Katiyana

Amarsia Frostbite's page

83 posts. Organized Play character for Deadly secret.


Full Name

Amarsia Frostbite

Size

Medium

Alignment

N

Deity

Gozreh

Languages

Aquan, Auran, Common

Occupation

Adventurer

Strength 9
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 16

About Amarsia Frostbite

Resource Tracker:

Hydraulic Push used: 0/1
Elemental Ray used: 0/7
Level 1 spells used: 0/5
Dagger 1
Torch 10
Trail rations 5
Acid 2
Alchemist's fire 1
holy water 2
tanglefoot bag 1
Wand of Lesser Restoration 6 charges
Elixir of Vision 1
Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour).
Elixir of Renewal 1
You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfinder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir.

Rolls:

-----------Attacks
[dice=Elemental Ray Ranged vs touch]1d20+3[/dice] 20/x2
[dice]1d6+1[/dice] magic cold damage
[dice=Hydraulic Push (bull rush) vs CMD]1d20+5[/dice]
[dice=Ranged vs touch]1d20+3[/dice]
-----------Saves
[dice=Fortitude]1d20+3[/dice]
[dice=Reflex]1d20+2[/dice]
[dice=Will]1d20+4[/dice] (+2 bonus vs. mind-affecting effects)
-----------Skills
[dice=Knowledge (arcana)]1d20+6[/dice]
[dice=Knowledge (planes)]1d20+5[/dice]
[dice=Knowledge (history)]1d20+2[/dice]
[dice=Intimidate]1d20+3[/dice]
[dice=Spellcraft]1d20+6[/dice]

Boons:
Loyal Liberator (Liberty’s Edge faction): You helped Major Colson Maldris bury an old mistake for the cause of freedom. Colson Maldris is grateful to you for your help, and provides you with some of the wisdom he has learned over his years as an Eagle Knight. You may activate this boon to gain your choice of a +2 bonus on weapon attack and damage rolls or a +1 bonus on all spell DCs against known slavers and slave owners for the
remainder of the scenario. When you use this boon, cross it off your Chronicle Sheet.

New Recruit ( J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

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Amarsia Frostbite
Female undine sorcerer 2 (Pathfinder RPG Bestiary 2 275)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (2d6+6)
Sanity 40, threshhold 3, edge 20
Fort +3, Ref +2, Will +4 (+2 bonus vs. mind-affecting effects)
Resist cold 5
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee dagger +0 (1d4-1/19-20)
Spell-Like Abilities (CL 2nd; concentration +7)
. . 1/day—hydraulic push[APG]
Bloodline Spell-Like Abilities (CL 2nd; concentration +8)
. . 7/day—elemental ray (1d6+1 cold)
Sorcerer Spells Known (CL 2nd; concentration +8)
. . 1st (5/day)—mage armor, mudball[ARG] (DC 15)
. . 0 (at will)—detect magic, light, prestidigitation, ray of frost, read magic
. . Bloodline Elemental (water)
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Statistics
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Str 9, Dex 14, Con 14, Int 12, Wis 12, Cha 16
Base Atk +1; CMB +0; CMD 12
Feats Eschew Materials, Steadfast Personality[ACG]
Traits focused mind, resilient
Skills Acrobatics -1 (-5 to jump), Knowledge (arcana) +6, Knowledge (history) +2, Knowledge (planes) +5, Spellcraft +6, Swim +4
Languages Aquan, Auran, Common
SQ bloodline arcana (change energy damage spells to match bloodline energy), water affinity
Combat Gear wand of lesser restoration (6 charges), acid (2), alchemist's fire, holy water (2), tanglefoot bag; Other Gear dagger, elixir of vision, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 716 gp, 9 sp
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Special Abilities
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Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Cold energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Ray (1d6+1 cold, 7/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Swim (30 feet) You have a Swim speed.
Water Affinity (Ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma scores as 2 points higher for the purposes of all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 cas

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