Woman

Cel Corona's page

206 posts. Organized Play character for chadius.


Race

HP 3/22 | AC 16 T 11 FF 15 | Saves 5/3/8 | CMD 12 | Perception 9| Init 6| Female Samsaran | Cleric of Sarenrae 1/Wizard (Diviner) 3 | GM Reroll +1 |

Classes/Levels

Wizard: Diviner's Fortune 7/7, Arcane Bond, Spells -/2/1+1 | Sickened |

Gender

Cleric: Channel 0/4, Fire Bolt 5/6, Spells -/1+1 |

Alignment

NG

Languages

Celestial, Common, Dtang, Infernal, Kelish, Samsaran, Auran, Abyssal

Strength 10
Dexterity 12
Constitution 10
Intelligence 18
Wisdom 17
Charisma 12

About Cel Corona

The 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
PP: 18
Fame: 18
PFS# : 133608-18

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.
Low-Light Vision: Samsarans can see twice as far as humans in conditions of dim light.
Forewarned: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).

Offense:

BAB 1
CMB 1 BAB + 0 Str = 1

Melee
Masterwork Scimitar (Sarenrae's weapon)
Attack: 1 BAB +1 Masterwork = 2
Damage: 1d6
Crit: 18-20
[dice=Scimitar]1d20+2[/dice]
[dice=Damage]1d6[/dice]

Club
Attack: 1 BAB
Damage: 1d6
[dice=Club]1d20+1[/dice]
[dice=Damage]1d6[/dice]

Ranged
Fire Bolt 6/day
Attack: 1 BAB +1 Dex = 2
Damage: 1d6 Fire
[dice=Fire Bolt]1d20+2[/dice]
[dice=Damage]1d6[/dice]

Crossbow, Light
Attack: 1 BAB +1 Dex
Damage: 1d8
Crit: 19-20
[dice=Light Crossbow]1d20+2[/dice]
[dice=Damage]1d8[/dice]

Shortspear
Attack: 1 BAB +1 Dex = 2
Damage: 1d6
Range: 20 ft
[dice=Light Crossbow]1d20+2[/dice]
[dice=Damage]1d8[/dice]

Club
Attack: 1 BAB +1 Dex = 2
Damage: 1d6
Range: 10 ft
[dice=Club]1d20+2[/dice]
[dice=Damage]1d6[/dice]

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
Knowledge (arcana) 3 Class + 3 Int + 3 Ranks = 9
Knowledge (planes) 3 Class + 3 Int + 3 Ranks = 9
Knowledge (religion) 3 Class + 3 Int + 3 Ranks = 9
Linguistics 3 Class + 3 Int + 3 Ranks = 9
Perception 3 Class + 3 Wis + 3 Ranks = 9
Profession(Soothsayer) 3 Class + 3 Wis + 1 Rank = 7
Sense Motive 3 Class + 3 Wis + 3 Ranks = 9
Spellcraft 3 Class + 3 Int + 2 Shards of the Past + 3 Ranks = 11

Shards of the Past: +2 to Spellcraft and Diplomacy. Both skills are class skills.
Guided Eyes (Su): Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.

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
of the same level or higher. Half of the damage becomes holy.

When casting a divine spell, sacrifice an arcane spell
of the same level or higher. The caster level for that spell increases by 1.

Spell-like Abilities:

Concentration +5 = 4 HD + 1 Cha

1/day
Comprehend Languages
Deathwatch
stabilize

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
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Revelation Domain
Guided Eyes (Su): Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.

Domain Spells (Fire, Revelation)
Level 1 Burning Hands OR Detect Secret Doors

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
Create Water
Guidance
Stabilize

Level 1 DC 14, 2/day + Domain
Burning Hands (Evocation, Domain, DC +1)
Detect Evil (Divination)
Sanctuary

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
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]
Comprehend Languages - [/url=http://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages]Comprehend Languages[/url] (Divination)
Endure Elements [/url=http://www.d20pfsrd.com/magic/all-spells/e/endure-elements/]Endure Elements[/url]

Wizard Class Abilities:

Divination (Opposed schools: Illusion, Necromancy)

Opposed schools require 2 slots in the spellbook to use.

Arcane Bond
Acel'odair's Collar - This is worn around her neck like an amulet. If a wizard attempts to cast a spell without his bonded object worn, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

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
Forewarned - You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

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)
Concentration Check +8 = 3 Wizard + (1 Trait) + 4 Int
Caster Level: 3 Wizard + 1 Trait

Wizard Abilities
Spell Focus (Evocation)
Spells from one school of magic have +1 to their save DC.

Illusion
You must spend 2 slots to cast spells from the Illusion school.

Necromancy
You must spend 2 slots to cast spells from the Necromancy school.

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.

Wizard Spells:

Level 0 DC 14, at will (4 available)
Daze
Detect Magic
Light

Level 1 DC 15, 3/day + Divination
Heightened Awareness (Divination)
Burning Hands (Evocation, DC +1)
Enlarge Person
Protection from Evil

Level 2 DC 16, 2/day + Divination
Investigative Mind (Divination)
Flaming Sphere (Evocation, DC +1)
Detect Magic, Greater (Divination)

Wizard's Spellbook:

Level 0
All Except Necromancy and Illusion
Daze
Detect Magic
Light

Level 1
Anticipate Peril (Divination)
Burning Hands (Evocation, Domain, DC +1)
Ear-Piercing Scream (Evocation, DC +1)
Enlarge Person
Feather Fall

Heightened Awareness (Divination)
Identify (Divination)
Mage Armor
Magic Missile
Magic Weapon

Protection from Evil

Level 2
Detect Magic, Greater (Divination)
Flaming Sphere (Evocation, DC +1)
Investigative Mind (Divination)
See Invisibility (Divination)
Spontaneous Immolation (Evocation, DC +1)

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]
Daze - [/url=http://www.d20pfsrd.com/magic/all-spells/d/daze]Daze[/url]
Deathwatch - [/url=http://aonprd.com/SpellDisplay.aspx?ItemName=Deathwatch]Deathwatch[/url]
Detect Magic - [/url=http://www.d20pfsrd.com/magic/all-spells/d/detect-magic]Detect Magic[/url]
Detect Magic, Greater - [/url=https://www.d20pfsrd.com/magic/all-spells/d/detect-magic]Detect Magic, Greater[/url] (Divination)

Detect Secret Doors - [/url=http://www.d20pfsrd.com/magic/all-spells/d/detect-secret-doors]Detect Secret Doors[/url]
Ear-Piercing Scream - [/url=http://www.d20pfsrd.com/magic/all-spells/e/ear-piercing-scream]Ear-Piercing Scream[/url] (Evocation, DC +1)
Enlarge Person - [/url=http://aonprd.com/SpellDisplay.aspx?ItemName=Enlarge%20Person]Enlarge Person[/url]
Feather Fall - [/url=http://www.d20pfsrd.com/magic/all-spells/f/feather-fall/]Feather Fall[/url]
Flaming Sphere - [/url=https://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere]Flaming Sphere[/url] (Evocation, DC +1)

Guidance - [/url=http://www.d20pfsrd.com/magic/all-spells/g/guidance/]Guidance[/url]
Heightened Awareness - [/url=http://www.d20pfsrd.com/magic/all-spells/h/heightened-awareness]Heightened Awareness[/url] (Divination)
Identify - [/url=http://www.d20pfsrd.com/magic/all-spells/i/identify]Identify[/url] (Divination)
Investigative Mind - [/url=https://www.d20pfsrd.com/magic/all-spells/i/investigative-mind]Investigative Mind[/url]
Light - [/url=http://www.d20pfsrd.com/magic/all-spells/l/light]Light[/url]

Mage Armor - [/url=http://www.d20pfsrd.com/magic/all-spells/m/mage-armor]Mage Armor[/url]
Magic Missile - [/url=http://www.d20pfsrd.com/magic/all-spells/m/magic-missile]Magic Missile[/url]
Magic Weapon - [/url=https://www.d20pfsrd.com/magic/all-spells/m/magic-weapon]Magic Weapon[/url]
Protection from Evil - [/url=http://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil]Protection from Evil[/url]
See Invisibility - [/url=https://www.d20pfsrd.com/magic/all-spells/s/see-invisibility]See Invisibility[/url] (Divination)

Spontaneous Immolation [/url=https://www.d20pfsrd.com/magic/all-spells/s/spontaneous-immolation]Spontaneous Immolation[/url] (Evocation, DC +1)
Stabilize - [/url=http://aonprd.com/SpellDisplay.aspx?ItemName=Deathwatch]stabilize[/url]

Consumables and Ammo:

Holy Water x2 (50)
Alchemist's Fire x3 (60)
Acid Flask x3 (30)

Antiplague (50)
Antitoxin (50)

Bolts, 20

Gear:

Other Gear
Masterwork Scimitar (315)
Crossbow, Light (35)
Shortspear (1)
Club

Collar of Acel'odair (Arcane Bond, masterwork amulet)
Wizard's Spellbook

Mithral Chain Shirt +1 (2100)
Cloak of Resistance +1 (1000)
Silver Holy Symbol (25)
Rope x2 (2)
Bedroll (.1)
Blanket (.5)
Soap (.01)
Sunrod x5 (10)
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)

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.
Solstice Scar B
Mysteries Under Moonlight, Part 2: The Howling Dance

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
Dex 12
Con 10
Int 17
Wis 17
Cha 12

1. Down the Blighted Path(The Tower Spite Built):

Thread
Chronicle

She didn't participate, but Cel did receive credit.

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)
Alchemist's Fire x3 (60)
Acid Flask x3 (30)

Antiplague (50)
Antitoxin (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

Gameplay

Genie heritage:
Your Ifrit, Oread, Sylph, and Undine characters have a stronger connection to their genie forbears. Characters only gain access to these options if they do not trade out the air, earth, fire, or water affinity racial traits. If you use the benefits of this boon on a different character than the one who receives this Chronicle sheet, include a copy of this chronicle sheet with that character's records.

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
Area Map of Osirion (50)

3. 8-10: Tyranny of the Winds Part II:

Gameplay Thread

Chronicle

Buying (from this Chronicle)

Wand of Magic Missiles (8 charges, 120)
Potion of Cure Moderate Wounds (300)

This I will buy separately.
Scroll of Feather Fall (25)

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
Price 2,000 GP
Slot none
CL 10th
Weight 1 lb.
Aura moderate invocation

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
Cost 1000 GP
craft wondrous item, acid splash, ray of frost, fireball, guidance, shocking grasp

(GM) 4. Solstice Scar B:

Chronicle

Thread

Corona did not participate, but she did get credit.

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
Diplomacy (now +9)
Knowledge(Arcana) (now +8)
Knowledge(Planes) (now +8)
Perception (now +8)
Spellcraft (now +11)

Favored Class Bonus: +1 HP
HP: d6 (4 + 0 Con)
Now 16 HP total

2 free spells added to Spellbook (noted)
Magic Missile
Identify

(Buy a Comprehend Languages scroll)

New Spells per day: level 0, level 1 (noted)

5. Hell's Rebels - In Bright Shadow:

Chronicle

Bonus Chronicle

Corona did not participate, but she did get credit.

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.
- Knowledge (religion) (now +8)
- Perception (now +9)
- Sense Motive (now +8)

Implies Diviner's Fortune improves by +1. (now 7 times a day)

Wizard 3
HP: 4 d6 + 0 Con + 1 FCB (now 22)
Fort Save +1 (now +4)
Ref Save +1 (now +2)

Level 2 Spells. 1 Divination + 2 Spells per day
2 new spells added to spellbook.
(DIvination) Detect Magic, Greater [/url=https://www.d20pfsrd.com/magic/all-spells/d/detect-magic]Detect Magic, Greater[/url]
(Evocation) Flaming Sphere [/url=https://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere]Flaming Sphere[/url]

Skill Points: 2 Wiz + 4 Int
Knowledge (arcana) (now +9)
Knowledge (planes) (now +9)
Knowledge (religion) (now +9)
Sense Motive (now +9)
Linguistics +2 (now +9)
New Languages: Auran, Abyssal

6. 7-27 Beyond Azlant Ridge:

7. 10-7 Mysteries Under Moonlight Part 2: The Howling Dance:

Chronicle
Corona did not play, but she did receive credit.