High Clockmother Athenth Llanalir

Cloudia's page

833 posts. Organized Play character for miteke.


Full Name

Cloudia

Race

| Bluff +10, Diplomacy +10, Intimidate +9, Heal +4, Knowledge Arcana +4, Knowledge (any, untrained) +0, Perception +0, Perform +13, Spellcraft +4, UMD +9

Classes/Levels

| Active Conditions: mage armor, bless

Gender

N/G Female Human Sorcerer(Celestial)/4 | HP: 30/30 | AC Norm/Tch/FF: 16/16/10 | CMB/CMD: +3/14 | F/R/W: +3/+3/+5 | Init: +8 | Speed 30 ft

Location

Absalom

Languages

Common, Osiriani

Homepage URL

Google Docs for Cloudia

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 20

About Cloudia

Resource Tracking:

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Loot Held:
Soothsayer uses (1/adventure):
Scroll and Potion uses:
Wand of CLW uses: 1
Wand of MM uses:
Wand of Mage Armor uses: 1
Wand of Bless uses: 1
Acid flask uses:
Alchemist fire uses:
Heavenly Fire (7/day +4/1d4+2):
Level 1 Spell uses (8/day):
Level 2 Spell uses (4/day):

Standard Operating Procedures:

Travel: Cloudia travels with her wand of bless and wand of magic missiles drawn and in her hands, not her spear.

1) Cloudia will maintain a light spell on her spear head when in dim areas though she will not wield it. Instead it sticks up high over her shoulder. She will travel with her wand of MM in one hand and her wand of bless in the other hand.
2) Cloudia will cast Mage Armor on herself from her wand when entering potentially dangerous areas.
3) Cloudia will cast Mage Armor on any monks or animal companions if possible.
herself from her wand when entering potentially dangerous areas.
4) Cloudia will cast bless as her first action and put the wand away unless she needs to move, which she will do instead of stowing the wand.
5) If botted, Cloudia will try to move to a safe location and fire her magic missile at the most injured enemy once the bless is cast. She will pull out her spear with any unused move action in case she needs it and drag it along behind her one handed.

Main Stats:

Cloudia (141936-15) N/G Female Human Sorcerer(Celestial)/4
Faction Grand Lodge

Str 10, +0 {10[race] +0[0 points spent]}
Dex 14, +2 {10[race] +4[5 points spent]}
Con 14, +2 {10[race] +4[5 points spent]}
Int 10, +0 {10[race] +0[0 points spent]}
Wis 10, +0 {10[race] +0[0 points spent]]}
Cha 20, +5 {12[race] +6[10 points spent] +1[level 4] +2[headband]}

HP 30{+18[4d6] +8[con] +4[favored class]}
Init +8 {+2[dex] +4[improved initiative] +2[reactionary]}
Senses Normal
Perception +0
Speed 30 ft.
Base Attack +2
Languages Common, Osiriani

Defense:

CMD 14 {10 +2[BAB] +0[str] +2[dex]}
AC normal 16, touch 16, flat-footed 10 {10 +2[dex] +4[mage armor]}
Resistances Cold 5, Acid 5
Fort +4 {+2[con] +1[sorcerer] +1[cloak]}
Ref +4 {+2[dex] +1[sorcerer] +1[cloak]}
Will +5 {+0[wis] +4[sorcerer] +1[cloak]}
Special Saving Throw Bonuses:
  • xx

  • Offense:

    CMB +2 {+2[BAB] +0[str]}

    Normal Attacks

  • +2/1d8+0 Longspear [crit 20/x3; P) {+1[BAB] +0[str]/1d8 +0[str]}
    [dice = to hit longspear]1d20 + 2[/dice]
    [dice = piercing damage]1d8[/dice]

    Ranged

  • +4/1d3 Acid Splash [rng: 30 ft;crit 20/x2; acid {+2[BAB] +2[dex]/1d3}
    [dice = to hit acid splash ranged touch]1d20 + 4[/dice]
    [dice = acid damage]1d3[/dice]

    Specials

  • +4/1d4+2 Heavenly Fire [rng: 30 ft;crit 20/x2; NE] {+2[BAB] +2[dex]/1d4+2[1/2 lvl]}
    [dice = to hit heavenly fire ranged touch]1d20 + 4[/dice]
    [dice = neg energy damage]1d4+2[/dice]

  • Eagle Attacks
    [dice = to hit claw] 1d20 + 3[/dice]
    [dice = damage claw] 1d4 + 2[/dice]
    [dice = to hit claw] 1d20 + 3[/dice]
    [dice = damage claw] 1d4 + 2[/dice]
    [dice = to hit bite] 1d20 + 3[/dice]
    [dice = damage bite] 1d4 + 2 [/dice]

  • Spells:

    Specials
  • Concentration +8 {+4[class] +4[stat]}
  • Spell Focus (Conjuration)
  • Summoned creatures get DR 1/Evil {1/2 level rounded up, does not stack}
  • Resilient Caster: +1 CL vs. dispel

    Spells Available per day:

  • Level 0: infinite
  • Level 1: 6/day {6 +2[stat]/day}
  • Level 2: 4/day {3 +1[stat]/day}

    Cantrips DC 15 {+0[lvl] +5[cha]}

  • Acid Splash
  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Disrupt Undead: 1d6 vs undead ray, 25 ft + 5ft / lvl
  • Light
  • Read Magic: 1 page per minute. 10 min/lvl

    Level 1 DC 16 {+1[lvl] +5[cha]}

  • (B) Bless
  • Color Spray
  • Grease: 10' square, Reflex ST or fall, +1 DC
  • Summon Monster I: close range, 1 round/lvl

    Level 2 DC 17 {+2[lvl] +5[cha]}

  • Bull's Strength

  • Skills:

    Skill Ranks 12 {(2+0[int]+1[human]) * 4[class level]}

    Acrobatics +2 {+0[ranks] +2[dex] -0[ACP]}
    Appraise +0 {+0[ranks] +0[int] +3[class]}
    Bluff +10 {+2[ranks] +5[cha] +3[class]}
    Climb +0 {+0[ranks] +0[str] -0[ACP]}
    Craft +0 {+0[ranks] +0[int]}
    Diplomacy +10 {+2[ranks] +5[cha] +3[class/xenophile]}
    Disable Device N/A {+0[ranks] +2[dex] -0[ACP]}
    Disguise +5 {+0[ranks] +5[cha]}
    Escape Artist +2 {+0[ranks] +2[dex] -0[ACP]}
    Fly +2 {+0[ranks] +2[dex] +3[class] -0[ACP]}
    Handle Animal N/A {+0[ranks] +5[cha]}
    Heal +4 {+1[ranks] +0[wis] +3[class/bloodline]}
    Intimidate +9 {+1[ranks] +5[cha] +3[class]}
    Knowledge
    - arcana +4 {+1[ranks] +0[int] +3[class]}
    - dungeoneering N/A {+0[ranks] +0[int]}
    - engineering N/A {+0[ranks] +0[int]}
    - geography N/A {+0[ranks] +0[int]}
    - history N/A {+0[ranks] +0[int]}
    - local N/A {+0[ranks] +0[int]}
    - nature N/A {+0[ranks] +0[int]}
    - nobility N/A {+0[ranks] +0[int]}
    - planes N/A {+0[ranks] +0[int]}
    - religion N/A {+0[ranks] +0[int]}
    Linguistics N/A {+0[ranks] +0[int] - lng}
    Perception +0 {+0[ranks] +0[wis]}
    Perform (flute) +13 {+3[ranks] +5[cha] +3[class/xenophile] +2[masterwork flute]}
    Profession
    - XX N/A {+0[ranks] +0[wis] +3[class]}
    Ride +2 {+0[ranks] +2[dex] -0[ACP]}
    Sense Motive +0 {+0[ranks] +0[wis]}
    Sleight of Hand N/A {+0[ranks] +2[dex] -0[ACP]}
    Spellcraft +4 {+1[ranks] +0[int] +3[class]}
    Stealth +2 {+0[ranks] +2[dex] -0[ACP]}
    Survival +0 {+0[ranks] +0[wis]}
    Swim +0 {+0[ranks] +0[str] -0[ACP]}
    Use Magic Device +9 {+1[ranks] +5[cha] +3[class]}

    Notes:

  • Heal skill a class skill because of bloodline

  • Gear:

    Explorer's Outfit
    Longspear
    Belt Pouch
    Cloak of Resistance, +1
    Headband of Alluring Charisma +2
    Traveller's Any-Tool (chronicle 11)
    Masterwork Backpack
    Masterwork flute
    Wand of Magic Missiles (command word 'ding', 2 ch)
    Wand of Magic Missiles (command word 'ping', 50 ch)
    Wand of Cure Light Wounds (42 ch)
    Wand of Mage Armor (27 ch)
    Wand of Endure Elements (CL 1, 28 charges)
    Wand of Bless (command word "Benediction!", 36 ch)
    4 scrolls of Mage Armor
    4 Scrolls of Comprehend Languages
    Scroll of Command Undead
    Scroll of Haste
    3 Scroll of Bless
    Scroll with 2 Enlarge Person
    3 Scroll of Protection from Evil
    Scroll with 5 castings of Lesser Restoration
    Potion of Cure Light Wounds
    Wayfinder
    Antitoxin
    4 Alchemist's Fire
    4 Acid Flask
    Soul Stimulant (temporarily negate 1 energy level loss, chronicle 11)
    Note all expendables are labeled in common and easily accessible
    725+ gp

    Mule carrying
    Climbing Kit (with knotted rope)
    Sorcerer's Kit
    Nobles outfit and jewelry worth 100gp
    2 blankets

    Traits:

    Racial Traits (Human)
  • +2 to One Ability Score (cha): Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
  • favored class: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. Not in core.

    Starting Traits

  • Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
  • Resilient Caster: Your great force of will makes your magic harder to dispel. Your caster level is treated as 1 level higher whenever someone attempts to dispel one of your spells.

  • Class Abilities:

    Class Abilities
  • Bloodline Choice: Celestial
  • Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
  • Bloodline Powers
  • - Heavenly Fire, 1d4+1/2 lvl damage vs. evil or healing vs. good. 7 {3 + 4[cha]/day}
  • - Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
  • Bloodline Bonus Spells
  • - 3) bless
  • - 5) resist energy
  • - 7) magic circle against evil
  • - 9) remove curse
  • - 11) flame strike

  • Feats:

    Feats
  • 1S - Eschew Materials
  • 1 - Spell focus (Conjuration)
  • 1H - Improved Initiative
  • 3 - Augment Summoning

  • Chronicles:

    See this for chronicles.

    1) The Confirmation

  • Confirmed Field Agent Wayfinder deals
  • Explore, Report, Cooperate Cross off to ask whether an action is wise
  • Friend of Janira Garvis +1 knowledge in grand lodge
    2) Tide of Morning
  • No boons
    3) Voice in the Void
  • No boons
    4) Citadel of Flame
  • No boons
    5) The Penumbral Accords
  • No boons
    6) The Silent Tide
  • Lost Treatice My purchase for 100gp and get +2 circumstance bonus on knowledge of devils
    7) Assault on Absalom
  • Defender of Absalom Gain two bonuses from list. Picked the following
  • - Tempest Guardian (Grand Lodge): You led the Muckruckers to victory in reclaiming Fort Tempest, which also salvaged some of the fort’s besmirched reputation. The militia makes you an honorary Muckrucker, teaching you or a protégé some of their favorite tricks. You can check the box that precedes this boon when making a
    new Pathfinder Society character to grant your new character one of the following as a bonus trait: fast-talker, resilient, or suspicious. Alternatively, you can gain the trait.
  • - Maestro of Manumission (Liberty’s Edge): You oversaw the manumission of hundreds of Absalom’s slaves, hich might mark the end of slavery in the city and recruit new talent to the Society. You can check this box when creating a new character to begin that character at 2nd level with 3 XP, 1,500 gp, and 6 Prestige Points.
    8) The Gods Market Gamble
  • Evenhanded Investigator +2 [circumstance] diplomacy with guards and officials in Absalom
    9) The Silver Mount Collection
  • Friend of the Family +1 to diplomacy and knowledge nobility in Absalom. My buy Blakros Family Member vanity (20 PP): You are a member of the well-established Blakros noble family, granting you a comfortable townhouse in Absalom’s fashionable Petal or Ivy districts and a small staff of servants to care for it. You gain a +1 bonus on Knowledge (nobility) checks and may use that skill to make Day Job rolls. In addition, while in Absalom, your family connections grant you a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate when dealing with other members of high society.
    10) Solstice Scar D
  • Blood and Courage As long as your current hit point total is less than half your maximum hit points,you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving
    throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15-foot cone as a standard action.
  • Empyreal Revenant Check to evade death for a while
  • Martyr’s Shard 4: Check to grant bonus to a weapon you wield
    10) From the Tome of Righteous Repose
  • Righteous Redemption Check the box to requisition one
    of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; ...
  • Worthy Foe As a swift action, you can check a box that precedes this boon to gain one of two benefits against humanoids with the human subtype. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.

    Other Boons:

  • Xenophile (Aasimar) Diplomacy is a class skill
  • Xenophile (Ifriti) Performance is a class skill
  • Soothsayer +4 insight to one skill roll, +2 to AC, attack, or ST 1/adventure. Shaken for one round afterwards.
  • TBD