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About Cel CoronaThe Reincarnated Heritage boon lets me play as a Samsaran. I'm also applying the Fighting Off Corruption (Hellbound) "boon." Corona is sickened as a result. "Sorry, something was speaking to me." The woman nods. "A failure from a previous life." Story:
As a Samsaran, Cel has lived and died through many lifetimes. Sometimes as a coal miner. Maybe a mayor. A survivor of Earthfall. She spent her lifetimes studying the arcane arts, in particular fire magic. Little did she know it would attract the eye of a greedy king...
Cel's previous life took a dark turn when she was kidnapped and nearly sacrificed to a devil of flame. It seared its mark into her skin, granting her mastery over flame and the divine. Forced into her role as queen, Cel made the most of it, drawing upon her history and wisdom to help as much as she could. Still, she could hear the voice of the devil tempting her every day. Finally she lost control of her body as the devil took over, burned the king to ash, and began to raze the kingdom. Clerics and Paladins of Sarenrae ran her body through. Her next life began as a young acolyte in the temple of Sarenrae. She was glad the goddess gave her another chance, but when she reached puberty, the mark of the devil appeared on her face, neck and palms of her hand. She's already hearing dark whispers. Hoping to protect her fellow Sarenites, she quickly joined the Pathfinder Society to find a way to exorcise herself.
Bot Me!:
XP: 11
Saving Throws:
Fort 1 Wiz + 2 Clr + 1 Trait + 1 Cloak + 0 Con = 5 Reflex 1 Wiz + 0 Clr + 1 Cloak + 1 Dex = 3 Will 2 Wiz + 2 Clr + 1 Cloak + 3 Wis = 8 (Trait) life of toil - +1 to Fort Saves (Racial) Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Defenses And Movement:
HP 6 Wiz + (4 Wiz * 2) + 5 Clr + 3 Favored Class = 22 AC 10 + 5 Armor + 1 Dex = 16 T 10 + 1 Dex = 11 FF 10 + 5 Armor = 15 Init 1 Dex + 4 Improved Initiative + 1 Foresight = 6 CMD 10 + 1 BAB + 0 Str + 1 Dex = 12 (Racial)Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Offense:
BAB 1 CMB 1 BAB + 0 Str = 1 Melee
Club
Ranged
Crossbow, Light
Shortspear
Club
Skills:
(3 Wiz * 2 + 1 Favored Class) + (1 Clr * 2) + (4 Int * 4) = 25 Diplomacy 3 Class + 1 Cha + 2 Shards of the Past + 3 Ranks = 9
Shards of the Past: +2 to Spellcraft and Diplomacy. Both skills are class skills.
Feats:
1: Improved Initiative Wizard 1: Spell Focus (Evocation) 3: Theurgy Traits:
Life of Toil - +1 to Fort Saves Magical Knack (Diviner) - Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Theurgy:
Theurgy As a swift action, When casting an arcane spell, sacrifice a divine spell
When casting a divine spell, sacrifice an arcane spell
Spell-like Abilities:
Concentration +5 = 4 HD + 1 Cha Magic Consumables:
Wand of Cure Light Wounds (49 charges) (2 PP) Potion of Cure Moderate Wounds (300) Wand of Magic Missiles (8 charges, 120) Scroll of Feather Fall (25) Cleric Class Abilities:
Cleric of Sarenrae Domains: Fire, Sun (Revelation) Concentration Check +4 = 1 Cleric + 3 Wis Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Fire Domain
Revelation Domain
Domain Spells (Fire, Revelation)
Today's Cleric Spells:
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Level 0 DC 13, at will, 3/day
Level 1 DC 14, 2/day + Domain
Cleric Spell Reference:
Aspect of the Nightingale Bless Burning Hands (Evocation) Comprehend Languages (Divination) Create Water Detect Evil (Divination) Detect Secret Doors (Divination) Endure Elements Guidance Sanctuary Stabilize Cleric Spells Copy Paste Cleric spells:
Level 0 Create Water - [/url=http://www.d20pfsrd.com/magic/all-spells/c/create-water]Create Water[/url] Guidance - [/url=http://www.d20pfsrd.com/magic/all-spells/g/guidance/]Guidance[/url] Stabilize - [/url=http://www.d20pfsrd.com/magic/all-spells/s/stabilize]Stabilize[/url] Level 1
Wizard Class Abilities:
Divination (Opposed schools: Illusion, Necromancy) Opposed schools require 2 slots in the spellbook to use. Arcane Bond
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools. Diviner
Diviner's Fortune - When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. 10% Spell Failure chance due to Mithral Shirt Diviner (Wizard Divination)
Wizard Abilities
Illusion
Necromancy
Magical Knack (Diviner)
Wizard Spells:
Level 0 DC 14, at will (4 available) Daze Detect Magic Light Level 1 DC 15, 3/day + Divination
Level 2 DC 16, 2/day + Divination
Wizard's Spellbook:
Level 0 All Except Necromancy and Illusion Daze Detect Magic Light Level 1
Heightened Awareness (Divination)
Level 2
Spell Reference:
Anticipate Peril - [/url=http://www.d20pfsrd.com/magic/all-spells/a/anticipate-peril]Anticipate Peril[/url] (Divination) Aspect of the Nightingale - [/url=https://www.d20pfsrd.com/magic/all-spells/a/aspect-of-the-nightingale]Aspect of the Nightingale[/url] Bless - [/url=http://www.d20pfsrd.com/magic/all-spells/b/bless/]Bless[/url] Burning Hands - [/url=http://www.d20pfsrd.com/magic/all-spells/b/burning-hands]Burning Hands[/url] (Evocation, Domain, DC +1) Comprehend languages - [/url=http://aonprd.com/SpellDisplay.aspx?ItemName=Comprehend%20Languages]comprehend languages[/url] Create Water - [/url=http://www.d20pfsrd.com/magic/all-spells/c/create-water]Create Water[/url]
Detect Secret Doors - [/url=http://www.d20pfsrd.com/magic/all-spells/d/detect-secret-doors]Detect Secret Doors[/url]
Guidance - [/url=http://www.d20pfsrd.com/magic/all-spells/g/guidance/]Guidance[/url]
Mage Armor - [/url=http://www.d20pfsrd.com/magic/all-spells/m/mage-armor]Mage Armor[/url]
Spontaneous Immolation [/url=https://www.d20pfsrd.com/magic/all-spells/s/spontaneous-immolation]Spontaneous Immolation[/url] (Evocation, DC +1)
Consumables and Ammo:
Holy Water x2 (50) Alchemist's Fire x3 (60) Acid Flask x3 (30) Antiplague (50)
Bolts, 20
Gear:
Other Gear Masterwork Scimitar (315) Crossbow, Light (35) Shortspear (1) Club Collar of Acel'odair (Arcane Bond, masterwork amulet)
Mithral Chain Shirt +1 (2100)
Area Map of Osirion (50) 5919.29 gp
Faction Goals:
(0/3) Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). (0/1) Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure. (0/2) Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level. (0/2) Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal. (0/1) Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level. (0/1) Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive. (0/1) Participate in an adventure that takes place in Taldor or that involves a prominent organization based in Taldor, such as the Lion Blades or the Ulfen Guard. (2/3, 0/2) Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
CHRONICLES
20 Point Build:
Str 10 Dex 12 (2) Con 12 (2) Int 15 (7) Wis 15 (7) Cha 12 (2) Samsaran: -2 Con, +2 Int, +2 Wis Str 10
1. Down the Blighted Path(The Tower Spite Built):
Equipment Purchases:
Leather Armor 10% Arcane Spell failure (10) Masterwork Scimitar (315) Crossbow, Light (35) Bolts 20, (2) Shortspear (1) Club Silver Holy Symbol (25) Rope x2 (2) Bedroll (.1) Blanket (.5) Soap (.01) Sunrod x5 (10) Spellbook Spell Component Pouch (5) Flint and Steel (1) Inkpen (.1) Ink (8) Journal (10) Backpack (2) Waterskin (1) Outfit, Cold Weather (8) Scroll case (1) Holy Water x2 (50)
Antiplague (50)
Cure Light Wounds wand (Spend 2 PP) Area Map of Osirion (50) 821.29 remaining
2. 8-08: Tyranny of the Winds Part I:
Chronicle Genie heritage:
Ifrit: Ifrit bloodragers with the elemental (fire) bloodline and ifrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities. Oread: Oread bloodragers with the elemental (earth) bloodline and oread sorcerers with the Deep Earth or Shaitan bloodline treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities. Sylph: Sylph bloodragers with the elemental (air) bloodline and sylph sorcerers with the Djinni or Stormborn bloodline treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities. Undine: Undine bloodragers with the elemental (water) bloodline and undine sorcerers with the Aquatic or Marid bloodline treat their Charisma score as 2 points higher for all sorcerer and bloodrager spells and class abilities. Oread's Favor: You have earned the respect of the Oread researcher Qiarah. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread - related options. Buying
3. 8-10: Tyranny of the Winds Part II:
Gameplay Thread Buying (from this Chronicle) Wand of Magic Missiles (8 charges, 120)
This I will buy separately.
BOONS Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes. Dragon's Gift (sovereign court): As an imperial sky Dragon, Wan Feng is a wise and benevolent councilor and champion of the cause of good. He presents you with a token made of one of his scales. When you would take electricity damage, you may cross the boon off your Chronicle sheet to reduce the damage by an amount equal to your character level. If your alignment is good, you instead reduce the amount of damage by twice your character level. Friend of Geniekind (Sovereign Court): The Sovereign Court has convinced Mithradatha to cast several wish spells on its behalf. One of these wishes helps protect members of the Sovereign Court. You may cross his boon off your Chronicle sheet before rolling a saving throw to roll twice and take the higher result. Uneasy Alliance: You have accepted Ashasar's offer of alliance with the concordance. This boon may play a role in future. adventures. Keylight lantern
A keylight lantern is wreathed in elemental runes. When lit, it. gives off light as a typical lantern, but the shifting flame gives its user a +2 competent bonus on Perception checks to find secret doors. In addition, once per day, the lantern's bearer can fling the oil as a splash weapon that functions as a flask of acid, except that its damage type is random among acid, cold, electricity, and fire. Each keylight lantern has an indentation where an elemental gem could fit. If an elemental gem slotted in the lantern, the damage type is fixed based on the gems element - acid for an earth gem, cold for a water gem, electricity for an air gem, and fire for fire gem. The lantern's bearer may choose to expend the elemental gem to infuse the oil with its energy. If she does so, the next time she throws the oil, it functions as per fireball, centered on the square (10d6 damage, Reflex DC 14 half) instead of as an acid flask. The damage type of the fireball matches the damage type associated with the elemental gem. Construction requirements
I'm level 3!:
Wizard +1. Now a Wiz 2/ Clr 1 Feat: Theurgy BAB +1 (now +1) Will Save +1 (now +7) 2 + Int Skill Points
Favored Class Bonus: +1 HP
2 free spells added to Spellbook (noted)
(Buy a Comprehend Languages scroll) New Spells per day: level 0, level 1 (noted)
5. Hell's Rebels - In Bright Shadow:
I'm Level 4!:
Stat Boost: +1 Int (now 18) Implies Wizard Spell DC +1 (now base DC 14) Implies Concentration Check +1 (now +8) Implies extra 3 Skill Points.
Implies Diviner's Fortune improves by +1. (now 7 times a day) Wizard 3
Level 2 Spells. 1 Divination + 2 Spells per day
Skill Points: 2 Wiz + 4 Int
7. 10-7 Mysteries Under Moonlight Part 2: The Howling Dance:
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