Thramira Greathammer

Cortina Hagen's page

97 posts. Organized Play character for kaervek78.


Classes/Levels

Female CG Dwarf Cleric 2 | HP 17/17 | AC 18 T 12 FF 16 | CMB +4, CMD 16 | F +5, R +2, W +6 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +4 | Heal +7, Perc +3 darkv. 60' (Stonecunning: +2 extra), SM: +7 | Speed 30ft

Gender

#01-39: The Citadel of Flame (Core)

About Cortina Hagen

CORE Campaign Tracking Sheet

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Scenario Notes: NA
To Buy/Do: check wand uses, select spells, post purchases.
Done (to be posted): Level up and rebuild, Shopping with rebuild e.g. Equipment (armor, weapons, ...), Defense, Offense, Spells, Feats, Traits, Skills

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.
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DEFENSE
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CMD 16 (+4 vs. trip)
AC 18, touch 12, flat-footed 16
hp 17
Fort +5, Ref +2, Will +6 (+2 racial vs. Poison/Spells/Spell-like Abilities, +2 trait vs. charm and compulsion effects)

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OFFENSE
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CMB +4
Speed 30 ft. (30 ft. in armor and/or encumbered)
Ranged
Light Crossbow +3 (1d8/19-20/x2)
[dice=Light Crossbow]1d20+3[/dice] for [dice=Piercing]1d8[/dice]

cold iron Dagger +3 (1d4+3/19-20/x2)
[dice=cold iron Dagger]1d20+3[/dice] for [dice=Piercing OR Slashing]1d4+3[/dice]

Starknife +3 (1d4+3/20/x3)
[dice=Starknife]1d20+3[/dice] for [dice=Piercing]1d4+3[/dice]

Melee
cold iron Longspear +4 (1d8+4/20/x3)
[dice=cold iron Longspear]1d20+4[/dice] for [dice=Piercing]1d8+4[/dice]

silvered Warhammer +4 (1d8+3/20/x3)
[dice=silvered Warhammer]1d20+4[/dice] for [dice=Bludgeoning]1d8+3[/dice]

cold iron Battleaxe +4 (1d8+3/20/x3)
[dice=cold iron Battleaxe]1d20+4[/dice] for [dice=Slashing]1d8+3[/dice]

cold iron Dagger +4 (1d4+3/19-20/x2)
[dice=cold iron Dagger]1d20+4[/dice] for [dice=Piercing OR Slashing]1d4+3[/dice]

Starknife +4 (1d4+3/20/x3)
[dice=Starknife]1d20+4[/dice] for [dice=Piercing]1d4+3[/dice]

Unarmed Strike +4 (1d3+3/20/x2)
[dice=Unarmed Strike]1d20+4[/dice] for [dice=Bludgeoning non-lethal]1d3+3[/dice]

SPELLS (actual):
Cleric Spells prepared (CL 1st; Concentration +5)
. . 4th(2+1): Freedom of Movement; Blessing of Fervor, Blessing of Fervor, Neutralize Poison, Holy Smite (DC 17)
. . 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)

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STATISTICS
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Str 11, Dex 10, Con 14, Int 12, Wis 20, Cha 6
Str 17, Dex 14, Con 15, Int 7, Wis 16, Cha 6
BAB +1; CMB +4; CMD 16
AC Calc 6 Armor, 0 Shield, 2 Dex, 1 Natural, 1 Deflection
HP Calc 1) 8, 2) 5, Con 4
Save Calc Base +3/+0/+3, Ability +2/+2/+3, +1 all Cloak
Feats Combat Reflexes, Power Attack, Improved Initiative, Armor Proficienty: heavy, Extra Channel (+2/day)
Traits Reactionary, Birthmark
Languages Common, Dwarven; Celestial(L)
Favored Class 1-2) Skill Point

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]

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EQUIPMENT AND GOLD
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On person
*Combat Gear Breastplate (200g, 30lb); Light Crossbow (35g, 4lb); 2x Crossbow Bolts (10) (1g, 1lb); Cold Iron Longspear (10g, 9lb); Cold Iron Battleaxe (20g, 6lb); Silvered Warhammer (102g, 5lb); Cold Iron Dagger (4g, 1lb);
Ring of Protection +1 (2.000g, 0lb); Amulet of Natural Armor +1 (2.000g, 0lb); Cloak of Resistance +1 (1.000g, 1lb); Headband of Inspired Wisdom +2 (16.000g, 1lb); Eyes of the Eagle (2,500g, 0lb)
*Other Gear Cold Weather Outfit (0g, 7lb); Backpack (2g, 2lb); Spell Component Pouch (5g, 2lb)
*Adventuring Gear (in Backpack) 2x Trail Rations (0.5g, 1lb); 1x Waterskin (1g, 4lb); Bedroll (1s, 5lb); Tent (10g, 20lb); Rope (Silk) 50 ft. (10g, 5lb); Wayfinder(0g, 1lb);
MW Tool (Date Stamp) for Profession (Librarian) (50g, 1lb);
*Alchemical/Magic Gear (in Backpack) 1x Alchemist's Fire, flask (40g, 1lb); 1x Acid, flask (20g, 1lb); Wand of CLW ??/50 (2 PP, 0lb); Wand of Comprehend Languages 50/50 (2 PP, 0lb); Wand of Bless 50/50 (2 PP, 0lb); Wand of Endure Elements 50/50 (2 PP, 0lb);
Left at Lodge 2x Trail Rations (0.5g, 1lb); 1x Waterskin (1g, 4lb);
Starting GP 150 + 509 = 659 + 430 = 1089 + 430 + 20 = 1539 - ??? (shopping) = ???? gold
Weight Carried ?? lbs
Carrying Capacity Light (86 lb), Medium (173 lb), Heavy (260 lb), LoH (260 lb), Lift (520 lb), Drag/Push (1300 lb)
Carrying Capacity Light (100 lb), Medium (200 lb), Heavy (300 lb), LoH (300 lb), Lift (600 lb), Drag/Push (1500 lb)

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APPEARANCE
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Age 99
Height 4'9"
Weight 135 lb
Eye Color Blue
Hair Color Black
Skin Tone Tan
Region of Origin ?
Deity Desna
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SPECIAL ABILITIES
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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
Dimensional Hop (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
===> 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
Good Fortune (Ex) At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
===> 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:

Purifier When attempting a CL check to remove a curse, disease, or other condition, increase your effective CL by half the number of goals you have completed (rounded down). You can also apply this benefit when others attempt CL checks to remove such conditions from you.
===> 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.
Power Attack -1/+3 You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
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.

Improved Initiative You get a +4 bonus on initiative checks.
Extra Channel You can channel energy two additional times per day.

Armor Proficiency: heavy You are skilled at wearing heavy armor.
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
*Cortina has ranks in the following skills: Heal, Knowledge (Religion), Profession (Librarian), Sense Motive
*to be done
Skill Checks are all preformatted in the Skills section

Combat
*cast spell OR hand out Bit of Luck, set up AoO with longspear
Combat Rolls should mostly be preformatted in the Offense section.


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
04: #01-39 The Citadel of Flame: 1 XP, 2 PP, ??? 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): Freedom of Movement; Blessing of Fervor, Neutralize Poison
. . 3rd(5+1): Fly; Beacon of Luck (Desna), Invisibility Purge, Remove Curse (DC 19)
. . 2nd(5+1): Aid; Burst of Radiance, Hold Person, Murderous Command (L1), Remove Paralysis, Silence (DC 18)
. . 1st(6+1): Expeditious Retreat; Bless, Command, Ironbeard, Liberating Command, Remove Fear, Remove Sickness (DC 17)
. . 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 and can use Good Fortune (Ex) (reroll one of his d20 rolls as an immediate action) 1x/day.
She would love to use her Domain Power Bit of Luck for the benefit of the party!
She can use each ability 6x/day... :-D
You'll forgive her that she cannot remember your names correctly. I assure you that she's trying... ;-)

@Fellow Pathfinders:
Maybe it's a bit early to talk tactics, but please consider this:
Anyone who often rolls a d20 in a combat round (attacks of opportunity, BAB>5, archer with rapid shot, anyone with parry/riposte, ...) might want to get a bit of luck from me.
It uses up my standard action, but you have 2x the chance of hitting (and critting!) for one round (it even applies to saving rolls!).
Therefore, you might want to be after me in the order of initiative (and maybe have to delay in the first round).
I used it before with a different PC in several adventures on an archer, a rogue and a swashbuckler with really good results. :-)
So please inform me if you want this buff in combat. Thanks!

Cortina draws her wand of bless and activates it.[/ooc]

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Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.