Garundi Alchemist

Caena Coldmoon's page

168 posts. Organized Play character for Elinnea.


Full Name

Caena Coldmoon

Race

| HP 20/20 | AC 19 Tch 11 FF 18 | CMD 16 | F+9 R+5 W+8 (+2 vs enchant) | Init +3 | Perc +3 SM +3, low-light vision

Classes/Levels

| Speed 20ft | Smite Evil: 1/1 Lay on Hands: 4/4 Inspiration: 0/1 Magic Weapon: 1/1 | Active conditions: none

Gender

Female Half-Elf Paladin 2

About Caena Coldmoon

PFS # 270121-1
Faction Silver Crusade
Experience 5
Fame 10
Prestige Points 10
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Caena Coldmoon
Female Half-Elf Paladin 2 of Erastil
Init +3 Perception +3 Sense Motive +3
Low-light Vision (see twice as far in dim light)
Lawful Good
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Defense
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HP 20 AC 19, Touch 11, Flat-footed 18 (+1 Dex, +6 Armor, +2 Shield)
Fort +9 Ref +5 Will +8
+2 vs enchantment, Immune to magic sleep
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Offense
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Speed 20 ft
Masterwork yellowheart terbutje +6 (1d8+3 S) crit 19-20
Longbow +3 (1d8 P) crit x3, 20 arrows, 100ft range
Sling +3 (1d4+3 B) 7 bullets
With ordinary stones +2 (1d3+3 B)
Cold Iron Dagger +5 (1d4+3 P/S) crit 19-20
Thrown +3, Range 10ft
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Statistics
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Str 16 Dex 12 Con 14 Int 10 Wis 8 Cha 16
Base Atk +2 CMB +5 CMD 16
Feats Shield Focus (+1 AC from shields)
Traits Elven Reflexes (+2 initiative), Inspired (1/day inspiration)
Favored Classes Paladin, Fighter
Languages Common, Osiriani
Proficiencies
Simple and martial weapons
Heavy, medium, and light armor
Shields (not tower shields)
Wealth 156.9 gp
Inventory Tracking Sheet
Combat Gear
Masterwork yellowheart terbutje
Longbow (20 arrows)
Sling (7 bullets)
Cold iron dagger
Masterwork breastplate
Masterwork light steel shield
Cloak of resistance +1
Temporary gear

Other Gear:
Backpack
Traveler's Outfit
Wooden holy symbol of Erastil
Cheap holy text of Erastil
Belt pouch
Waterskin
Bedroll
Flint and steel
Iron pot
Mess kit
Rope (50ft)
Soap
Torches (10)
Trail rations (3)
Potion, Cure light wounds
Wand, Cure light wounds (5)
Climber's kit (+2 circumstance climbing)
Alchemist's fire (2)
Antitoxin (1)
Wayfinder, engraved
Ioun torch

Skills:
armor check penalty -3
-2 Acrobatics +1 Dex, -3 ACP
+0 Appraise +0 Int
+3 Bluff +3 Cha
+0 Climb +3 Str, -3 ACP
+8 Diplomacy +3 Cha, 2 ranks, +3 class
+3 Disguise +3 Cha
-2 Escape Artist +1 Dex, -3 ACP
-1 Heal -1 Wis
+3 Intimidate +3 Cha
+4 Knowledge (Religion) +0 Int, 1 rank, +3 class
+3 Perception -1 Wis, 2 ranks, +2 racial
-2 Ride +1 Dex, -3 ACP
+3 Sense Motive -1 Wis, 1 rank, +3 class
-2 Stealth +1 Dex, -3 ACP
-1 Survival -1 Wis
Add +2 circumstance to avoid getting lost, with Wayfinder
+0 Swim +3 Str, -3 ACP

Shopping list:

Cloak of resistance +1
Ring of protection +1
+1 weapon

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Special Abilities
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Aura of Good (Ex): 2/Moderate
Detect Evil (At will) (Sp): A paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (1/day) (Su): A paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (1d6, 4/day) (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Inspired (1/day): A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Racial Traits:
+2 to one ability score (Charisma)
Medium size
Normal speed: 30ft base speed
Low-light vision: see twice as far as humans in dim light
Dual Minded: +2 bonus on all Will saving throws
Elf Blood: count as both elf and human for race-related effects
Elven Immunities: immune to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects
Keen Senses: +2 racial bonus on Perception skill checks
Multitalented: two favored classes (Paladin and Fighter)
Languages: Raised by humans and not elves, so she speaks Common and Osiriani
Elven Reflexes (trait): +2 trait bonus on initiative checks.

Boons:

[3] Welcome to Pathfinder (5/5): Restorative Wand (5 charges of cure light wounds)
[1] Draw from the Deck (1/1): You have recovered a psychically charged harrow deck. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). One-time use boon.
[1] Impressive Find: A representative from the Pathfinder Society has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
[1] Well-Earned Reward: Dr. Quolorum subsidizes the cost of the gloves of swimming and climbing, necklace of fireballs, and robe of useful items. (See the Chronicle for Phantom Phenomena for details.)
[2] Confirmed Field Agent: Free wayfinder engraved with name and date
[2] Explore, Report, Cooperate (1/1): As a free or immediate action, ask the GM whether an action is positive, negative, or negligible toward a secondary success condition. One-time use boon.
[2] Friend of Janira Gavix: +1 bonus on Knowledge checks attempted while in the Grand Lodge.
[4] Ekujae's Blessing: Permanent benefits of endure elements only in the heat to temperatures 110 degrees F and below. This is a supernatural ability.
[4] Kaghaze Redeemed: Whenever adventuring in the Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands, receive a vial of antiplague, a piece of +1 animal bane ammunition, and a healing potion. See chronicle for details.
[ACG] Once per adventure, may reroll a failed Bluff, Diplomacy, or Intimidate check made against an agent of the Aspis Consortium.
[6] Sky Key Core: Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point.
[6] Foes of the Forge Father: Gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit against such a foe; the additional damage is added to the final total, and is not multiplied by the critical hit modifier itself.
[6] Secrets of Creation: Once per day you can cast magic weapon as a spell-like ability with a caster level equal to your character level. In addition, whenever you cast greater magic weapon or magic vestment, you treat your caster level as one higher for the purposes of determining the spell's effects. If you wield a weapon or wear armor augmented by either of these spells, you treat the spell's caster level as one higher (unless the spell has already benefited from this boon).

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Physical Description
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Dark brown skin, Tightly braided black hair, Dark blue eyes
Height 5' 6" Age 27 years Weight 140 pounds

Background:
Caena was born to a Garundi father and an elven mother who was cast out by her family when she married a human. Caena was thus raised among humans and has very little knowledge about her Elf heritage. Her mother refused to speak the Elven language or speak of their customs, but their family members cared deeply for each other and Caena never felt she was lacking anything.

One day when she was young, she was out playing with her younger brother a short ways from their home, when they were attacked by orc bandits. They were both badly beaten and left for dead. Caena survived but her brother did not, and she blamed herself for not being able to protect him. She was determined to become stronger herself and so she traveled into the north to seek physical training.

She was not a follower of any particular god before that time, but in the process of traveling she encountered followers of Erastil. She was moved by their dedication to simplicity, tradition, and family. She dedicated her life to his service, with the goal of protecting the peaceful way of life of the common people. Her purpose in joining the Pathfinder Society was to answer calls for help and defend those who are not strong enough to do so themselves, for she sees herself in them. She is, of course, willing to work with other society members who have different goals, as long as she isn't asked to sacrifice her own values.


Pathfinder Society Adventures:

[6] Mar 7, 2019 6-00: Legacy of the Stonelords (GM credit)
[?] Nov 9, 2018 10-02: Bones of Biting Ants < held until level 4
[5] Sept 5, 2018 6-12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail
[4] July 14, 2018 7-24: Dead Man's Debt
[3] Welcome to Pathfinder boon chronicle
[2] Jan 7, 2018 5-08: The Confirmation
[1] Nov 28, 2017 Quests: Phantom Phenomena

Level up history:

Skill ranks
1: Diplomacy, Knowledge (Religion), Perception
2: Diplomacy, Perception, Sense Motive