Undine

Ashwell's page

893 posts. Organized Play character for Gerald.


Race

Male Undine Psychic 10 | AC (20)16/16/13 | HP 72/72 + _10__ temp HP| F+9, R+9, W+12 | Darkvision 60' | Cold Resistance 5 |

Classes/Levels

Init+3, Perc +15 | CMD 18 | Phrenic Pool 7/7 |

About Ashwell

Ashwell

PFS Info:

Spoiler:

12445-19
XP: 27
Prestige: 39/46 (spent 2 on Wand of CLW, spent 2 on Wand of Mage Armor, spent 2 on Wand of magic missiles, + 1 for Sky Key Core boon, spent 2 to learn Aquan from Savior of Tapestry boon, only gained one PP for 4-17 Tower of Ironwood Watch)
Fame: 46

Scenarios Completed:
1. The Confirmation (1 xp, 2 PP, 480 gold)
2. Master of the Fallen Fortress (1 xp, 1 PP, 499 gold)
3. The Silverhex Chronicles (1 xp, 2 PP, 505 gold)
4. 8-06 Reaping what We Sew. (1 xp, 2 PP, 536 gold)
5. 9-04 The Unseen Inclusion (1 xp, 2 PP, 529 gold)
6. AP-97 In Hell’s Bright Shadow (3 xp, 4 PP, 3711 gold)
Bonus Chronicle: Rebellion Leader and Rebellion Schemes (no boxes checked yet)
7. 6-00 Legacy of the StoneLords (1 xp, 2 PP, 1300 gold)
8. AP-91. Battle of Bloodmarch Hill. (3 xp, 4 PP, 3711 gold)
9. 10-02 Bones of Biting Ants (1 xp, 2 PP, 2274 gold)
10. 9-21 In the Grandmaster’s Name (1 xp, 2 PP, 2232 gold)
11. 10-00 The Hao Jin Cataclysm (1 xp, 2 PP, 2520 gold)
12. 10-03 Death on the Ice (1 xp, 2 PP, 2559 gold)
13. 4-17 Tower of the IronWood Watch (1 xp, 1 PP, 2517 gold)
14. 10-19 Corpses in Kalsgard (1 xp, 2 PP, 2605 gold)
15. 09-02 A Case of Missing Persons (1 xp, 2 PP, 2307 gold)
16. 07-98 Through Maelstrom Rift (1 xp, 2 PP, 2910 gold)
17. The Emerald Spire: level 8 (3 Xp, 4 PP, 11792 - 3000 gold)
18. 05-13 The Weapon In The Rift (1 xp, 2 PP, 5501 gold)
19. Raid on the Cloudborne Keep (1 xp, 2 PP, 5251 gold)
20. The Gauntlet (1 xp, 2 PP, 5600 gold)
21. 6-97 Siege of Serpents special (1 xp, 2 PP, 6500 gold)
Boons:
1. Explore, Report, Cooperate (The Confirmation)
2. Friend of Janira Gavix (The Confirmation)
3. Confirmed Field Agent (The Confirmation)
4. Prized Find (Silverhex Chronicles)
5. Exilir of Treasure Seeking (Silverhex Chronicles)
6. Pleasure Doing Business (Silverhex Chronicles)
7. Banish the Hag: (Reaping What We Sew) mark off boon to get +4 on save versus curse or witch’s hex. Or mark off the noon and get +4 on caster level check to have curse removed from you.
8. Leshy Token (Reaping What We Sew): token worn in neck slot grants +1 to all Cha checks against plants or plant like creatures. Cross off boon to give token to a plant to increase bonus to +5, or +10 against a leshy.
9. Rosehaven Redemption (Reaping What we Sew): 2 times you can add your ranks in a craft or perform skill to a saving throw before making that saving throw.
10. Debt of the Scarred Sage: as a rep of the Jeweled Sages, you promised Grandmaster Torch he could help confront any threat to the organization. Not sure if that is good or bad.
11. Sky Citadel Reclaimer:
A. Secrets of Creation: 1/day, cast magic weapon as a SLA. In addition, when casting Greater Magic Weapon or Magic Vestment, treated as +1 CL for effects of spell.
B. Unrelenting Defense: use boon as a move action to gain DR/admantine equal to 1+ Class Level for five rounds. If you already have DR/adamantine (such as from Stoneskin) increase DR value by 3 for one minute. Cross this boon off when used.
12. Sky Key Core: when recovering pieces of the sky key, regain one PP.
13. Armed with Agrimmosh.
14. Power of the Giants: you gain the ability to double in size and fight giants on their own terms.
15. Siege’s Resolve: as a free action, you can cross this boon off your sheet and gain a +2 insight bonus to AC for one minute when threatened by three or more enemies. Against creatures with the giant or orc subtype, this bonus increases to +3 and extends to adjacent allies.
16. Gremlin’s Token: 4 times, as an immediate action, can add a +2 to saves versus curses for one hour. Once used four times, mark through the boon.
17. Mushroom Masher: 4 times, as a swift action, can activate this boon and gain a +2 insight bonus to attack and damage rolls for one minute against fey and vermin. Once used four times, cross the boon out.
18. Ulfen Ally: at the start of any adventure you may gain a 3rd Level or lower bard spell without paying the associated costs. The scrolls are made for you and cannot be sold. You gain a +5 on UMD checks to activate the spell. This boon can be used to gain scrolls for five Spell levels total and then the boon must be crossed out. Used three spell levels. Two levels left.
19. Whispers if the Amberhollow: Two total times, you can, as a standard action, use the boon for a Sanctuary Spell (DC 15) against all creatures of the vermin subtype for one hour. After two uses, mark off the boon.
20. Society Infiltrator: can buy disguise kits at half price.
21. Sommelier’s Private Collection: 3 times, you can drink one of these bottles as a standard action to regain 1d8 hit points per two levels, up to 10d8. After three uses, Mark this boon off your sheet.
22. Savior of the Tapestry (Serene Kappa @ Eternal Lake): spent 2 PP to learn Aquan language. Skills: Heal, Sense Motive. Special: the kappa casts water breathing, using your level as caster level. Skill modifier is based on level...1-2 is +6, 3-4 is +8, 5-6 is +11, 7-8 is +14, 9-10 is +18, 11+ is +22. Two times you can call on help with the listed skills, or ask for the special benefit. After the two times, cross the boon off the sheet.
23. Radiant Ruby Feathers: Two times you can use this boon before crossing off sheet. As a standard action using your level as the caster level, you can create special effects based on level. At level one, can use special ability for Burning Hands, Cure Moderate Wounds, and Lesser Restoration. At level 5, add Cure Serious Wounds, Fireball, and Scorching Ray to list. At level 9, add Cure Critical Wounds, Restoration (healing a permanent negative level checks off both boxes) and Wall of Fire. At level 12, add Heal and Sirocco (either of these spells use both boxes to cast).
24. Icewalker: 4 total times you can activate this boon as a standard action and either gain the benefits of an endure elements spell for 24 hours or you can gain cold resistance equal to your character level for 3 hours.
25. Varki Archaeology: whenever you attempt a knowledge check against the Erukatai, the Varki, undead, magical beasts, or the Crown of the World, you can check a box and gain a +4 on that check. This boon can be used five times.
26. Blessing of Nivi: 4 times as a swift action, you can cast Blur using your character level as the caster level. After four times using the boon, you gain Gnome as a bonus language.
27. Gnomes of the North: 4 times you can use Bluff, Know. Local, or Sleight of Hand to replace you day job checks. This result doubles the amount of gold you would normally be entitled to.
28. Eliza’s Insight: you can roll twice and take the higher result to notice or decipher a clue as part of an investigation. Mark the boon out after. (Case of Missing Persons).
29. The Real Lofton’s Aid: (Case of Missing Persons) if your character is sent to jail or otherwise imprisoned, you may cross off this boon to remove the gold or PP requirement to secure release from jail.
30. Air Affinity.
31. Elemental awakening :
* Air affinity—gain electricity resistance 1. +1 on charisma based checks versus creatures with the air subtype.
32. Sting of Serpentfolk Magic: you can use this boon as a swift action to increase your caster level by two for a spell or SLA. Alternatively you can use the boon as an immediate action, before making a saving throw. if the saving throw succeeds, and the spell has a lesser effect, it is negated, like evasion or the stalwart ability. After using the boon, cross this off your sheet.
33. Mendevian Commendation: +1 cumulative bonus on skill and ability checks vs Mendevian crusaders.
34. Ghalcor’s Spellcraft: with this boon, all of your PFS characters can access Burst With Light, Detect Demon and Righteous Blood from the Demon Hunter’s Handbook.
35. Air Affinity.
36. Hurricane Tempered: can cross this boon off your sheet and you can treat wind effects as if they were one category weaker for each Air Affinity boon you have for a number of rounds equal to that total. This includes penalties on ranged attacks, whether the wind checks blow you away, or the penalty the wind imposes on fly checks. Treat the wind effects that make ranged attack impossible as a windstorm.
37. The Wraithstone Recovery: you may expend one downtime to attempt a Knowledge Arcana check. If you succeed, check one of the three boxes for this boon. The first is Dc 18, the second is DC 21, and the last is DC 24. One box is currently checked. Once all three boxes are checked, you can spend another downtime and make a DC 18 Will save. If you succeed, you destroy the WraithSoul Stone. If you fail, the stone possesses you until the Society tracks you down (costing your downtime). You can make another attempt by using another downtime. Upon destroying the stone, you receive the attention of a celestial being. Chose vulpinial agathion. Once per adventure, you can cast invisibility as a gift from this creature. By crossing off the boon, you can summon this creature as a planar ally without paying a material cost or paying the patron. The creature helps in a non evil task for an hour. One success so far, two more required.
38. Gauntlet Pin: you can use this pin three times before it becomes powerless. You can check a box to A. Recover a spent prestige point, B. Gain the benefits of Heroism for four hours as a standard action, or C. Inspire your group as a 7th level bard for 7 rounds. Pin hasn’t been used yet.
39. Pathfinder’s Excellence (Resilience): Two times as a swift action, you can gain 1d8 + twice your character level in temporary hit points. They last for ten minutes and do not stack with other temporary hit points. So long as you have one of these temporary hit points remaining, you gain DR 2/- against attacks by Apsis members or anyone in their direct employ. Alternatively, you can re gain 1d2 points of ability damage to one ability score. After two uses, this boon is crossed off your sheet.

Undine Psychic 10
N Medium Outsider
Init +3; Perception +15
Darkvision 60'
Cold Resistance 5
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Defense
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AC 16, touch 16, flat-footed 13 (+2 Wis, + 3 Dex + 1 Deflection)
HP 72/72 (10d6 + 20 Con + 10 Toughness)
Fort +9, Ref +9, Will +12
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Offense
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Speed 30 ft/. 30' Swim speed as well.
Melee Touch Attack +4
Ranged Touch Attack +8

Psychic Spells Known

Spoiler:
(CL 10th)
5th (4/day)—Mind Thrust V, + Echolocation.
4th (6/day) —Dimension Door, Summon Monster IV, + Freedom of movement
3rd (7/day)— Debilitating Pain, Dispel Magic, Fly, + Haste.
2nd (7/day)—False Life, Invisibility, Knock, Mirror Image, See Invisibility (via spell lattice), Silence (via spell lattice), + Bear’s Endurance
1st (10/day)—Air Bubble (via spell lattice), Comprehend Languages, Feather Fall, Heightened Awareness, Ill Omen (via Spell Lattice), Magic Missile, + Expeditious Retreat
0 (at will)--Daze, Dancing Lights, Detect Magic, Grave Words, Light, Mage Hand, Prestidigitation, Read Magic, Telekinetic Projectile

Discipline: Self Perfection

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Statistics
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Str 7, Dex 14(16), Con 14, Int 18 (22), Wis 14, Cha 12

Base Atk +5; CMB 3; CMD 18

Feats

Spoiler:

1. Spell Focus (divination)
3. Greater Spell Focus (divination)
5. Spell Penetration
7. Greater Spell Penetration
9. Toughness

Traits

Spoiler:

Resilient
Librarian: (Faction trait) +1 on Linguistics and Profession (Librarian) checks. Also, once a day when you would gain a bonus on a check by reading a book, that bonus is increased by one.

Skills

Spoiler:
2/level + 3 Int + 1 FC= 60 ranks

Acrobatics +13 (10 ranks + 3 Dex)*
* skill associated with headband.
Bluff +5 (1 rank + 1 Cha + 3 Class)
Diplomacy +9 (5 ranks + 1 Cha + 3 Class)
Intimidate +9 (5 rank + 1 Cha + 3 Class)
Knowledge (Arcana) +19 (10 ranks + 6 Int + 3 Class)
Know. Dungeoneering +10 (1 rank + 6Int + 3 Class)
Knowledge (History) +14 (5 rank + 6 Int + 3 Class)
Knowledge (Planes) +17 (8 rank + 6 Int + 3 Class)
Linguistics +11 (1 rank + 6 Int + 3 Class + 1 Trait)
Perception +15 (10 ranks + 2 Wis + 3 Class)
Profession Librarian +10 (4 rank + 2 Wis + 3 Class + 1 Trait)
Sense Motive +15 (10 ranks + 2 Wis + 3 Class)
*skill associated with headband.
Spellcraft +19 (10 ranks + 6 Int + 3 Class)

Languages:

Spoiler:

Common, Auran, Aquan, Draconic, Elven, Ignan, Infernal, Hallit, Terran.

Racial Abilities:

Spoiler:

*Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, and –2 Strength.
*Type: outsiders with the native subtype.
*Size: Medium creatures and thus have no bonuses or penalties due to their size.
*Speed: Sylphs have a base speed of 30 feet on land and a 30' swim speed. Swim is always treated as a class skill.
*Languages: Common and Aquan. Undinr with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
*Energy Resistance: Sylphs have cold resistance 5.
*Acid Breath: 1/day can expel acid breath in a 5' cone. Damage is 1d8/2 levels (max 5d8). Reflex Save is 10+1/2 level + Con modifier for half.
*Darkvision: can see perfectly in the dark up to 60 feet.
*Hydrated Vitality: gains fast healing 2 for one round when submerged in a body of salt water, fresh water, or brackish water. Can heal 2 HP per level per day this way.

Self Perfection Discipline Abilities:

Spoiler:

Phrenic Pool Ability: Wisdom

Bonus Spells: Expeditious Retreat (1st), Bear’s Endurance (2nd), Haste (3rd), Freedom of Movement (4th), Echolocation (5th)

Discipline Powers:

*AC Bonus: when unarmored and unencumbered, you gain your Wis modifier to AC and to CMD.
*Physical Push: when attempting a Str, Dex, or Con based skill or ability check, you can add Wis modified to the check. Can do this a number of times equal to your Wis modifier. When successful, you regain one phrenic point.
*Bodily Purge: gained at 5th level. 5d8/day. Can expend dice for lesser restoration, restoration, remove disease, or neutralize poison (self only).
*Pure Body: gained at 13th level.

Base Psychic Abilities:

Spoiler:

Phrenic Pool (Su) (6 points): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Phrenic Amplifications:

*Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
*Overpowering Mind: can expend two points from pool to add +1 to DC of a mind affecting spell that allows a will save.
*Relentless Casting: can spend a point from Phrenic pool to roll twice on a caster level check to beat spell resistance and take the better result.

Detect Thoughts: 1/day.

Telepathic Bond.

Gear:

Spoiler:

9605 gold plus 251 gold plus 6500 gold.

Handy Haversack, 2000 gold
Lesser Extend Metamagic Rod, (x2) 6000 gold
Ring of Protection +1, 2000 gold
Headband of Vast Intelligence +4, 16000 gold
Cloak of Protection +3, 9000 gold
Wand of Magic Missiles (x28), 2 PP
Wand of CLW (x48), 2 PP
Wand of Mage Armor (x46), 2 PP
Wand of Air Bubble (x5), 400 gold (09-21 purchase)
Scroll of Enlarge Person, 25 gold
Scroll of Endure Elements (x2), 50 gold
Scroll of Monkeyfish, 25 gold
Wand of Resist Energy, (6 charges) 540 gold, from Unseen Inclusion.
Spell Lattice (IllOmen), 1000 gold
Spell Lattice (Air Bubble), 1000 gold
Spell Lattice (See Invisibility), 4000 gold
Spell Lattice (silence), 4000 gold
Potion of Remove Fear (x2), 100 gold

*Sorcerer's kit, 8 gold. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
*Dagger, 2 gold.
*Alchemist's Fire (x2), 40 gold.
*Acid, 10 gold.
*CLW potion, 50 gold.
*Parchment and writing utensil, 10 gold.
Waterproof bag (x2), 1 gold.
Scroll case, 1 gold.