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About Belladonna of DesnaPFS #17148-11
_________________________________________________ Belladonna the Traveler
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AC 17, touch 12, flat-footed 15
HP 51 (7/level, FCB) [dice=Fortitude]1d20+7[/dice]
Nexus Crystal: DR 10 vs. Negative Energy:
(Minor Artifact); Aura: moderate necromancy; CL 12th; Slot none; Weight 1/2 lb. DESCRIPTION: This black crystal feels cold to the touch. Simply carrying this crystal provides protection against negative energy. Whenever the bearer takes damage from negative energy, such as channel energy or an inflict spell, she takes 10 less points of damage. This reduction is applied after any saving throw is made. The crystal may possess other powers, but they are unknown at this time. Bonekeep Malady:
Whenever take INT, WIS, or CHR damage (or drain), also confused for number of rounds of damage taken. --------------------
Melee:
[dice=+1 returning starknife (held)]1d20+7[/dice]
Ranged:
+1 light crossbow; +8, 1d8+1 piercing (80' range,19-20/x2) Special Attacks: Point Blank Shot, Deadly Aim (-2/+4)
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Feats:
Traits:
Languages: Common, Varisian, Kelish, Celestial.
Agile Feet (Su):
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Freedom Fighter (faction card): +1 atk & dmg vs. slavers.
Riff & Raff, Tavern Champions:
Half-orc warrior 5 N Med humanoid (human, orc) Init +1; Senses: darkvision 60 ft.; Perception +0 Defense AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural) hp 37 (5d10+10) Fort +5, Ref +2, Will +0 Defensive Abilities: orc ferocity Offense Speed 30 ft. Melee: [dice=unarmed strike]1d20+7[/dice] [dice=Pow!]1d3+2[/dice] or [dice=warhammer]1d20+7[/dice] [dice=bludgeon]1d8+3[/dice] (crit x3) Statistics Str 14, Dex 13, Con 12, Int 9, Wis 8, Cha 10 Base Atk +5; CMB +7; CMD 18 Feats: Combat Reflexes, Improved Bull Rush, Improved Unarmed Strike Skills: [dice=Intimidate]1d20+9[/dice] [dice=Perception]1d20+0[/dice] Languages: Common, Orc SQ: orc blood, weapon familiarity. Gear: chain shirt, sap, warhammer, amulet of natural armor +1, 137 gp -----------------------------------
[dice=Acrobatics]1d20+2[/dice]
Non-standard Skill Modifiers:
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[dice=Concentration Check]1d20+11[/dice] Domains: Liberation¹ & Travel² Orisons: (4 prepared): create water*, detect magic*, detect poison, guidance*, mending, read magic, stabilize*. 1st (6+1/day): bless*, command*, cure light wounds, detect demon, detect undead, divine favor*, longstrider*², magic weapon, obscuring mist, protection/evil (DC 15), remove fear¹, sanctuary (DC 15)*, shield of faith*. 2nd (4+1/day): aid, align weapon, calm emotions (DC 16)*, cure moderate, locate object², Protection From Outsiders, remove paralysis*¹, resist energy, restoration, (lesser)*, silence (DC 16)*, spiritual weapon*. 3rd (3+1/day): align weapon (communal)*, bestow curse (DC 17), dispel magic (DC 17)*, fly*², invisibility purge, magic circle/evil, prayer, protection/energy, remove blindness/deafness, remove curse¹, remove disease, searing light, speak w/dead (DC 17), stone shape, summon monster III.* (Lantern Archon). 4th (2+1/day)
Lite-Brite the Lantern Archon:
Lite-Brite has truespeech, so it understands Bella (and everyone & everything else, for that matter). It pulsates in greens and blues when speaking. Once summoned by Bella, she usually casts sanctuary upon it if possible. Lite-Brite will then fly around with its 60' perfect maneuverability and cast aid, at-will, on allies to grant 1d8+3 temporary hit points.
It can also shoot 2 light rays (+3 ranged touch, 1d6 damage, bypasses all DR) with a 30 foot range. All archons are immune to electricity and petrification attacks, and all have DR 10/evil. Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours. ---------------------------------- Combat Gear:
Other Gear:
scroll/hide from undead
wand/CLW (35/50 charges)
*Special chronicle items ------------------------------
Blood Under Absalom: (Magic Boon) As a standard action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice. [ ][ ] Year of the Shadow Lodge: (Skill Boon) As an immediate action, you may reroll a skill check before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon. [ ][ ] ------------------------------
Blood of the City:
Attuned to the Citysong:
Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet. Urban Tenacity:
Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet. ------------------------------
Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle. -------------------------------
Prince of Wolves:
Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal. ------------------------------
Desperate Bargain:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet. -------------------------------
Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle. Magical Scrivener:
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll's caster level by 2. When this boon is used, cross it off your chronicle. ------------------------------
Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons. -------------------------------
Liar’s Intuition:
The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the Bluff skill. For every additional successful lie that you tell that creature, the bonus increases by 1 (maximum +5). You can only benefit from this boon against one creature at a given time. ------------------------------
Five Kings Negotiatior:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves. Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet. ---------------------------
1. #4 The Frozen Fingers of Midnight (GM):
Boon: +2 diplomacy in Irrisen. PA Earned: +2 Fame Spent: Gold Earned: 467 gp Day Job: n/a 2. #1 Silent Tide (GM):
Boon: none. PA Earned: +2 Fame Spent: Gold Earned: 453 gp Day Job: n/a 3. #5 Mists of Mwangi (GM):
Boon: none. PA Earned: +2 Fame Spent: Gold Earned: 480 gp Day Job: n/a 4. #7 Among the Living (GM):
Boon: none. PA Earned: +2 Fame Spent: 2 (wand/clw) Gold Earned: 420 gp Day Job: n/a 5. #29 The Devil We Know pt. 1 (GM):
Boon: none. PA Earned: +1 Fame Spent: Gold Earned: 538 gp Day Job: n/a 6. #14 The Many Fortunes of GM Torch (GM):
Boon: none. PA Earned: +2 Fame Spent: Gold Earned: 446 gp Day Job: n/a 7. #24 Decline of Glory (GM):
Boon: none. PA Earned: +2 Fame Spent: Gold Earned: 1540 gp Day Job: n/a 8. #55 The Infernal Vault (GM):
Boon: none. PA Earned: +2 Fame Spent: Gold Earned: 1634 gp Day Job: n/a 9. #2 The Hydra's Fang Incident (GM):
Boon: Upstanding Free Citizen of Andoran. PA Earned: +2 Fame Spent: Gold Earned: 747 gp Day Job: n/a 10. #2-13 Murder on the Throaty Mermaid (GM):
Boon: none. PA Earned: +2 Fame Spent: Gold Earned: 1309 gp Day Job: n/a 11. #3-08 Among the Gods (GM):
Boon: Harvestman's Bane: +2 intimidate Zyphus cultists. PA Earned: +1 Fame Spent: Gold Earned: 1266 gp Day Job: n/a 12. #3-19 The Icebound Outpost (GM):
Boon: none. PA Earned: +2 Fame Spent: Gold Earned: 1966 gp Day Job: n/a 13. #2-21 The Dalsine Affair (GM):
Boon: none. PA Earned: +2 Fame Spent: Gold Earned: 2251 gp Day Job: n/a 14. #43 The Pallid Plague (GM):
Boon: Exemplar of Falcon's Hollow: +1 Cha-based checks with citizens of Andoran. PA Earned: +2 Fame Spent: Gold Earned: 2456 gp Day Job: n/a 15. #3-21 The Temple of Empyreal Enlightenment:
Boon: none. PA Earned: +2 Fame Spent: Gold Earned: 1860 gp Day Job: 20 16. #3-06 Song of the Sea Witch (GM):
Boon: Became proficient in Celestial lang. PA Earned: +2 Fame Spent: Gold Earned: 3382 gp Day Job: n/a 17. #3-99: Blood Under Absalom:
Boon: Magic Boon PA Earned: +2 Fame Spent: Gold Earned: 2500 gp Day Job: 50 gp 18. Bonekeep level 1: The Silent Grave:
Boon: Nexus Crystal PA Earned: +2 Fame Spent: 21 (raise dead) Gold Earned: 3211 gp Day Job: 50 gp 19. Bonekeep level 2: Maze of the Mind Slave:
Boon: none PA Earned: +2 Fame Spent: 21 (raise dead & body recovery) Gold Earned: 3248 gp Day Job: 5 gp 20. #2-00: Year of the Shadow Lodge:
Boon: Skill Boon PA Earned: +2 Fame Spent: Gold Earned: 5334 gp Day Job: 20 gp |