Eagle Knight

Andrus Merula's page

40 posts. Organized Play character for kuey.


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Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Thanks for running. I enjoyed it very much. Digging quite a bit of the rules, especially the 3-action combat.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

How's the health situation for everyone?

After taking care of severe injuries in the group, Andrus joins Biffin in searching the area.

perception: 1d20 + 5 ⇒ (20) + 5 = 25

Should he fail to find anything, Andrus suggests to push on for there are still caverns not uncovered.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

GM, Andrus is using his Divine Ward ability, the protection domain power.

Olise, if you come into the space beside Biffin, you could cast burning hands on him without hitting anyone else. Only thing though is if Drakus can take AoO.

Andrus, as usual, reacts a bit slower but at the very least, he was able to instantaneously reduce Vardigas wounds somewhat. That is not enough, however. He quickly runs up behind him, lays a hand on his shoulder and calls forth the divinity of Shelyn to help him heal from his wounds.

"Lady Shelyn, grant your proection upon this mortal, that he can continue to bring beauty to this world."

Stride, Channel Energy to cast heal, Healing Hands to add Verbal component for additional 1d8

heal on Vardigas, healing hands: 1d8 + 4 + 1d8 ⇒ (7) + 4 + (1) = 12

Andrus will continue to use divine ward to transfer 2 damage to himself as reaction.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

As usual, Andrus will use his reaction to transfer up to 2 damage to himself, spending 1 SP, if any of his allies are hit.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Not noticing anything strange, Andrus goes over to search through the open chest. After that, he goes over to the closed chest and attempts to open it.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus climbs up and with his glaive raised in front of him, he enters the chamber apprehensively. He pokes through the items with the blade of his weapon.
perception: 1d20 + 5 ⇒ (2) + 5 = 7


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

I would like to continue, with a couple of days to update our character to new rules. Although there are a number of updates, most are character specific, so for each of us, only a small number of relevant. Otherwise, rules-wise, the greatest update is on dying, which thankfully, none of us have encountered. Bulk of the rest of the rules are still relevant. Just my two cents worth.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Look," Andrus says as he points up to the ledge. "A ledge up there. Anyone can get up there to take a look?"


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

perception: 1d20 + 5 ⇒ (20) + 5 = 25
"Look! There's a stash of items. Probably from the goblins." Andrus pulls out two flasks of alchemist's fire, a smokestick, and 10cp.

After the treasure has been distributed, Andrus gestures the south. "This way? I feel more comfortable circling the dungeon than cutting straight through."

Biffin, yeah looks that way.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus moves out of the grease patch, moving behind Xune, then striking at the remaining goblin from over her head.

stride, strike, strike

vs pyro: glaive: 1d20 + 4 ⇒ (17) + 4 = 21 dmg: 1d8 + 3 ⇒ (4) + 3 = 7
vs pyro: glaive: 1d20 - 1 ⇒ (19) - 1 = 18 dmg: 1d8 + 3 ⇒ (2) + 3 = 5


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus gets up on his feet very gingerly, and carefully steps out of the grease patch. Then he shortens his grip on his glaive and swings at the (yellow) goblin.

stand, step, strike

vs yellow: glaive: 1d20 + 4 ⇒ (20) + 4 = 24 dmg: 1d8 + 3 ⇒ (4) + 3 = 7
crit dmg, deadly: 1d8 + 3 + 1d8 ⇒ (1) + 3 + (8) = 12


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

acrobatics: 1d20 - 4 ⇒ (6) - 4 = 2

Andrus was caught by surprise and his feet slides out from under him. He lands hard on the floor.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Seeing Vardigas take down the red-garbed goblin effortlessly, Andrus dashes into the room and swings his glaive at the orange-garbed one.

double move, strike

glaive, IC: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 dmg: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

edit: reaction: the first ally within 30ft gets hit, Andrus will spend one spell point to activate divine ward to redirect up to 2hp of damage to himself instead.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

A 14 is a critical fail? :P

"The lock is a rather complex one? Seems rather convenient, that whoever laid out this place aims to channel us through the eastern passage." Rather redundantly, he adds, "Be wary/"

He waits for Biffin or Varidgas to take the lead before moving up behind them.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus moves up behind Biffin, his glaive held tight. He smiles warmly in reply, "Well, we'll go through all of this eventually anyway, won't we?"


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus is taken aback when he gets a good look at the idol. He unconsciously takes a few steps back, and looks uneasily at how Xune is cradling it with ease.

Anyone with detect magic?


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus stand watch, his hands gripped tight on his glaive, keeping his eye on Xune should any monster attack while she is vulnerable.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

"Yes, let's retreat. There is no necessity to harm the native wildlife here unnecessarily. That is not why we are here."

Andrus with be Searching with +5 to perception.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Wait, so to clarify, that plant creature is rooted, and we can just retreat without it chasing us?


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

"I... uh can heal myself, so why not the rest of you take the... kernels." Andrus looks faintly disturbed, and is glad he has found an excuse not to use them.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Why not let Andrus channel healing first, since 3 of us are injured?

"Let's save your divine berries first?" Andrus smiles warmly to Olise in appreciation. He grasps the medallion of a songbird that is hanging around his neck, closes his eyes to concentrate and mutters a series of prayers. A wave of energy burst from him, healing Olise, Vardigas and himself of part of their wounds.

All gain 4 hp.

Actually, since goodberries last a day, why not cast all of them now and spread them around?


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Other than Andrus who is down by 5hp, how's the health of everyone else?

Andrus swings at the retreating bug, even though it is out of reach even for his glaive. Thank you, Shelyn. Eventually, he catches his breath and still his pounding heart. Looking around at his teammates, he examines them for their wounds. "Is everyone ok?"


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus does his best to calm his heavily beating heart. Finding himself trapped between two of the giant bugs is not a good place to be. "Shelyn, please protect your servant." Try as he does, he finds himself panicking as he swings wildly at the bug between him and Xune, with increasing desperate strikes.

vs yellow: glaive, flank: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 dmg: 1d8 + 3 ⇒ (6) + 3 = 9
vs yellow: glaive, flank: 1d20 - 1 + 2 ⇒ (7) - 1 + 2 = 8 dmg, forceful: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
vs yellow: glaive, flank: 1d20 - 6 + 2 ⇒ (20) - 6 + 2 = 16 dmg, forceful: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Woohoo!
extra crit dmg, forceful, deadly: 1d8 + 3 + 2 + 1d8 ⇒ (4) + 3 + 2 + (3) = 12


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Don't forget the +1 attack from Andrus' bless!


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

I'll try to keep an eye but please holler if you need healing.

Andrus rears away from the bug just in time. He shortens his grip on his glaive and jabs at the bug in return.
vs blue: glaive: 1d20 + 4 ⇒ (4) + 4 = 8 dmg: 1d8 + 3 ⇒ (2) + 3 = 5

Then, he releases his right hand, grasp the medallion of the songbird around his neck, mutters a quick prayer and a blast of holy blessings wash over the party.
1: strike; free: release hand, 2&3: cast bless


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

medicine: 1d20 + 5 ⇒ (17) + 5 = 22
Andrus moves up to study the dead goblins together with Olive. ”In case anyone was wondering, this is not the work of a vampire. The dead goblins have not arisen. Besides, there is just one hole. But it does beg the question who has been draining the blood of them.”

But he hears Biffin’s warning, and moves in, making space for Vardigas to move up to the front, as he tightens his grip on his glaive.

I swapped Andrus’ and Vardigas’ postions.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus hands the vial over to Xune instead. "Here you keep it. Shelyn willing, I can heal myself easily if I need to. You would have greater need."

perception: 1d20 + 5 ⇒ (8) + 5 = 13


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Um, Andrus rolled a 7. Not sure how that could have hit? :)


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus shifts his grip winces and swings at the goblin in front of him but the wound on his leg throws him off balance. He is glad that Vardigas is finally here to hold down the fort. He takes a step back away from the goblins, then quickly hobbles to the side passage where he can still strike at approaching goblins while opening tactical space for Biffin as well.

Strike, Step, Move

glaive vs orange: 1d20 + 4 ⇒ (3) + 4 = 7 Dmg: 1d8 + 3 ⇒ (1) + 3 = 4


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:
GM Zer0darkfire wrote:
I don't see it mentioned anywhere, but you guys are welcome to confirm either way. I don't think you are flat-footed until you act in this edition.

Yes, I believe that is the case. Only rogues have the default ability to treat those who haven't acted as flat-footed.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Oh yeah, in fact that is what Andrus did. What I meant is that quite a number of the goblins are after you in initiative, so Andrus moved to the other side to stop them from surrounding you on all sides.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Sorry for the absence. We had a few days of holidays here which took me out quite a bit.

I’ll need to hold the line or Xune would be swamped.

Andreas moves past Xune to the other side of the small chamber, then swings his glaive at the (orange) goblin.

move, move, strike

glaive: 1d20 + 4 ⇒ (11) + 4 = 15 Dmg: 1d8 + 3 ⇒ (1) + 3 = 4


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus' only outward reaction at the rather... unusual creature is raised eyebrows. Not that he has seen much wonders in this world, for he has yet to really experience much in his life, but he has learnt that there is usually really no need to over-react. Besides, the corn-familiar is really quite beautiful in its own way.

"Maizy is quite an amazing creature. How did she... um come about? But Master Biffin is right. Best to keep it safe."

Of course, there are no stats for familiars in the rulebook so that technically makes them invulnerable? :P


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Got it!

Separately, need a GM ruling on this since I think the rulebook is vague here. As Andrus fights with a two-handed weapon and would repeatedly need to take a hand off to manipulate his holy symbol when casting spells, what actions would taking off the hand off the weapon, and putting the hand back on be? My take is that removing the hand should be a free action as it is akin to Drop a weapon (but still held on in the other hand), but it seems it would take an Interact action to grab the weapon again.

Separately, it seems no longer possible to Ready to cast most spells since you can only ready an single action and most spells take two actions.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

If I'm not wrong, 2E no longer has contested checks. Xune's thievery would have been against our perception DC, i.e. 10+perception bonus.

"Thugs robbing artifacts brazenly? We can't have that." Andrus speaks up with a quiet but determined voice. Little does he realise what is going on directly in front of him.

"Lead on." He gestures to the half-elf and dwarf.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus fights with a reach weapon so is best placed in the 2nd rank where he can do that, while throwing healing on the frontliners where needed. Olise, not sure if you intended to be in the 2nd rank on the map. Can I swap with you?


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Sigh, what has Keleri gotten herself into this time? Still Ms Deverin has always been generous with the church of Shelyn, and while his hands are not as masterful as some of the other priests in creating beautiful works for the Eternal Rose, providing assistance to the friends of the church is something that Andrus could readily do. Besides, this invitation comes too closely to that dream. Perhaps they're related?

He finds himself the next to arrive. The Taldan man of slightly above average height and prematurely graying hair on the sides enters the lounge steadily. He smiles warmly at the dwarven being bombarded by Keleri chatter. Andrus carries himself with ease, his lean and sinewy muscles suggests a life of hard labour before entering Shelyn's service, although his eyes reveal a hint of weariness beyond his years.

He first sends his greetings semi-formally to the hostess before turning to Biffin. "Good day, master dwarf. I am Andrus Merula, servant of Shelyn." He rest on his glaive like it's a walking stick, while a carved symbol of long-tailed songbird hangs about his neck.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Exploration Mode:
Normal - Searching
Social - Carousing

Alright, Andrus' character is ready to go!


Forum Name: kuey
Character Name: Andrus Merula
PFS Number: 215076-1501
Perception Modifier: +5

Ok, decided to go with a Cleric of Shelyn. Got my character ready, but still need to update the profile page.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:
GM Zer0darkfire wrote:
It looks like it is a lot easier for a sorcerer to spam crossbow bolts though, or even swing a finesse weapon. They are basically full BAB since they are trained in simple weapons, have a good dex stat and you're very likely to hit as well as anyone else. It also looks like ranged attacks are much easier since most creatures don't give others cover from your attacks and only give a +1AC for "in melee".

This is kuey

Played around with a few different builds for sorcerer but couldn't quite make it work. Went I got to piling heavy armor on it (since it's just a -2 to AC for being untrained), I decided I was going too far. :) So decided to go with a cleric instead for what I have in mind.

Full Name

Azalia

Race

Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) |

Classes/Levels

Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

Gender

Maps Female

Size

Medium

Age

100

Alignment

Chaotic Good

Deity

Desna

Location

Sandpoint

Languages

Aklo, Celestial, Common, Elven, Draconic, Dwarven, Giant, Goblin, Infernal, Orc, Sylvan, Sign Language, Thassalonian, Varisian

Strength 22
Dexterity 26
Constitution 10
Intelligence 24
Wisdom 10
Charisma 14

About Azalia

Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 22 / T 18 / FF 16 | Fort +9 / Ref +19 / Will +10 |
CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck on magic traps) | Low-light Vision | Spells: 1st 6/6, 2nd 6/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect)

STR 22 (+6) [+2 from 8th and 12 level bumps, +6 from belt]
DEX 26 (+8) [+6 from belt]
CON 10 (--)
INT 24 (+7) [+1 from 4th level bump, +6 from Headband of Intelligence]
WIS 10 (--)
CHA 14 (+2) [+1 from 16 level bump]

BAB +10/+5 / Move Speed 30

=== Resistances ===
Fire Resistance 5 (alt racial trait)
Immune to Disease (periapt of health)
+3 to all saves (Sihedron Ring)

=== Weapons ===
Melee
+5 Keen Adamantine Scimitar (Legendary Item with a personality?)
Attack +18/+13 | Damage 1d6+8 +1d6 acid (gloves) | 15-20/x2 Critical (Keen) | Slashing

+1 Longsword
Attack +17/+12 | Damage 1d8+7 +1d6 acid (gloves) | 19-20/x2 Critical | Slashing
5d6 sneak attack, if applicable.

Alchemical Silver Dagger
Attack +16/+11 | Damage 1d4+6 +1d6 acid (gloves) | 19-20/x2 Critical | Piercing or Slashing | Range 10 feet
5d6 sneak attack, if applicable.

Ranged

+3 Adaptive Runeforged Dominant Holy Planar Starbow (Runeforged: Dominant/Commanding)

Attack +22/+17 | Damage 1d8+6 +1d6 acid (gloves) [+2d6 vs evil] | Crit x3 | Piercing | Range 110 feet

+5d6 Sneak Attack only possible within 30 feet.
[remember clustered shots, if applicable]
(+1/+1 if within 30 feet)
(Golembane scarab means NO DR vs Golems)
(+1 already added into attack from bracers of archery.)
Rapid Shot: one extra attack with a full round action, all attacks at a -2 (off max).
*Extra penalties for creatures that suffer in bright light, arrows give off light, look like shooting stars, and sheds light as a sunrod for 1 minute after it is shot.
**Ignores 5 points of DR against extradimensional beings/outsiders.
***Three times per day as a standard action, the wielder can use a starbow to fire a 30-foot-long cone of arrow-shaped bolts of radiance. All creatures in the area of effect take 5d8 points of damage unless they are undead or creatures harmed by sunlight, in which case the damage increases to 10d8. This damage bypasses damage reduction and energy resistance. A successful DC 18 Reflex save halves the damage. A creature that takes damage from this attack is shrouded with a soft radiance (as faerie fire) for 1 minute.
****Dominant/Commanding (opposes transmutation): A union of enchantment and illusion magic, a dominant weapon functions as a bane weapon against transmuters and against creatures with the shapechanger subtype. As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as baleful polymorph or petrification) inflicted on the wielder per day.

=== Armor ===

Dex (+8)
+1 Mithral Chain Shirt (+5 armor)
Sihedron Ring (+3 deflection bonus to AC)

=== Traits ===
Deadeye Bowman [When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.]
Extremely Fashionable [+1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One is a class skill. Have to wear clothing and/or jewelry worth at least 150 gold.]
Paranoid [DRAWBACK] [Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.]
Scholar of the Ancients [+1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.]

=== Feats ===
Breadth of Experience [+2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.]
Clustered Shots [All ranged damage is totaled before subtracting DR.
Deft Hands
Eclectic [Additional favored class]
Martial Weapon Proficiency: Scimitar
Point-Blank Shot
Precise Shot
Rapid Shot

=== Special Abilities ===

Alarm Sense (Su) [Intuitive sense when within 10 feet of a magic trap. Functions as the trap spotter rogue talent.]
Canny Observer [Gain a +4 bonus to Perception checks.]
Elemental Resistance: Fire [Alt racial trait replacing Elven Immunities]
Elven Weapon Familiarity [includes longbow and longsword]
Evasion (Ex) [On a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes no damage.]
Fey-Sighted [Constant detect magic effect--racial trait replacement]
Impromptu Sneak Attack (Ex) [Once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).] (Goes up to twice/day at arcane trickster level 7.)
Low-Light Vision [Twice as far as humans in low light]
Ranged Legerdemain (Su) [Can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.]
Rogue Weapon and Armor Proficiency [armor is negated by my template]
Sneak Attack: 5d6
Trapfinding
Tricky Spells [Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.]

Skills:

182 skill ranks [4 +7 int +2 background +1 favored class = 14 per level]

+Acrobatics +27 |+8 Dex +16 rank +3 class skill
+Appraise +14 |+7 Int +4 rank +3 class skill
+Artistry +7 |+7 Int
+Bluff +23 |+2 Cha +16 rank +4 class skill +1 Extremely Fashionable
+Climb +22 |+6 Str +13 rank +3 class skill
+Craft: Fletching +11 |+7 Int +1 rank +3 class skill
+Diplomacy +22 |+2 Cha +16 rank +3 class skill +1 Extremely Fashionable
+Disable Device* +34 |+8 Dex +16 rank +3 class skill +1 Trapfinding +4 Deft Hands +2 Masterwork thieves' tools (also can disable from a short distance with the extenders)
+Disguise +13 |+2 Cha +8 rank +3 class skill
+Escape Artist +15 |+8 Dex +4 rank +3 class skill
Fly +8 |+8 Dex
Handle Animal* +3 |+2 Cha +1 rank
Heal +3 |+0 Wis +1 rank +2 Healer's Kit (also have antitoxin)
+Intimidate +7 |+2 Cha +1 rank +3 class skill +1 Extremely Fashionable
+Knowledge Arcana* +14 |+7 Int +1 rank +3 class skill +1 archetype +2 Breadth of Experience
+Knowledge Dungeoneering* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Engineering* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Geography* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge History* +14 |+7 Int +1 rank +3 class skill +1 Eldritch Scoundrel +2 Breadth of Experience
+Knowledge Local* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Nature* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Nobility* +9 |+7 Int +2 Breadth of Experience
+Knowledge Planes* +9 |+7 Int +2 Breadth of Experience
+Knowledge Religion* +9 |+7 Int +2 Breadth of Experience
+Linguistics* +18 |+7 Int +8 rank +3 class skill
+Lore: History of Magical Items +11 |+7 Int +1 rank +3 class skill
+Perception +25/+26 |+0 Wis +16 rank +3 class skill +2 racial +4 Canny Observer [+1 detect traps]
+Perform +2 |+2 Cha
+Profession: Fence +6 |+0 Wis +1 rank +3 class skill +2 Breadth of Experience
Ride +8 |+8 Dex
+Sense Motive +4 |+0 Wis +1 rank +3 class skill
+Sleight of Hand* +27/+29 |+8 Dex +14 rank +3 class skill +2 Deft Hands [+2 to conceal nature of Thieves' ring]
+Spellcraft* +22 |+7 Int +12 rank +3 class skill
+Stealth +27 |+8 Dex +16 rank +3 class skill
Survival +0 |+0 Wis
+Swim +10 |+6 Str +1 rank +3 class skill
+Use Magic Device* +6 |+2 Cha +1 rank +3 class skill

Prepared Spells:

Caster Level 16 | Concentration +23 (Caster level + ability mod)
Spells per day come from Magus class.
Learn, prepare, and cast like a Wizard.

=== Zero Level === (DC 17)

Acid Splash
Chameleon Scales (Wild Magic 3/day as spell like ability)
Light
Mage Hand
Mending
Open / Close
Prestidigitation

=== First Level === (DC 18)
6 spells per day (including bonus from ability score)

Air Bubble
Burning Hands
Enlarge Person
Gravity Bow
Magic Missile
Snowball

=== Second Level === (DC 19)
6 spells per day (including bonus from ability score)

Create Treasure Map
Invisibility
Knock
Spider Climb
Summon Swarm
Web

=== Third Level === (DC 20)
6 spells per day (including bonus from ability score)

Burrow
Fireball
Fly
Gaseous Form
Water Breathing

=== Fourth Level === (DC 21)
5 spells per day (including bonus from ability score)

Arcane Eye
Black Tentacles
Dimension Door
Earth Glide
Greater Invisibility
Stone Shape

=== Fifth Level === (DC 22)
4 spells per day (including bonus from ability score)

Baleful Polymorph
Cone of Cold
Life Bubble
Teleport
Wall of Stone

=== Sixth Level === (DC 23)
2 spells per day (including bonus from ability score)

Disintegrate
True Seeing

Spellbook:

=== Zero ===

(all)

=== First ===

(all non-evil)

=== Second ===

Create Treasure Map
Invisibility
Knock
Spider Climb
Summon Swarm
Web

=== Third ===

Burrow
Fireball
Fly
Gaseous Form
Gentle Repose
Mad Monkeys
Rain of Frogs
Suggestion
Tiny Hut
Versatile Weapon
Water Breathing

=== Fourth ===

Arcane Eye
Black Tentacles
Claim Identity
Detonate
Dimensional Anchor
Dimension Door
Greater Invisibility
Make Whole, Greater
Stone Shape
Vicarious View

=== Fifth ===

Baleful Polymorph
Cloudkill
Cone of Cold
Life Bubble
Passwall
Permanency
Teleport
Wall of Stone

=== Sixth ===

Disintegrate
Form of the Exotic Dragon I
True Seeing

Equipment:

+1 Adaptive Undead Bane Longbow (9,315 gold)
Bandolier [.5 gold]
Bedroll [.1 gold]
Belt of Strength +6/Dexterity +6 (from Karzoug's body)
Blanket (2) [1 gold]
Cold Weather Gear (8 gold)
Deliquescent Gloves (8,000 gold)
Grooming kit [1 gold]
Empty vials (10) [10 gold]
Explorer's outfit [free clothing for starting character]
Headband of Vast Intelligence +6 [from Vraxeris, belongs to party]
Ink pen [.1 gold]
Ioun Torch [75 gold]
Journal [10 gold]
Masterwork Manacles [50 gold]
Necklace of Adaptation (9,000 gold)
Periapt of Health [7,500 gold]
Portable Hole [20,000 gold]
Ring of Truth (cursed) ... bribe from the headmaster (not wearing)
Ring of invisibility (wearing)
Sihedron Ring [A Sihedron ring grants a +3 deflection bonus to AC, a +3 resistance bonus on all saving throws, and protects the wearer with a constant endure elements effect. At will, as a standard action, the wearer can use the Sihedron ring to change the appearance of his clothing or armor into any other kind of clothing or armor. The actual clothing and armor worn retain all their properties (including weight) when glamered. Only true seeing or similar magic reveals the true nature of the adornments.]
Silk rope (100 feet) [20 gold]
Sleeves of Many Garments [200 gold]
Spellbook [15 gold]
Spell component pouch [5 gold]
Thieves’ Ring [300 gold]
Trail rations (7) [3.5 gold]
Traveler's Any-Tool (250 gold)
Vest of Endure Elements (1,000 gold)
Vial of ink [8 gold]
Waterskin (2) [2 gold]
Waterproof bags (2) [1 gold]

________

Alchemical silver dagger (prize from the Desna festival)
+1 Longsword (party item)
Mithral Chain Shirt (got this enchanted, so now +1, but still belongs to party)
Golembane scarab (party item)
Belt of incredible dexterity +2
An ivory set of lesser bracers of archery
2 drayon-slaying arrows

Recent purchases that still need to be factored in to skills: healing kit with antitoxin, just in case. Restocked arrows, and masterwork thieves tools.

Current Wealth: 3,711.63 gold (updated 7/6/20 after buying cold weather gear, vest of endure elements, and necklace of adaptation)

Total Starting Equipment: 899.2 gold
Starting Gold: 900 gold

Background:

Azalia is a Forest elf from a very small community of elves that live in the forest outside Sandpoint. Her darker skin some say is a natural variation, but others think that she is corrupted with human or drow blood. While she wasn't exactly ostracized or excluded, and no one walked around making fun of her, it was still clear that she was different. Her parents were wealthy and she had pretty much whatever she wanted, except close friends... so she escaped into other hobbies instead.

Due to her unusual fey sight, one of those hobbies was magical items, which she studied extensively, and then started "borrowing" when she went to parties with her parents. At first she would return them after examining them, but some she would forget, and after finding several "borrowed" items in her rooms, she was severely scolded by her parents. Theft was just not something that was done in a close and trusted community. She wasn't only putting her own reputation on the line, but also theirs... the whole lecture. She returned the things carefully, and didn't borrow from parties anymore, but because she felt that her parents were also rejecting her, she started actually stealing... not intending to return anymore, and not justifying it as her hobby. She liked to study them still, but it had become bigger than that. Now she was lashing out at her parents and at her community.

Things would go missing, and she would be asked about it, and sometimes her rooms were searched, but they never again found anything in her possession. To make things easier on both her parents and herself (and to conceal items from time to time), she would take long walks in the forest, and occasionally encountered humans from Sandpoint from time to time, which didn't seem as bad as she had thought they would be. During one of her long walks she ran into Risa Magravy (before she went blind), and they became friends, sharing both a love for magic and a love for stories.

Her parents, alarmed that she seemed to be bonding with humans and not with her own kind, and not sure what else to do, encouraged to study magic formally, and sent her away to learn to be a Wizard. She studied the magic diligently, but never fully went back to feeling integrated with her community. When she graduated, she set up shop in the human community of Sandpoint rather than in her Elven community, both for the shock value, and because she honestly wanted to try living in a place that wasn't as confining.

She runs a small Relic, Curio, and Pawn shop, posing as an expert appraiser and collector, but she is actually more of a fence, buying and selling questionably-obtained relics and stolen merchandise (with the knowledge and approval of the local thieves guild). You can typically find her hanging out at Risa's place when she isn't running the shop or sleeping.