Mermaid

Clover Nettlesoup's page

162 posts. Organized Play character for Hmm.


Race

HP 45/45 | AC 20 | F + 10 R +11 W +11 (+1 to saves vs fire effects) | Perc +6 |

Classes/Levels

25/35 Speed | Focus 1/1 | Spells 1st 4/4; 2nd 3/4; 3rd 0/3 | Hero Points 2/3 | Active Conditions: Low-Light, Darkvision, Resistance (Fire 5, Negative 1), Tailwind (Y/N) ---

Gender

”Soup?” | 820-2006 | Female Gnome (Aasimar Emberkin) Phoenix Sorceress 5 | ◇ ◈ ↺ |

About Clover Nettlesoup

PROFILE

Clover’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.

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Bot Me!:

STR -1, DEX +4, CON +1, INT +2, WIS +2, CHA +4*

Favorite Exploration Activities
[dice=Scout (Perception)]1d20+9[/dice]

Saves
[dice=Fortitude E]1d20+10[/dice]
[dice=Reflex T]1d20+11[/dice]
[dice=Will E]1d20+11[/dice]

Skills

[dice=Perception T]1d20+9[/dice]

[dice=Acrobatics U]1d20 +4[/dice]
[dice=Athletics T]1d20+6[/dice]
[dice=Crafting T]1d20+9[/dice]
[dice=Deception U]1d20 +4[/dice]
[dice=Diplomacy T]1d20 +11[/dice]
[dice=Intimidate E] 1d20+13[/dice]
[dice=Lore (Cooking) E]1d20 +11[/dice]
[dice=Lore (Legal) E]1d20+11[/dice]
[dice=Lore (Pathfinder) T] 1d20+9[/dice]
[dice=Nature E]1d20 +11[/dice]
[dice=Occultism T]1d20+9[/dice]
[dice=Performance T] 1d20+11[/dice]
[dice=Society T]1d20+9[/dice]
[dice=Stealth U]1d20+4[/dice]
[dice=Survival T]1d20 +9[/dice]

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Favorite Weapon Attacks and Macros

◈ [dice=Light Mace (agile, finesse shove)]1d20 + 11 [/dice]
[dice=Bludgeoning or Piercing damage] 1d4 - 1[/dice]

◈ [dice=Dagger (agile, finesse)]1d20 + 11 [/dice]
[dice=Piercing / Slashing damage] 1d4 - 1[/dice]

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Favorite Attack Spells

◈◈ [dice=Rejuvenating Flames (15 or 20 ft Cone, Reflex DC 20 for foes)]3d4+3[/dice]

◈◈ [dice=Burning Hands (15 or 20 ft Cone, Reflex DC 20)]2d6+1[/dice]

◈◈ [dice=Electric Arc Electric Damage (Reflex DC 20]4d4+3[/dice]

◈◈ [dice=Heal (30 ft range)]3d8+24[/dice]

◈◈◈ [dice=Heal (Fortitude DC 20)]3d8+3[/dice]

◈◈ [dice=Produce Flame from Spellheart]1d20+10[/dice]
[dice=Fire Damage plus 2d4 Persistent on a Crit]4d4+3[/dice]

◈◈ [dice=Ray of Frost]1d20+10[/dice]
[dice=Cold Damage]4d4+3[/dice]

◈◈ [dice=Scatter Scree Bludgeoning Damage (Reflex DC 20)]4d4+3[/dice]

◈◈ [dice=Sudden Bolt Electricity Damage (Reflex DC 20)]4d12[/dice]

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PFS Number: 820-2006
Faction: Verdant Wheel
Level: 3

Nationality: Andoran
Birthplace: Darkmoon Vale
Age: 20
Gender & Pronouns: Female, She / Her
Height: 3’0
Weight: 3 bulk
Physical Appearance:

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Ancestry (Heritage) Gnome (aasimar, emberkin)
Background Gold Falls Regular
Class: Sorcerer (Phoenix bloodline)
Archetype: None
Size small traits aasimar gnome humanoid
Alignment; NG
Deity
Languages (including home region): Common. Dwarven, Gnomish, Sylvan

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CHRONICLES and BOONS
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Clover’s boons can be found in her Chronicles and Boon Folder.

Relevant uncommon options:
★ 0A - Aasimar Heritage
★ 0B - Phoenix Sorcerer Boon
★ 0C - Gold Falls Regular Boon
★ 0D - Bequeathal for Sudden Bolt spell
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SENSES
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Perception:
Special Senses: low-light vision, darkvision.

Can see through non-magical fire, fog and smoke.
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DEFENSES
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HP 29

For Saves see botting spoiler
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OFFENSE
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Class DC: 19 [T]

Speed: 25

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T]

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MAGIC
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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 Skills Diplomacy, Nature
Granted Spells cantrip: detect magic, 1st: burning hands, 2nd: see invisibility, 3rd: fireball, 4th: remove curse, 5th: breath of life, 6th: disintegrate, 7th: contingency, 8th: moment of renewal, 9th: meteor swarm

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]
Spell DC (occult): 19 [T]

Focus Points: 2/2 (maximum)

Spell Slots per Day
1st: 4

Spells Known / Prepared
Cantrips (cantrip level):
◈◈ Dancing Phoenixes (Lights)
◈◈ Detect Magic
◈◈ Electric Arc
◈ or REACTION Guidance with AMP
◈◈ Produce Flame (from Spellheart)
◈◈ Ray of Frost
◈◈ Scatter Scree

1st:
◈◈ Burning Hands
◈◈ Cleanse Cuisine
◈◈◈ Heal*
◈◈ Helpful Steps

2nd:
◈◈ Dispel Magic*
◈◈ Protector Tree
◈◈ See Invisibility
◈◈ Sudden Bolt

◈◈ Tailwind (from Wand, once a day)

3rd:
◈◈ Fireball
◈◈ Holy Light
◈◈ Mad Monkeys

FOCUS SPELLS:

Rejuvenating Flames:
Focus 1

Uncommon Fire Healing Necromancy Sorcerer
Source Pathfinder #168: King of the Mountain pg. 74
Bloodline phoenix
Cast somatic, verbal
Area 15-foot cone
Saving Throw basic ReflexYou create a gout of flame that both heals and burns. You restore 1d4 HP to all allies in the area, and those allies gain a +1 status bonus to Fortitude saves for 1 minute. Enemies in the area take 1d4 fire damage with a basic Reflex save.
Heightened (+1) You restore an additional 1d4 HP to your allies and deal an additional 1d4 fire damage to enemies.

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SKILLS
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See Botting Spoiler.
Automatic: Diplomacy, Nature, Performance, Cooking Lore +3 more
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BACKGROUND
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Gold Falls Regular (Uncommon Background)
You’ve long been a regular of Gold Falls Inn, a tavern located near Droskar’s Crag in the Darkmoon Vale region of Andoran. The establishment is a frequent gathering place for adventurers, storytellers, and folk heroes. You took note of the Pathfinder Society’s growing reputation in the area and decided to join up and seek adventure and fame of your own.

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.
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ABILITY SCORES
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Ancestry Gnome Con, Cha, Dex, -Str
Background Gold Falls Regular Cha, Dex
Class Sorcerer Cha
Free Dex, Cha, Int, Wis

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*

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FEATS:
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Ancestry Feats and Abilities

Special 1st: Gnome (Small, humanoid, gnome, aasimar)
Heritage 1st: AASIMAR
Uncommon
Source Advanced Player's Guide pg. 34
You descend from celestials or were touched by the celestial realms, gaining an air of awe and grace, as well as features distinctive to your celestial forebears. You gain the aasimar trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from aasimar feats and feats from your ancestry whenever you gain an ancestry feat.

1st: Emberkin Feat 1
Aasimar Lineage
Source Ancestry Guide pg. 9
A peri's roaring spirit burns in your soul. Peris engage in constant struggle to right the wrongs of their fallen forebears, and that struggle has been passed on to you. You have a direct impulse to right wrongs and better the world. You gain a +1 circumstance bonus to saving throws against fire effects, and your perception is unaffected by non-magical flames, fog and smoke.

3rd: ANIMAL ELOCUTIONIST FEAT 1
GNOME

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
NEPHILIM

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.
(Emberkin - Yes, it’s fire.)

Skill Feats

Background: Impressive Performance Feat 1
General Skill
Prerequisites trained in Performance

Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.

Level 2: Intimidating Glare Feat 1
General Skill
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

General Feats
3rd: Ancestral Paragon for Animal Elocutionist

Class Feats and Abilities

2nd: Widen Spell
Feat 1
Druid Manipulate Metamagic Oracle Sorcerer Witch Wizard
Source Advanced Player's Guide pg. 79 2.0, Core Rulebook pg. 134 4.0

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: Psychic Dedication
Feat 2
Archetype Dedication Multiclass
Source Dark Archive pg. 48
Archetype Psychic
Prerequisites Intelligence 14, or Charisma 14

You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the Cast a Spell activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells.

Special You can't select another dedication feat until you have gained two other feats from the psychic archetype.

Conscious Mind Infinite Eye and Amped Guidance

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 or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check.
Amp Heightened (6th) The bonus from the spell increases to +2.

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EQUIPMENT
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