Wild Lancer

Cleo Lahti's page

66 posts. Organized Play character for Johnnycat93.


About Cleo Lahti

Cleo Lahti
XP 1
Prestige 2
Female half-elf occultist 1
NG medium humanoid (human, elf)
Init +4; Senses Low-Light Vision; Perception +8
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DEFENSE
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AC 18, touch 13, flat-footed 14 (+4 Dex, +4 Armor)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +3; +2 vs enchantment
Immune sleep
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OFFENSE
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Speed 30 ft
Melee shortspear +1 (1d6+1)
Ranged masterwork composite longbow (+1) +5 (1d8+1/x3)
Special Attacks mental focus (4 points)

Occultist Spells Known (CL 1st; concentration +4)
0th - ghost sound, message
1st (2/day) - gravity bow, vanish
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STATISTICS
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Str 12, Dex 18, Con 12, Int 16, Wis 12, Cha 9
Base Atk +0; CMB +1; CMD 16
Traits Deadeye Bowman, Trade Talk (Fisherman)
Feats Skill Focus (Perception), Point-Blank Shot
Skills Appraise +7, Perception +8, Profession (Fisherman) +5, Spellcraft +7, Stealth +6, Use Magic Device +3
Languages Common, Elven, Sylvan, Aquan
SQ Elven Immunities, Adaptability, Keen Senses, Low-Light Vision, Elf Blood, Jungle Affinity, Resonant Powers (Physical Enhancement, Distortion), Focus Powers (Legacy Weapon, Minor Figment, Sudden Speed), Implement Schools (Transmutation, Illusion), Knacks
Gear 0 gp, 97 sp; masterwork composite longbow (+1), shortspear, chainshirt, hot weather outfit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, signet ring, fishing pole, tackle box, acid [2], grappling arrow, common arrows [30]
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SPECIAL ABILITIES
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Mental Focus (Su)
At the beginning of each day Cleo can spend 1 hour preparing her mental focus, investing three points into her longbow and one point into her signet ring. She gains a +2 enhancement bonus to Dexterity that is already factored into her statistics.

Impressive Find [Phantom Phenomena]
A representative from the Pathfinder Society - an organization of archaeologists and explorers - 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 than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.

Draw from the Deck [Phantom Phenomena]
You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card 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. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Constitution, 3 is Dexterity, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle Sheet.

Well-Earned Reward [Phantom Phenomena]
Dr. Quolorum's principle interest in these missions was uncovering the secrets behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp)

Emotional Aura
You may channel an aura from the emotional spectrum into your body as a standard action, infusing yourself with its effects. If you do so, your body takes on a subtle color of the aura you channel until the effects end. These auras all count as spell-like abilities with a caster level equal to your character level. Once you use this boon, cross it off your character sheet.
Anger (Bright Red): You are overcome with anger. You gain the effects of a rage spell for a number of rounds equal to your character level.
Faith (Blue): Your faith envelops you and strengthens your resolve. For one minute you gain a +1 sacred or profane bonus to your AC and on all saving throws. If you have the ability to cast divine spells, you may end the aura's effect as a free action to increase the saving throw DC to resist one of your divine spells by 2.
Flexibility (Emerald Green) You have the skills to handle any situation. For one minute you can use all skills as if you were trained in them. For the duration of this effect, you can roll checks as if you possessed a number of ranks in the skill equal to 1/2 your character level (minimum 1).
Hatred (Black): You can channel your hatred into one of your foes. For one minute, yopu gain a +2 bonus on weapon damage rolls against the target creature. You may end the aura's effect to sicken the target for one minute after after you hit it with an attack roll or affect it with a non-harmless spell (Fortitude save DC 12+1/2 your character level negates).
Love (Scarlet): Your aura of love makes others hesitate before attacking you. You gain the benefits of a sanctuary spell for a number of rounds equal to your character level (Will save DC 12 + 1/2 your character level negates).
Pride (Orange): Your pride augments your persuasive power and defends you against effects that would harm your ego. You gain a +2 on all Charisma checks and Charisma-based skill checks for 1 minute. Additionally, you gain a +2 bonus on saving throws against charms, compulsions, and fear effects for 1 minute.