Winter Witch

Clara Oswald's page

78 posts. Organized Play character for Akinra.


Classes/Levels

29917-6 Gnome 7/7 HP | Fort: +1 Refex: +2 Will: +0 | Initiative: +6 | Perception: +0 | AC: 14 (17) /13/12 (15)

Strength 5
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 7
Charisma 18

About Clara Oswald

++++++++++++++++++++++++++++++++++++++++++

Female Gnome Wizard 1
NG Small humanoid (gnome)
Deity: Lythertida (Neutral Good Empyreal Lord of Idealism, Potential, and Young Death. The Voiceless Tragedy and her celestial agents watch over and console the frighted spirits of the prematurely deceased.) - Chronicles of the Righteous
Init +6; Senses darkvision 60 ft.; Perception +0

Spellbook:
0th Acid Splash, Arcane Mark, Bleed, Daze, Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Scrivener's Chant, Touch of Fatigue
1st Comprehend Languages, Crafter's Fortune, Grease, Mage Armor, Protection from Evil, Ray of Enfeeblement

====================
Defense
====================
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +0; +2 vs. illusions, +2 bonus vs. fear and despair

====================
Offense
====================
Speed 20 ft.
Wizard Spells Prepared (CL 1st; concentration +4):
1st—Mage Armor (0/2), ray of enfeeblement [S] (DC 16)
0 (at will)—acid splash, detect magic, read magic

====================
Statistics
====================
Str 5, Dex 14, Con 12, Int 17, Wis 7, Cha 18
Base Atk +0; CMB -4; CMD 8
Feats Command Undead, Spell Focus (necromancy), Undead Master
Traits excitable, sacred conduit
Skills Craft (tattoo) +11, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +0, Sense Motive +0, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Craft (tattoo)
Languages Common, Gnome, Hallit, Osiriani, Skald, Sylvan
SQ arcane bonds (arcane bond [familiar]), bolster, eternal hope, opposition schools (evocation, illusion), specialized schools (undead)
Other Gear haramaki, masterwork artisan's tools, backpack, ink, black, inkpen, journal, spell component pouch, spellbook, 51 gp, 9 sp

====================
Special Abilities
====================
Bolster (+1, 1 rds) (3/day) (Sp) Grant undead +1 to hit and saves, 1 temp HP/HD and +2 channel resistance.
Command Undead (6/day) (DC 15) Channel energy can take control of undead.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Familiar Bonus: +2 Initiative
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Trustworthy +1 on Bluff checks to fool someone.
Undead Associated School: Necromancy
Undead Master Animate and command more undead

====================
Spell Book
====================
Level 0: Acid Splash, Arcane Mark, Bleed (DC 15), Daze (DC 13) Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Scrivener's Chant, Touch of Fatigue (DC 15)

Level 1: Crafter's Fortune, Grease (DC 14), Mage Armor, Protection from Evil, Ray of Enfeeblement (DC 16), Sleep (DC 14)

====================
Tracked Resources
====================
Bolster (+1, 1 rds) (3/day) (Sp) - 0/3
Command Undead (6/day) (DC 15) - 0/6
Eternal Hope (1/day) - 0/1

Arcane Familiar:

++++++++++++++++++++++++++++++++++++++++++

About Rhaz, Clara's Arcane Familiar

++++++++++++++++++++++++++++++++++++++++++

Rhaz
Rhamphorhynchus
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
====================
Defense
====================
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 3 (1d8)
Fort +2, Ref +7, Will +4
====================
Offense
====================
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3-2)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks sudden swoop
====================
Statistics
====================
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Diplomacy +1, Fly +11, Perception +6, Spellcraft -1, Use Magic Device +1
Languages Common (can't speak)
SQ improved evasion
====================
Special Abilities
====================
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Day Job Info:

Day Job is as a Tattoo Artist: Clara will take 10 thus the result is 26, or 50 GP.
[1 Rank + 3 (Class Skill) +3 (Intelligence) +2 (Racial Bonus) +2 (Master Work Artisan Tools) +5 ( Crafter's Fortune) +10 (Taking 10) = 26.

Guide to Pathfinder Society Organized Play, Season 5, Page 21. wrote:

Step 2: Day Job

Not every Pathfinder works for the Society full time. Some are trained artisans, professionals, or performers and earn extra gold on the side, between missions. During these times, you can attempt a trained Craft, Perform, or Profession check to see how much extra money you earn— this is called a Day Job check. In the Pathfinder Society campaign, you may make one Day Job check after the end of each adventure. Certain Vanities (Pathfinder Society Field Guide 60) allow you to further modify your Day Job rolls, or even let you use skill ranks from other, more specialized skills like Heal or Sleight of Hand as Day Job rolls.

Permanent bonuses from equipment, feats, racial bonuses, and traits affect your Day Job check as they would any check for the rolled skill, but temporary bonuses such as those granted by spell effects, other than crafter’s fortune, do not contribute, as the duration over which the Day Job check is made is undefined and represents a longer amount of time than a spell’s duration would permit the bonus to remain. You may take 10 on a Day Job check, but you may not take 20 nor can you aid another.

In order to determine how much money you make as a result of a Day Job check, consult Table 5–1. Add this amount to the Day Job box on your Chronicle sheet.