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Coyote Wonderpetal's page

33 posts. Organized Play character for Lost 33.


Race

Gathlain

Gender

Female

Size

2'1"

Age

25

Alignment

CN

Languages

Common, Sylvan, Draconic, Orc

Strength 11
Dexterity 14
Constitution 16
Intelligence 15
Wisdom 10
Charisma 20

About Coyote Wonderpetal

Coyote Wonderpetal
Female gathlain oracle 5/sorcerer 5/gestalt 5 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 4 122)
CN Small fey
Init +2; Senses low-light vision; Perception +1
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Defense
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AC 19, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 natural, +1 size)
hp 52 (5d8+20)
Fort +4, Ref +3, Will +4; +2 vs. mind-affecting
Resist mental resistance +2
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Offense
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Speed 30 ft., fly 40 ft. (poor)
Melee +1 quarterstaff +1 (1d4+1)
Special Attacks channel positive energy 6/day (DC 17, 3d6+1)
Bloodline Spell-Like Abilities (CL 5th; concentration +12)
. . 8/day—psychic strike (1d6+2)
Oracle Spells Known (CL 5th; concentration +12)
. . 2nd (5/day)—cure moderate wounds, communal endure elements[UC], flaming sphere (DC 17), ironskin, lesser restoration, scorching ray
. . 1st (8/day)—bless, burning hands (DC 16), cure light wounds, detect evil, detect undead, infernal healing[ISWG], shield of faith
. . 0 (at will)—create water, detect magic, light, read magic, spark[APG] (DC 15), stabilize
. . Mystery Life
Sorcerer Spells Known (CL 5th; concentration +12)
. . 2nd (5/day)—id insinuation I[OA] (DC 17), invisibility, web (DC 17)
. . 1st (8/day)—ear-piercing scream[UM] (DC 16), feather fall, magic missile, mind thrust I[OA] (DC 16), snowball (DC 16)
. . 0 (at will)—acid splash, disrupt undead, jolt[UM], ray of frost, resistance, touch of fatigue (DC 15)
. . Bloodline Psychic
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Statistics
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Str 11, Dex 14, Con 16, Int 15, Wis 10, Cha 20
Base Atk +3; CMB +2; CMD 14
Feats Combat Casting, Eschew Materials, Extra Channel, Selective Channeling
Traits blessed touch, desperate focus
Skills Appraise +9, Bluff +9, Fly +8, Handle Animal +9, Heal +4, Knowledge (arcana) +8, Knowledge (history) +10, Knowledge (nature) +7, Knowledge (planes) +8, Knowledge (religion) +10, Perception +1, Sense Motive +4, Spellcraft +7, Survival +4 (+6 to avoid becoming lost when using this), Use Magic Device +13
Languages Common, Draconic, Orc, Sylvan
SQ affirmation: chaotic, bloodline arcana: psychic, nimbus of vitality, oracle's curse (blackened), revelations (life link, channel)
Combat Gear wand of cure light wounds, acid, alchemist's fire, bottled lightning[UE], healer's kit, oil (2); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 quarterstaff, heavyload belt[UE], 2 lb ground coffee (worth 0.16 gp), average lock, ball (2 in.)[UE], bedroll, belt pouch, blanket[APG], candle (10), candle lamp[UE], chalk (3), coffee pot[UE], colored ink, compass[APG], earplugs[APG], everburning torch, firewood (per day) (2), fishhook, glass cutter[UE], glue paper[UE] (2), hammock[UE], hemp rope (50 ft.), ink (2), inkpen, journal[UE], manacles, marbles[APG], masterwork backpack[APG], piton (4), scroll box[UE], small tent, spell component pouch, string or twine[APG], trail rations (10), waterskin, wrist sheath[UE], 2,907 gp, 16 sp, 17 cp
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Special Abilities
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Affirmation: Chaotic When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (40 feet, Poor) You can fly!
Life Link (5 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mental Resistance +2 (Ex) +2 save vs. mind-affecting
Nimbus of Vitality (5 rounds, 1/day) Aura affects you as faerie fire, grants fast healing 2
Oracle/Oracle/Oracle Channel Positive Energy 3d6+1 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Psychic Strike (1d6+2, 8/day, DC 17) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken
Selective Channeling Exclude targets from the area of your Channel Energy.
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She was raised by devout religious parents, but always dappled with fire magic as a child. She terribly burned herself while experimenting with a fire spell, which caused her family to disown her. She was sent out of the community, and forced to live on her own.

Through living on her own she learned how to keep herself alive and began experimenting with other elementals in magic. This often caused her to be in trouble with the locals, and would have to be very careful with how she proceeded to fix the problem.

She has been drawn towards Brevoy where fey magic seems to be stronger. She is interested in trying to unlock more magical powers and she has seen through her experimentation, what magic can do both for good and evil. She wants to better harness the power for herself and show the world what she is capable of doing.

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