and majestic, yet a hunter, as swift and sure as the wind. It is the wolf that finally draws her in. Wolves are as much social creatures as they are hunters. They need companionship, much as she needs and craves it. For a moment, as the spirit of the wolf expands and fills the room, she almost loses herself and gives in fully to the transformation. She wants to run, to hunt, to find her pack. Then she blinks as a flash blinds her and the room changes once again. It takes her several long moments for her to recover from the experience. As she does so, she looks around and notices that the places where the portals would appear are gone. She doesn't have time to wonder about it as she spots the bas-relief of the gathering of people in a greathall as they feast and drink. She longs for that kind of companionship so badly that she wants to be a part of it, even though she knows it's only stone and paint. She gasps as it springs to life and the scene expands around her. As she connects with the comradery and contentment with the piece, she finds that her heart is hurting so much she can't stand it. She weeps as it fades and she falls to her knees as the moment passes. She doesn't know how long she spends in the center of the chamber as she lets out months and years of pent up sorrow and grief. As she stands once more, she sees that there are several doors leading out to other places and vistas. She closes her eyes and starts walking. Soon, the sound of her boots on stone is replaced by the crunch of snow underfoot. She pulls her cloak tighter around herself as the cold nips at her. She wonders if she should stop and pull out her cold weather clothing from her pack, but after a few more steps, the thought vanishes from her mind as she walks along the valley. Saivlin has not participated in any online campaigns. |