Marquess Tanasha Starborne

Aurelia-'s page

No posts. Organized Play character for Douglas MacIntyre.


Full Name

Aurelia Del Tancrell

Race

Gnome

Classes/Levels

Draconic Shaman

Gender

F

Size

S

Age

not telling

Deity

Apsu

Location

Yes

Languages

Common, Draconic

Strength 8
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 18
Charisma 11

About Aurelia-

Keeper of the the ViVi... Vivi link alias.

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spd 30, init +3, hp 13/13

dagger attack (-1) 1d4-1
light crossbow . (+1) 1d6

(-1) Strength: 10 -2 = 8
(+1) Dexterity: 13
(+2) Constitution: 12+2 = 14
(+0) Intelligence: 10
(+4) Wisdom: 18
(+0) Charisma: 8 + 2 = 10

Acrobatics ----------------- (Dex)
Appraise ------------------- (Int)
Bluff ---------------------- (Cha)
Climb ---------------------- (Str)
Craft ---------------------- (Int) *
Craft ---------------------- (Int) *
Craft ---------------------- (Int) *
Diplomacy ------------------ (Cha) * 1
Disable Device* ------------ (Dex)
Disguise ------------------- (Cha)
Escape Artist -------------- (Dex)
Fly ------------------------ (Dex) *
Handle Animal* ------------- (Cha) *
Heal ----------------------- (Dex) *
Intimidate ----------------- (Cha)
Knowledge (arcana)* -------- (Int) 1
Knowledge (dungeoneering)* - (Int)
Knowledge (engineering)* --- (Int)
Knowledge (geography)* ----- (Int)
Knowledge (history)* ------- (Int)
Knowledge (local)* --------- (Int)
Knowledge (nature)* -------- (Int) * 1
Knowledge (nobility)* ------ (Int)
Knowledge (planes)* -------- (Int) *
Knowledge (religion)* ------ (Int) * 1
Linguistics* --------------- (Int)
Perception ----------------- (Wis)
Perform -------------------- (Cha)
Perform -------------------- (Cha)
Profession* ---------------- (Wis) *
Profession* ---------------- (Wis) *
Ride ----------------------- (Dex) *
Sense Motive --------------- (Wis)
Sleight of Hand* ----------- (Dex)
Spellcraft* ---------------- (Int) *
Stealth -------------------- (Dex)
Survival ------------------- (Wis) * 1
Swim ----------------------- (Str)
Use Magic Device* ---------- (Cha)

Feats:
Toughness (+3HP)

Traits: reactionary (+2 init)
Etymologist +1 language

L0 spells: Rm, DM, Guidance
L1 Spells: Magic Weapon, Doom

equipment:
dagger,
wand of CLW
scroll comp languages
scroll burning sands
light crossbow

Play history:

Feb 10, 2019 #10-10: The Shattered Shield Glasgow PFS GM Cred

Jun 16, 2019 #8-16: House of Harmonious Wisdom Glasgow PFS GM cred

Jun 08, 2020 #6-10 Wounded Wisp RFC by Noral

Traits:

Feats:

Shaman things:

Gnome things:

https://www.aonprd.com/RacesDisplay.aspx?ItemName=Gnome

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.

Hatred:
Defensive Training:

Gift of Tongues (Source ARG pg. 32, APG pg. 15)
Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Gnome Magic:
Fell Magic (Source ARG pg. 32)
Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Wisdom modifier. This racial trait replaces gnome magic.

Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.

Keen Senses:
Low-Light Vision:

Darkvision (Source Advanced Race Guide pg. 32)
Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Obsessive:

Nosophobia (Source Legacy of the First World pg. 12)
Gnomes are humanoid, rather than fey, and are therefore not particularly susceptible to the Darkblight contagion afflicting the fey of the Fangwood. Nevertheless, many gnomes grow up fearing its taint and are obsessive about training their bodies to stave off illness of all kinds. These gnomes gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces obsessive.

Weapon Familiarity:
Fey Fortitude (Source Heroes from the Fringe pg. 16)
Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects.
This replaces weapon familiarity.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Archetype:

https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Shaman%20Draconic%20 Shaman
Archetype:
Draconic Shaman
Source Legacy of Dragons pg. 24
In some regions of Tian Xia, shamans are unusually common, and may have strong ties to dragon gods and imperial dragons who act as mentors. Some of these shamans draw their powers from the might of dragons, rather than from spirits. These shamans each gain a powerful drake as an ally, and view caring for that drake as a sacred duty.

Drake Companion : A draconic shaman gains a drake companion instead of a spirit animal, and she communes with the drake to prepare her spells just as other shamans commune with their spirit animals. She doesn’t gain a primary spirit, but she still gains wandering spirit at 4th level. She must select all her hexes (other than her wandering hexes) from the list of shaman hexes, and she can’t select the witch hex shaman hex. She doesn’t gain spirit magic slots until 4th level when she gains her wandering spirit. Any ability granted by a wandering spirit that would normally affect a spirit animal (such as nature’s true spirit ability) has no effect for a draconic shaman.

This ability replaces spirit, spirit animal, and the hexes gained at 4th and 10th levels and alters spirit magic.

Weird rules: