About Clover NettlesoupClover’s parents were refugees of the Hao Jin Tapestry. A nomadic pair of gnome tinkerers, they explored the world outside the tapestry before settling in Darkmoon Vale, a dangerous forest with lots of fey activity - the perfect place to raise a family. Clover grew up in the Vale, and got a job at the Gold Falls Inn, where she has worked as a cook / waitress / entertainer while studying for a law degree. The onset of her phoenix powers - surely the residue of her parent’s stay in Hao Jin’s tapestry - made her decide to join the Pathfinder Society and become an adventurer herself. ★ ---- ★ ---- ★ ---- ★ Bot Me!:
Favorite Exploration Activities
Saves
Skills [dice=Perception E]1d20+12[/dice] [dice=Acrobatics T]1d20 +12[/dice]
★ ---- ★ ---- ★ ---- ★ Desperation Time Weapon Attacks and Macros ◈ [dice=Light Mace (agile, finesse shove)]1d20 + 12 [/dice]
◈ [dice=Dagger (agile, finesse)]1d20 + 12 [/dice]
★ ---- ★ ---- ★ ---- ★ Favorite Attack Spells ◈◈ [dice=Rejuvenating Flames (15 or 20 ft Cone, Reflex DC 22 for foes)]3d4+3[/dice] ◈◈ [dice=Burning Hands (15 or 20 ft Cone, Reflex DC 22)]2d6+1[/dice] ◈◈ [dice=Electric Arc Electric Damage (Reflex DC 22]4d4+3[/dice] ◈◈ [dice=Heal (30 ft range)]3d8+24[/dice] ◈◈◈ [dice=Heal (Fortitude DC 22)]3d8+3[/dice] ◈◈ [dice=Holy Light (120 ft.)]1d20+12[/dice]
◈◈ [dice=Produce Flame from Spellheart]1d20+12[/dice]
◈◈ [dice=Ray of Frost]1d20+12[/dice]
◈◈ [dice=Scatter Scree Bludgeoning Damage (Reflex DC 22)]4d4+3[/dice] ◈◈ [dice=Sudden Bolt Electricity Damage (Reflex DC 22)]4d12[/dice] ◈◈ [dice=Fireball (Reflex DC 22)]6d6[/dice] ★ ---- ★ ---- ★ ---- ★ PFS Number: 820-2006
Nationality: Andoran
★ ---- ★ ---- ★ ---- ★ Ancestry (Heritage) Gnome (aasimar, emberkin)
____________________ CHRONICLES and BOONS
Clover’s boons can be found in her Chronicles and Boon Folder. Relevant uncommon options:
SENSES
Perception:
Can see through non-magical fire, fog and smoke.
DEFENSES
HP 29 For Saves see botting spoiler
OFFENSE
Class DC: 19 [T] Speed: 25 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
____________________ MAGIC
Magic Traditions Tradition (Primal): Phoenix Bloodline:
Uncommon Source Pathfinder #168: King of the Mountain pg. 74 You have been blessed by a phoenix, perhaps via some magical interaction with a similarly blessed individual. Grant this new sorcerer bloodline to players who finish the Fists of the Ruby Phoenix Adventure Path. Players can then choose this bloodline for any new sorcerer characters they create for future campaigns. Spell List primal
Bloodline Spells initial: rejuvenating flames, advanced: shroud of flame, greater: cleansing flames Blood Magic The primal fire of life and death flows through you or one target. Choose to have either you or a target of the spell gain temporary Hit Points equal to the spell's level for 1 round, or to have a target of the spell take fire damage equal to the spell's level (if the spell already deals initial fire damage, combine this with the spell's initial damage before determining weaknesses and resistances).
Sorcerous Potency Because of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell's damage or healing equal to the spell's rank. This applies only to the initial damage or healing the spell deals when cast. An individual creature takes this damage or benefits from this healing only once per spell, even if the spell would damage or heal that creature multiple times. Spell Attack Roll (occult): +9 [T]
Focus Points: 2/2 (maximum) Spell Slots per Day
Spells Known
1st:
2nd:
◈◈ Tailwind (from Wand, once a day) 3rd:
FOCUS SPELLS: Rejuvenating Flames:
Focus 1
Uncommon Fire Healing Necromancy Sorcerer
Amped Guidance:
You have eyes everywhere, allowing you to guide people from a great distance. The range of guidance increases to 120 feet. It also gains the following amp.
Amp You can project a flash of insight to your ally in the nick of time to save them from failure. Amped guidance doesn't cause a creature to become temporarily immune to guidance, and a creature can be targeted by amped guidance even if it is temporarily immune to guidance. You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance would change the failure to a success. ____________________ SKILLS
See Botting Spoiler.
BACKGROUND
Gold Falls Regular (Uncommon Background)
Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You’re trained in the Performance skill, as well as your choice of the Cooking Lore skill or Volcano Lore skill. You gain the Impressive Performance skill feat. Additionally, when you receive a mission briefing at Gold Falls Inn or a settlement in Darkmoon Vale, you can draw on your knowledge of the region and its many stories. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
ABILITY SCORES
Ancestry Gnome Con, Cha, Dex, -Str
Ability Score Summary:
Str -1 -A Dex +4 ABF5 Con +1 A Int +2 F5 Wis +2 F5 Cha +4* ABCF5 STR -1, DEX +4, CON +1, INT +2, WIS +2, CHA +4* ____________________ FEATS:
Ancestry Feats and Abilities Special 1st: Gnome (Small, humanoid, gnome, aasimar)
1st: Emberkin Feat 1
3rd: ANIMAL ELOCUTIONIST FEAT 1
You hear animal sounds as conversations instead of unintelligent noise, and you can respond in turn. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case. You gain a +1 circumstance bonus to Make an Impression on animals. 5th: NEPHILIM RESISTANCE FEAT 5
You resist energy like your extraplanar predecessors. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. The damage type typically matches an extraplanar entity associated with your bloodline. For instance, an angelkin might choose resistance to cold, while a hellspawn might choose resistance to fire.
Skill Feats Background: Impressive Performance Feat 1
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. Level 2: Intimidating Glare Feat 1
Level 4: SIGN LANGUAGE FEAT 1
Prerequisites trained in Society You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment. Level 6: BON MOT [one-action] FEAT 1
Prerequisites trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is –2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed. General Feats
Class Feats and Abilities 2nd: Widen Spell
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. 4th: BARD DEDICATION FEAT 2
Prerequisites Charisma +2 You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you've learned or discovered. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. Choose a muse as you would if you were a bard. You can take that muse's feats, but you don't gain the starting feat, spell or any other abilities the choice of muse grants. 6th: BASIC BARD SPELLCASTING FEAT 4
Prerequisites Bard Dedication You gain the basic spellcasting benefits (page 215). Each time you gain a spell slot of a new rank from the bard archetype, add a common occult spell of the appropriate rank, or another appropriate occult spell you learned or discovered, to your repertoire. |
