About Cortina Hagen‐-----------------
Shopping: Wand of CLW ??/50 (2 PP, 0lb); Wand of Bless 50/50 (2 PP, 0lb); MW Tool (Date Stamp) for Profession (Librarian); Wand of Endure Elements (50/50) (2 PP, 0lb); To Buy later: Wand of Protection from Evil 50/50 (2 PP, 0lb); Wand of ??? 50/50 (2 PP, 0lb); Cortina is bad with names... ...and now LEVEL 2! Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
DEFENSE
CMD 16 (+4 vs. trip)
__________________________________________________ OFFENSE
CMB +4
cold iron Dagger +3 (1d4+3/19-20/x2)
Starknife +3 (1d4+3/20/x3)
Melee
silvered Warhammer +4 (1d8+3/20/x3)
cold iron Battleaxe +4 (1d8+3/20/x3)
cold iron Dagger +4 (1d4+3/19-20/x2)
Starknife +4 (1d4+3/20/x3)
Unarmed Strike +4 (1d3+3/20/x2)
SPELLS (actual):
Cleric Spells prepared (CL 1st; Concentration +5)
. . 3rd(2+1): Fly; Beacon of Luck(Desna), Daylight, Dispel Magic, Invisibility Purge, empty(1) (DC 16) . . 2nd(2+1): Aid; Align Weapon, Hold Person, Bull's Strength, Remove Paralysis, Silence (DC 15) . . 1st(3+1): True Strike; Comprehend Languages, Liberating Command, Shield of Faith (DC 14) . . 0 (4,at will): Create Water, Detect Magic, Guidance, Read Magic (DC 13) SPELLS (typical): Cleric Spells Prepared (CL 8th; concentration +13)
. . 4th(4+1): Freedom of Movement; Blessing of Fervor, Blessing of Fervor, Neutralize Poison, ??? . . 3rd(5+1): Fly; Beacon of Luck(Desna), Chain of Perdition, Daylight, Invisibility Purge, Remove Curse . . 2nd(5+1): Aid; Align Weapon, Bear's Endurance, Bull's Strength, Burst of Radiance, Remove Paralysis, Silence . . 1st(6+1): Expeditious Retreat; Bless, Ironbeard, Liberating Command, Murderous Command, Remove Fear, Remove Sickness . . 0 (4, at will): Detect Magic, Virtue, Guidance, Create Water SPELLS (list of many good cleric spells): . . 4th: Freedom of Movement, Locate Creature; Air Walk, Blessing of Fervor, Chaos Hammer, Death Ward, Dismissal, Divine Power, Holy Smite, Inflict Critical Wounds, Neutralize Poison, Protection from Energy(communal), Restoration, Spell Immunity (DC 22) . . 3rd: Protection from Energy, Fly; Beacon of Luck (Desna), Bestow Curse, Blessing of the Mole, Blindness/Deafness, Chain of Perdition, Create Food and Water, Daylight, Dispel Magic, Elemental Speech, Inflict Serious Wounds, Invisibility Purge, Magic Circle against Evil, Prayer, Remove Blindness/Deafness, Remove Curse, Revelation, Speak with Dead, Stone Shape, Tongues, Water Breathing, Water Walk, Wind Wall (DC 21) . . 2nd: Aid, Locate Object; Align Weapon, Bear's Endurance, Bestow Weapon Proficiency, Bull's Strength, Burst of Radiance(CoP), Calm Emotions, Calm Spirit, Eagle's Splendor, Enthrall, Find Traps, Ghostbane Dirge, Grace, Hold Person, Inflict Moderate Wounds, Lesser Angelic Aspect, Lesser Restoration, Make Whole, Owl's Wisdom, Pilfering Hand, Protection from Chaos(communal), Protection from Evil(communal), Protection from Good(communal), Protection from Law(communal), Remove Paralysis, Shard of Chaos, Silence, Sound Burst, Spear of Purity, Spiritual Weapon, Summon Monster 2, Undetectable Alignment, Water Walk(communal), Weapon of Awe, Zone of Truth (DC 20) . . 1st: True Strike, Expeditious Retreat; Ant Haul, Bless, Command, Comprehend Languages, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Diagnose Disease, Divine Favor, Endure Elements, Fallback Strategy (Torag only), Ironbeard (dwarfs only), Liberating Command, Magic Weapon, Murderous Command, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Remove Sickness, Sanctuary, Shield of Faith (DC 19) . . 0 (at will): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Stabilize, Vigor, Virtue (DC 18) __________________________________________________ STATISTICS
SKILLS:
2 - 1 + 1 = 2 Skillpoints/Level
[dice=Acrobatics - ACP]1d20+2-4[/dice] [dice=Appraise]1d20-2[/dice] [dice=Bluff]1d20-2[/dice] [dice=Climb - ACP]1d20+3-4[/dice] [dice=Craft: Anything]1d20-2[/dice] [dice=Diplomacy]1d20-2[/dice] <0 rank> x [dice=Disguise]1d20-2[/dice] [dice=Escape Artist - ACP]1d20+2-4[/dice] [dice=Fly - ACP]1d20+2-4[/dice] [dice=Heal]1d20+7[/dice] <1 rank> [dice=Intimidate]1d20-2[/dice] [dice=Knowledge: Arcana t]1d20-2[/dice] <0 rank> ? [dice=Knowledge: Dungeoneering]1d20-2[/dice] [dice=Knowledge: Engineering]1d20-2[/dice] [dice=Knowledge: Geography t]1d20-2[/dice] [dice=Knowledge: History t]1d20-2[/dice] <0 rank> ? [dice=Knowledge: Local t]1d20-2[/dice] [dice=Knowledge: Nature t]1d20-2[/dice] [dice=Knowledge: Nobility t]1d20-2[/dice] <0 rank> ? [dice=Knowledge: Planes t]1d20-2[/dice] <0 rank> ? [dice=Knowledge: Religion t]1d20+2[/dice] <1 ranks> ? [dice=Linguistics t]1d20-2[/dice] <0 rank> x [dice=Perception]1d20+3[/dice] <0 ranks> x [dice=Perform: Any]1d20-2[/dice] [dice=Profession: Librarian, MW tool]1d20+7+2[/dice] <1 rank> [dice=Ride - ACP]1d20+2-4[/dice] [dice=Sense Motive]1d20+7[/dice] <1 rank> [dice=Spellcraft]1d20-2[/dice] <0 rank> x [dice=Stealth - ACP]1d20+2-4[/dice] [dice=Survival]1d20+3[/dice] [dice=Swim - ACP]1d20+3-4[/dice] [dice=UMD]1d20-2[/dice] __________________________________________________ EQUIPMENT AND GOLD
On person
__________________________________________________ APPEARANCE
Age 99
SPECIAL ABILITIES
Class Features (Cleric):
- Travel Domain: Increase your base speed by 10 feet. Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. ===> 6/day ===> 80 ft/day - Luck Domain: Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. ===> 6/day ===> 0/day Channel Energy (Su) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. ===> positive, 1d6 (total 3 - 2 = 1/day) Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. ===> Starknife Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). Bonus Languages A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Faction Rewards:
===> effective CL increase: +3 Miracle Worker Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed. ===> lay on hands: 3d6 (swift: target you, std: target others) Feats:
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Extra Channel You can channel energy two additional times per day. Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose. Traits:
Birthmark (Faith) This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects. Reactionary (Combat) +2 bonus to Initiative Racial Traits:
+2 Constitution, +2 Wisdom, –2 Charisma Dwarves are both tough and wise, but also a bit gruff. Medium Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision Dwarves can see in the dark up to 60 feet. Defensive Training Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. Greed Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Hardy Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking. Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character. Non-Combat
Combat
PFS Boons:
Placeholder Scenario List:
01: #00-05 Mists of Mwangi: 1 XP, 2 PP, 509 gold 02: #05-08: The Confirmation: 1 XP, 2 PP, 430 gold 03: #06-10 The Wounded Wisp: 1 XP, 2 PP, 430 + 20 gold Total XP: 3 Total Fame: 6 (500 gold cap / next level at Fame 9: 1,500 gold / next level at Fame 13: 3,000 gold / next level at Fame 18: 5,250 gold) Current Prestige: 2 (at the end of #03) Chronicle Info:
Player: Chris N. aka kaervek78 Character Name: Cortina Hagis PFS #: 331079-13 Faction: Silver Crusade Day Job: Librarian Normal Progression TEST:
[ ooc]Bit of Luck: Until Cortina's next turn, each time you roll a d20, you may roll twice and take the more favorable result.[ /ooc] [ ooc]Good Fortune used: 0/1 Bit of Luck used: 0/6 Agile Feet used: 0/6 Miracle Worker used: 0/1 (once per adventure)[ /ooc] Normal Header: Without armor: TEST SPELLS (actual):
Cleric Spells prepared (CL 8th; Concentration +15)
. . 4th(3+1): . . 3rd(5+1): . . 2nd(5+1): Aid; . . 1st(6+1): Expeditious Retreat; . . 0 (at will): Detect Magic, Guidance, Light, Read Magic TEST Character Info:
Some information about my character: This heavily armored but still quite quick dwarven cleric of Desna has Stonecunning @Fellow Pathfinders:
Cortina draws her wand of bless and activates it.[/ooc] --- Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
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