Full Name |
Ceri Featherwing |
Race |
Half-elf |
Classes/Levels |
Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3 |
Gender |
Female |
About Ceri Featherwing
Attributes
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Agility : d6
Smarts : d6
Spirit : d8 (Free Half-Elf)
Strength : d8 (Advancement)
Vigor : d6
Race : Half-Elf
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Languages: Common and Elven.
Get a free reroll when rolling to resist enemy powers.
Start with a d6 in any one Attribute (Spirit).
Ignore penalties for Dim and Dark Illumination.
Skills
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Athletics : d6
Common Knowledge : d4
Fighting : d8 (Advancement)
Healing : d4
Notice : d6
Persuasion : d4
Spellcasting (Spirit) : d10
Stealth : d6
Survival : d4
Derived Stats
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Pace : 6”
Parry : 5
Toughness : 8(3); 9(4) in Earth Elemental form; 10(4) on a Raise
Encumbrance : 40 lbs.
Hindrances
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Code of Honor : keeps her word, doesn’t abuse or kill prisoners, and generally tries to treat others with due respect.
Heroic : always help those in need
Edges
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Sorcerer, 15 PP
Extra Spells
Arcane Armor
Class
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Sorcerer
Bloodline : Elemental, Air – allows Flight at a pace of 6”
Common attacks
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Stone Fist (d8 hit[Fighting], d8[STR; d10 on a Raise]+d8 damage; free re-rolls if both touching ground),
Sling (d6[Athletics] hit, d8[STR]+d4 damage)
Whip : d6 hit [Fighting]; d8[STR]+d4 damage; reach 2”, Parry-1, Raise Entangles
Powers (15 PP)
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Deflection
Power Points: 2
Range: Smarts
Duration: 5
Foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both.
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Entangle
Power Points: 2
Range: Smarts
Duration: Instant
Hardness : 8
If successful, the target is Entangled. With a raise, he’s Bound.
AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template or use the Stream Template.
DAMAGE (+2): Entangled targets take 2d4 damage at the end of their turn.
DEADLY (+4): Entangled targets take 2d6 damage at the end of their turn.
TOUGH (+1): The entangling material is particularly resilient. Increase its Hardness to 10.
ILLUSION
Power Points: 3
Range: Smarts
Duration: 5
Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark. Those who contact an illusion or doubt it’s real make a Smarts roll as a free action (at −2 if the power was activated with a raise). If successful, that individual is no longer subject to this casting. The volume of the illusion must fit within a sphere the size of a Medium Blast Template (4″ or eight yards in diameter).
AREA OF EFFECT (+1): The illusion’s area of effect is increased to the size of a Large Blast Template.
DEADLY ILLUSION (+3): The illusion may attack or otherwise cause harm. The caster may use her actions to make the illusion to “attack” an individual. This is an opposed roll of the caster’s arcane skill versus the target’s Smarts (at −2 if the power was activated with a raise). If the caster wins, the target is Shaken (this cannot cause Incapacitation). With a raise, the target suffers a Wound (this can cause Incapacitation). The caster may attack additional foes as Multi-Actions. She may not use other combat maneuvers, such as Called Shots or Wild Attacks (though it may look that way!)
DURATION (+2): The Duration is measured in minutes.
MOBILITY (+1/+2): For +1 Power Point, the illusion can move (and fly) at a Pace of 12, or 24 for +2 Power Points. This is a limited free action.
SOUND (+1): The power generates sound appropriate to the illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
STRONG (+2): Smarts rolls to disbelieve the illusion are made at −2.
Shape Change
Power Points: Special
Range: Self
Duration: 5
Allows the caster to take the form of one of the following creature types: Animal, Elemental, Humanoid, Plant.
Novice : 3 PP, Size -4 to -1
Bird(-4), Bird of Prey(-2,d6,2d4-2), Cat(-3,?,d4-3), Dog/Wolf(-1,d6,d6+d4), Venomous Snake(-3,d8,d4+poison), Mouse(-4), Goblin Dog (-1), Dire Rat(-1), Wolverine(-1)
Goblin(-1,d6,2d4wpn), Gnome(-1), Halfling(-1), Kobold(-1)
[i]Size -1 = Scale 0; Size -2 = Scale -2; Size -3 = Scale -4; Size -4 = Scale -6
Elemental : ignore additional damage from Called Shots, ignore 1 point of Wound penalties, don’t breathe or eat and are immune to disease and poison. Earth Mastery "An earth elemental gets a free reroll on attack and damage rolls if both it and its target are touching the ground."
Air : Can maneuver through any non-solid surface, pass through cracks in doors or windows, bubble through water, etc. Can fly at Pace 12″.
Earth : Armor +4: Rocky hide. Burrow (10″): Earth elementals can meld into and out of the ground. Damage STR+d8.
Fire : If a flammable target is hit by fire (GM’s call), roll 1d6. On a 6, the target catches fire and immediately takes 1d6 damage. Fire continues to cause damage at the beginning of the victim’s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage.[/i]
While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills (though he may not be able to use some or all of them depending on the form—GM’s call). He gains the animal’s Agility, Strength, Vigor, and linked skills. A creature's natural abilities are conferred, but innate powers and Arcane Backgrounds aren't. With a raise, the caster can increase the creature's Strength and Vigor by one die type each. Casting spells is at -2.
DURATION (+1): The power’s Duration is measured in minutes instead of rounds.
TRANSFORM (+2/+3): The power may affect a willing target at a Range of Touch for +2 or Smarts for +3 (the Range Modifier may increase this further).
GENERIC MODIFIERS
RANGE : double the power’s listed Range for +1 Power Point, or triple it for +2.
SELECTIVE (+1) : the caster can choose not to affect any individual targets within a power’s area of effect.
Cantrips
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Feather fall. Single target. Range Smarts, Duration 5. No damage from falling while spell is active.
Mage Hand. Range Smarts. Duration 1 minute. Lift/Move 5lb. As a limited free action move it up to 3" so long as you do not exceed range.
Sending. Range infinite, chance of failure if not on the same plane. Duration NA. 10 minute ritual to send a message of up to 25 words and receive a like reply.
Gear (300 GP, 40 lbs)
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Chain mail shirt : +3 Toughness, 22 lb, 100 GP
Dagger, cold iron : d6+d4 damage, 1 lb, 4 GP
Sling : 4/8/16, d6+d4 damage, 1 lb, 0 GP
Sling stones : 40 count, 2 lbs, 0.2 GP
Whip : d6+d4 damage, reach 2”, Parry-1, Raise Entangles, 2 lbs, 5 GP
Staff : d6+d4, 4 lbs, 0 GP
Bedroll : 5 lbs, 0.1 GP
Blanket : 3 lbs, 0.5 GP
Rope, 10 lb, 1 GP
Tindertwig : 0.1 lbs, 1 GP
Potion of Healing : 0 lbs, 150 GP
Chalk : 0 lb, 0.01 GP
Whistle : 0 lb, 1 GP
Mirror : 0.5 lb, 10 GP
Oil : 1 lb, 0.1 GP
5 empty sacks : 0 lb, 0.5 GP
2 vials : 0 lb, 2 GP
Crowbar : 5 lbs, 2 GP
2 spikes : 1 lb, 0.2 GP
Waterskin (filled) : 4 lbs, 1 GP
Twine(0.5 lb, 0.01 GP, 50 ft), several small bells (0 lb, 1 GP), marbles(2 lb, 0.1 GP)
Sack of flour : 1 lb, 0.1 GP
Above totals : 41.1 lbs, 322.62 GP
Horse & Gear : free from guy
Background
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As a young half-elf, known for her agility, keen senses, and affinity for nature, she was drawn from an early age to the ancient teachings of her Elvish clan, learning the secrets of the forest and harnessing her innate magical abilities. As a child, she spent her time communing with the spirits of the forest and seeking guidance from the wise elders. As she grew older, she felt drawn to leave her secluded existence and venture out into the rest of the world. Seeing the darkness and suffering, she became a valiant protector. She ventured into treacherous realms, battling dark creatures that threaten the harmony of the land. Amidst the perils and quests, she discovered her true purpose lies in restoring balance to the realm.
Her family lives in Aiudeen. She cares about her immediate family deeply, and has visted them since she left to go adventuring a few times, but it's been a while since she went back. She lives for the future, where all the darkness that's invaded Golarion is gone (and some of it by her hand).
Advancement : Strength to d8
Advancement : Spellcasting to d10