Girl

Danicka Raburnus's page

694 posts. Organized Play character for meloriel.


Full Name

Danicka Raburnus

Race

| HP: 20/20, Temp HP: 0/0 | AC 19* (T 11, FF 18*) | CMB: +2 CMD: 13 | F:+3* R:+1 W:+8 | Init +1 | Perc +7 (+2 beside Prickles), SM +3*, Diplomacy +1, WE +2

Classes/Levels

| Speed 30 ft. | Spells: D1st: 1/3, W1st: 2/3 | Arcane Reservoir 3/5, Inspiration 1/5, Miracle Worker 1/1, Pearl of Power 1/1, Tireless Logic 0/1, Volatile Conduit 1/1 | Active Conditions: Mage Armour, Shield, Fire Res 10

Gender

Female Druid (wild whisperer) 2, Wizard (exploiter wizard) 2

Size

Medium

Age

18

Special Abilities

Arcane Reservoir, Energy Shield

Alignment

NG

Location

Magnimar's Pathfinder Lodge

Languages

Common, Celestial, Druidic, Dwarven, Elven, Gnome, Halfling, Orc, Sylvan

Occupation

Pathfinder

Strength 10
Dexterity 13
Constitution 10
Intelligence 18
Wisdom 15
Charisma 12

About Danicka Raburnus

Danicka's Character Art!

Introducing Danicka Raburnus. A shy but gifted wizard who dreams of being a hero like her deceased mother was. If only she could find the courage to tell Venture-Captain Shiela Heidmarch that she applied to be a Pathfinder, not a maid... (Why did her mother's bonded object have to be a broom..?). But tomorrow's going to be different! Tomorrow she's going to be brave! All she needs is a chance...

Statistics:

PFS # 276820-1
Faction: Silver Crusade
Experience 9
Fame 18, Prestige Points 10

Danicka Raburnus
Female Human Druid (wild whisperer) 2, Wizard (exploiter wizard) 2
NG Medium Humanoid (human)
Init +1; Senses Perception +7 (+9 adjacent to Prickles)

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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (2d6+2d8)
Fort +3, Ref +1, Will +8
...+2 vs. warm and hot weather

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OFFENSE
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Speed 30 ft.
Melee +1 quarterstaff +3 (1d6+1)
Ranged acid splash +3 (1d3 acid)

Druid Spells Prepared (CL 2nd, Concentration +4)
1st—cure light wounds, cure light wounds, thunderstomp (+6)
0—guidance, light, stabilize, virtue

Wizard Spells Prepared (CL 2nd, Concentration +6)
1stcolour spray (DC 15), feather fall, sleep (DC 16)
0—acid splash, daze (DC 15), detect magic, prestidigitation

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STATISTICS
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Str 10, Dex 13, Con 10, Int 18, Wis 15, Cha 12
Base Atk +2; CMB +2; CMD 13
Traits Tireless logic, volatile conduit
Feats Boon Companion, Eschew Materials, Merciful Spell, Spell Focus (enchantment)
Skills Handle Animal* +7 (+10 w/ Prickles), Heal* +7, Knowledge (arcana) +12, Knowledge (geography)* +9, Knowledge (history) +11, Knowledge (nature)* +12, Knowledge (planes) +11, Linguistics +11, Perception +7 (+9 when adjacent to Prickles), Sense Motive* +3, Spellcraft +11, Survival* +8
(8/10 points; 2/4 class, 4 INT, 1 race, 1 favoured class)
Abilities Arcane reservoir (5 points), cantrips, exploiter exploit (energy shield), inspiration (five points), nature bond (animal companion: Prickles), nature sense, orisons, spontaneous casting (summon nature's ally), wild empathy* +3 (+7 w/ Prickles)
Languages Common, Celestial, Druidic, Dwarven, Elven, Gnome, Halfling, Orc, Sylvan, Thassilonian

Special Abilities:

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SPECIAL ABILITIES
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Arcane Reservoir (Su): An exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses her wizard level as her arcanist level for determining how many arcane reservoir points she gains at each level. This ability replaces arcane bond.

An (exploiter wizard) has an innate pool of magical energy that she can draw upon to fuel her (exploiter) exploits and enhance her spells. Her arcane reservoir can hold a maximum amount of magical energy equal to 3 + the (wizard’s) level. Each day, when preparing spells, her arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her (wizard) level. Any points she had from the previous day are lost. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcane reservoir are used to fuel (exploiter exploits). In addition, the (wizard) can expend 1 point from her arcane reservoir as a free action whenever she casts a (wizard) spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Exploiter Exploit : At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses her wizard level as her arcanist level for determining the effects and DCs of her arcanist exploits. This ability replaces arcane school.

By bending and sometimes even breaking the rules of magic, the (wizard) learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. An exploit cannot be selected more than once. Once an exploit has been selected, it cannot be changed. Most exploits require the (wizard) to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an exploit is equal to 10 + 1/2 the (wizard’s) level + the (wizard’s) Charisma modifier.

Energy Shield (Su): The (wizard) can protect herself from energy damage as a standard action by expending 1 point from her arcane reservoir. She must pick one energy type and gains resistance 10 against that energy type for 1 minute per (wizard) level. This protection increases by 5 for every 5 levels the (wizard) possesses (up to a maximum of 30 at 20th level).

Boon Companion (feat): The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature. (1/4 extra levels used)

Cantrips: She can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Inspiration (Ex): 5 points/day
An investigator has the ability to augment skill checks and ability checks through her brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his (DRUID) level + her Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after she gets a restful night’s sleep.
- As a free action, she can expend one use of inspiration from his pool to add 1d6 to the result of skill or ability checks, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll.
- The investigator can use inspiration on any (Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, and Survival) skill checks without expending a use of inspiration, provided she’s trained in the skill. She can also use inspiration on any (wild empathy) check without expending a use of inspiration.
- Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Tireless Logic (trait): Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result

Volatile Conduit (trait): You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.

Boons:

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Boons
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[] Celestial Lycanthropy: You have received a blessing from the azata Luvyire that has imbued you with a spark of celestial energy, which will transform you into a celestial werewolf when the time is right. You can check the box that precedes this boon to gain a portion of that power, gaining resistance 5 to acid, cold, and electricity for 1 hour. This boon will provide additional benefits in a future scenario.

Grobaras’s Gloryhounding: You now own a ribbon and a commemorative certificate for services to the city of Magnimar, both of which falsely claim that Lord-Mayor Grobaras hired you to assist the city. If you destroy these objects, cross this boon off your Chronicle sheet.

Initiate's Edge (Welcome to Pathfinder) - Elixir of Renewal - You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation or a similar effect that would allow one to benefit from a potion multiple times.

Elixir of Treasure Seeking: One of the special treasures you recovered while seeking fame and fortune was a flask of liquid that glowed softly with golden light. Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure). When you use this boon, cross it of your Chronicle sheet.

Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in the River Kingdoms and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.

Infiltrator: Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.

Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.

Master of Shadows: You gain a one-time +5 circumstance bonus on any knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.

Miracle Worker Once per adventure you may use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.

Monument’s Blessing: By sanctifying several of Magnimar’s monuments, you have created a small enduring link with the sacred forces that give the city’s monuments their power. You can perform a particular action tied to one of the five monuments below and attempt a skill check to gain a particular benefit. If you succeed at the check, gain the listed benefit for 24 hours, and then cross this boon off your Chronicle sheet.
Battle of Charda: Practice weapon play for 10 minutes and succeed at a DC 20 Intimidate check to gain a +1 morale bonus on attack rolls made with melee weapons.
Cenotaph: Pray for 10 minutes on behalf of lost spirits or the dead and succeed at a DC 15 Knowledge (religion) check to gain a +1 morale bonus on Fortitude saves.
Founder’s Flame: Meditate for 10 minutes before a flame and succeed at a DC 15 Spellcraft check to increase the DC of your fire spells by 1.
Mapstone: Study a map for 10 minutes and succeed at a DC 15 Knowledge (local) check to gain a +1 morale bonus on Will saves.
Mistress of Angels: Meditate for 10 minutes with any object that reminds you of the events of this scenario and succeed at DC 15 Religion to gain +1 morale bonus on Initiative checks.

New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

Pleasure Doing Business: As thanks for your assistance, Ulisha offers to sell you Silverhex at a lower price: 6,326 gp. You can increase Silverhex’s enhancement bonus or apply other weapon special abilities, but you always calculate the weapon’s effective final price as though it were 2,000 gp lower (e.g. Silverhex costs 16,326 gp as a +2 spell storing alchemical silver sickle—not 18,326 gp).

Purifier: When attempting a caster level check to remove a curse, disease or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). You can also apply this benefit when others attempt caster level checks to remove such conditions from you.

Ragdya’s Blessing: Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.

[x][x][ ] Student of the Twelve Rites: You have recovered several of the tablets of the Twelve Rites from the monk Shinri and her agents. The blasphemous knowledge contained within these ever-shifting tablets is dangerous to ponder for too long, but you can tap into it briefly to learn Shinri’s abilities. You can use this knowledge to replace some of your own abilities with Shinri’s. You can check a box before this boon to retrain one of your feats into one of Shinri’s feats using the retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into one of the following feats takes 2 days, rather than 5: Combat Reflexes, Dodge, Eschew Materials, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Sorcerous Strike, Stunning Fist, or Weapon Focus. If you are a spontaneous spellcaster, you can check a box before this boon to retrain one of your spells known into one of Shinri’s spells using the retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into one of the following spells takes 1 day per spell level rather than 2: dispel magic, feather fall, levitate, mirror image, or spider climb.
...Alternatively, you can check a box before this boon to use feather fall as a spell-like ability, using your character level as your caster level. If you are at least 3rd level, you can check two boxes to cast levitate, mirror image, or spider climb. If you are at least 5th level, you may check all three boxes to cast dispel magic.

Spells Known:

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Spells Known
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4th--dimension door

3rd--slow

2nd--bull's strength

1stburning hands, color spray, comprehend languages, feather fall, grease, mage armor, magic missile, shield, sleep

0acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear Fine ‘broom’ (actually a highly decorative +1 quarterstaff and her deceased mother’s arcane bonded object), potion of cure light wounds (4), scroll of shield (5 4), holy water (2), pearl of power (1st), wand of cure light wounds (26 charges), wand of lesser restoration (6 charges), wand of mage armour (5 3 charges), wand of magic missile (42 40 charges), wand of endure elements (39 charges)
Possessions backpack, bedroll, belt pouch, courtier's outfit, hot weather outfit, ink, inkpen, journal, candle (2), flint and steel, grooming kit, mess kit, knitted socks, scholar’s outfit, scroll case, spellbook, umbrella, waterskin

Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 27 lbs.
Money 2,221 GP 5 SP 8 CP

Temporary Gear:

potion of cure serious wounds
potion of protection from evil

New Purchases:

None

Background:

Danicka was born to a hero. Her mother, Portia Raburnus, was a wizard of great renown who helped saved Magnimar not just once, but on three occasions. Danicka has always wanted to be just like her mother, and grew up studying the arcane arts. Her mother passed away five years ago, right before Danicka began her formal training at the local magical academy, Stone of Seers. Danicka always keeps her mother’s arcane bonded item with her—a highly decorative quarterstaff that looks remarkably like a broom. She had hoped to use the broom as her own arcane bonded item, but could never manage to make it work.

Danicka did well in school, but despite her academic achievements she was constantly overlooked—for Danicka was ordinary looking, and incredibly shy. Regrettably forgettable. She’s recently graduated and set out to finally prove herself brave and bold! A hero, like her mother! She marched right into the local Pathfinder Lodge and demanded a job. Unfortunately, her demand came out a nervous whisper and they hired her as a maid. But, sweeping the floors used by bolder souls with her mother’s broom isn’t enough for Danicka Raburnus! She’s going to prove herself one day! Maybe after she’s done cleaning up the common room…

Appearance and Personality:

Danicka is an awkward, slip of a mage. She’s rather ordinary looking. She has pale skin, dark brown hair, and brown eyes. She has freckles and plain spectacles. Her hair is average length and hangs limp and messy down her back. Her robes are nice but in drab colours, and thought she’s not ugly, she’s certainly not pretty. She’s forgettable at best and unnoticed at worst. Most people don’t even remember Portia Raburnus had a daughter.

Danicka is incredibly shy. She speaks rarely, and when she does its in a whisper. She’s constantly trying to work up the courage to be louder, to make friends, and to do something, but her attempts at friendship always come out in awkward stuttering bursts, and her attempts to speak her mind end up with her randomly yelling something (and then losing the courage to finish). She’s easily embarrassed and was bullied on occasion in school (when her classmates could be bothered to remember she was there).

Danicka is very smart and quite clever. She’s a naturally gifted wizard and loves to learn new things. She knows she’s a young woman of many flaws and is trying desperately to change. She wants to be brave and bold, but has yet to break out of her shell and really be herself.

Danicka’s about to get her chance. She’s about to be caught up in something bigger than herself—something exciting! For Danicka has finally worked up the nerve to speak to Venture Captain Shiela Heidmarch about her Pathfinder training. And her life is about to change forever!

Danicka's Character Art!

Completed Scenarios:

0-05 - Mists of Mwangi
Quest: The Silverhex Chronicles
7-21 - Sun Orchid Scheme
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7-01 - Between the Lines
6-15 - The Overflow Archives
7-05 - School of Spirits
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6-08 - The Segang Expedition
9-10 - Signs in Senghor
10-05 - Mystery Under Moonlight Part One: Testament of Souls
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Special - The Hao Jin Cataclysm