Snowcaster Sentry

Ashlynn Schmiedefeuer's page

133 posts. Alias of Jeremy Clements.


Full Name

Ashlynn Schmiedefeuer

Race

1/2 Elf

Classes/Levels

Oracle of Flame (Seeker) 1| HP 9/9

Stats:
AC 14 (15w/buckler), T 13, FF 12| CMB +0/+3, CMD 13 | F 1, R 3, W 4 | Init +3, Perc +8 / Low-Light Vision|Current:

Gender

Female

Size

M

Alignment

NG

Deity

Seranrae

Languages

Common, Elven, Ignan, Draconic, Aklo

Occupation

Unemployed Wizard's Apprentice

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 11
Charisma 17

About Ashlynn Schmiedefeuer

Feat Taxes!

Short Cuts!:

[dice=Light Crossbow(Firing into Melee)]1d20 + 3 - 4[/dice]
[dice=Damage]1d8[/dice]

[dice=Perception]1d20 + 8[/dice](+1/2 Oracle Level to detect traps!)

[dice=Know(Arcana)]1d20 + 7[/dice]

[dice=Know(Planes)]1d20 + 6[/dice]

[dice=Spellcraft]1d20 + 6[/dice]

[dice=Disable Device]1d20 + 6[/dice](+1/2 Oracle Level)

Action Points!:

Each character starts with a pool of Action Points. Action Points have 5 main uses. You can only spend one AP per turn, aside from the rules for

*Cheating Death and Final Stands.
Modify a Roll: You may spend an AP to gain +1d6 retroactively to a d20 roll, though before the results are declared.

*Complicate a Failure: You may spend an AP to turn a failed check into a success-with-complication. Purely for ease of posting, you must tell me you intend to do so before I give you the result (if you succeed on the check, the AP isn't spent).

*Simplify a Complex Action: You may spend an AP to enable a complex action to be completed in one round—nothing cheesy, but things like "I grab an alchemist fire, run to the door, throw the flask and slam the door shut" that are hampered by the game's action system.

*Cheat Death: Whenever a blow would otherwise kill you, you can spend half your normal maximum in Action Points to instead stabilize at negatives equal to your Con -1—basically, on the brink of death but alive.

*Final Stand: Whenever knocked unconscious but not killed (or already unconscious from damage), you can spend however many APs you have left to remain conscious and fully-functional for up to double that number in rounds, after which point you die no matter what ("wounds beyond anyone's ability to heal", barring a heal spell or similar). Alternatively, you can spend 1 AP at any time to become conscious but unable to take any actions beyond speaking, which doesn't come with the "inevitable death" clause.

Race:1/2 Elf
Gender:Female
Age:??
Class:Oracle of Flame (Seeker) 1
Init +3; SensesLow-Light Vision,

Perception +8 :
(+1/2 Oracle Level to detect traps!)NOTE: Also gain a +4 on Perception checks to spot things that will immediately hurt you, such as a well-concealed symbol of pain.

_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________

_____________________________________________
DEFENSE
_____________________________________________
AC +14(15 w/buckler), touch +13, flat-footed +11 (12w/buckler)
(+1 Armor, +1 Shield, +3 Dex)
Hp:9 Temp hp [ - ]
Fort +1, Ref +3, Will +4
*+4 trait bonus on Will saves to disbelieve specifically protective illusions, such as a disguise selfon a medusa.
*Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
_____________________________________________
OFFENSE
_____________________________________________
Speed40 (30+10)
Melee +0
Ranged +3
Special Attacks
See Spellcasting and Special Qualities
_____________________________________________
STATISTICS
_____________________________________________
Str 10, Dex 16, Con 12, Int 14, Wis 11, Cha 17

Base Atk+0; CMB+0/+3; CMD13

____________________________________________
Feats
1st: Extra Revelation
@3rd: ??
@5th: ??

TRAITS
*Dangerous Curiosity (Campaign)
You really don't know when to stop looking! You gain a +2 trait bonus to Perception checks, and Perception is always a class skill. You also gain a +4 trait bonus on Will saves to disbelieve specifically protective illusions, such as a disguise self on a medusa, and on Perception checks to spot things that will immediately hurt you, such as a well-concealed symbol of pain.

*Reluctant Apprentice (Magic)
Your early training grants you knowledge of the arcane. Benefits: You gain a +1 trait bonus on Knowledge (Arcana) checks, and are considered trained in that skill even if you have no ranks in it.

RACIAL TRAITS
1/2 Elf Standard Racial Traits
*Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
*Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
*Base Speed: Half-elves have a base speed of 30 feet.
*Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
*Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
*Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
*Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
*Elf Blood: Half-elves count as both elves and humans for any effect related to race.
*Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
*Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class(Wizard). They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the Multitalented racial trait. (So basically I'm giving up all my favored class bonuses from 1st to 20th level to be able to use arcane Wizard based magic items as a 1st level Wizard)
*Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the Adaptability racial trait.

____________________________________________
SKILLS +6/lvl (6 Total) *=Class Skill

Use Magic Device (Cha)
*Diplomacy(Cha) 1+3+3: +7
*Heal(Wis)
*Knowledge:History(Int)
*Knowledge:Planes(Int) 1+2+3: +6
*Knowledge:Religion(Int)
*Knowledge:Arcana(Int) 1+1+2+3: +7
*Sense Motive(Wis)
*Spellcraft(Int) 1+2+3: +6
*Disable Device(Int) 1+2+3: +6 (+1/2 Oracle Level)
*Perception (Wis) 2+2+1+3: +8 (+1/2 Oracle Level to detect traps!)
NOTE: Gain a +4 on Perception checks to spot things that will immediately hurt you, such as a well-concealed symbol of pain.

~Background Skills +2/lvl (2 total)

*Craft: Alchemy(Int) 1+2+3: +6
*Profession(Wis)
Linguistics 1+2: +3 (Added Aklo)

LanguagesCommon, Elven, Ignan, Draconic, Aklo
____________________________________________
SPECIAL QUALITIES

Oracle's Curse!
*Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
~Effect:Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
~At 5th level, add levitate and minor image to your list of spells known.
~At 10th level, add telekinesis to your list of spells known.
~At 15th level, add reverse gravity to your list of spells known.

Mystery of Flame
*1st Revelation: Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.

*Feat Bonus Revelation: Fire Breath (Su): As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based[DC14?].

Seeker(Archtype)
*Tinkering (Ex):Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle levels for determining his overall bonus on these skill checks. This ability replaces all of the bonus class skills he would otherwise normally gain from his mystery.

*Seeker Lore(Ex):By 3rd level, a seeker has already learned much about his mystery, and is more comfortable using the bonus spells gained by that mystery. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells.This ability replaces the revelation gained at 3rd level.

*Seeker Magic(Su): At 15th level, a seeker becomes skilled at modifying his mystery spells with metamagic. When a seeker applies a metamagic feat to any bonus spells granted by his mystery, he reduces the metamagic feat’s spell level adjustment by 1. Thus, applying a Metamagic feat like Still Spell to a spell does not change its effective spell level at all, while applying Quicken Spell only increases the spell’s effective spell level by 3 instead of by 4. This reduction to the spell level adjustment for Metamagic feats does not stack with similar reductions from other abilities. This ability replaces the revelation gained at 15th level.

____________________________________________
SPELLCASTING

Oracle of Flame 1 (Spells Per Day)
Lvl 0: infinite/day [DC13]
Lvl 1: 4/day [DC14]

Spells Known:
Lvl-0: Stabilize, Detect Magic, Read Magic, Light, Mage Hand, Ghost Sound
Lvl-1: Cure Lt. Wounds(Bonus), Protection from Evil, Liberating Command
____________________________________________
EQUIPMENT AND GOLD
Start GP: 180 - 101gps spent= 99gps remaining.

Padded Armor 5gp
Buckler 5gp
Dagger (x2) 4gp
Light Crossbow w/10 bolts 36gp
Thieves' Tools (Common) 30gp
Kit, Wizard’s (Price 21 gp; Weight 21 lbs.)
~This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

____________________________________________
Load
Gear
____________________________________________
APPEARANCE
____________________________________________
Height5ft, 10in
Weight 125lbs
Eye Color Blue
Hair Color White-Blonde
Region of Origin Ustalav
Deity: Sarenrae

History: The illegitimate daughter of a Utalavic noblewoman and a Kyonin ambassador, Ashlynn has always been fascinated by magic. Especially fire magic. Once she came of age, and not just wanting to marry her off for her appearances sake, Ashlynn's mother convinced Ashlynn's Grandfather to pay to send her off to be apprenticed by a distant Wizard in Varisia. Ashlynn's grandfather made it clear however, that once she was sent off for the apprenticeship she could not easily come back without some sort of ability to 'help' the family . They had 'invested' in her wizardly apprenticeship rather than marry her off for influence and money, and expected some sort of return on that investment...

Now with a letter of recommendation in hand from her former master, some second-hand 'adventuring gear' purchased from a shady Vistani, and the will to keep going: Ashlynn has been sent to some place called 'Diamond Lake' in the middle of nowhere to possibly help the local authorities, and maybe make enough coins to get her back to Ustalov in some sort of comfort.

Final: Ashlynn is an Oracle with a Wizard complex. Worse still, Ashlynn IS a worshiper of Sarenrae, but keeps getting confused as a cleric or inquisitor wherever she goes. She hate it, so she tends to try and pass herself off as a wizard or sorcerer mostly unless forced to explain herself. She's prideful, but humble at the nature of her abilities. She also finds fire magic, and the nature of magic itself, to be utterly fascinating.