Sylph

Dawn Verda's page

680 posts. Organized Play character for chadius.


Race

HP 49/49 | (Invisible, Blur) AC 17 T 12 FF 16| Saves: 6/3/5 | CMD 18 | Perception +3 | Init +2 |

Classes/Levels

Female Elf | Eldritch Scion (Magus) 6 | Spells -/5/1 | GM Reroll +2 | Eldritch Pool 5/7 |

Alignment

CG

Languages

Common, Draconic, Elven, Sylvan

Strength 16
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 10
Charisma 15

About Dawn Verda

Potion of Cure Moderate Wounds

"You know what's so nice about the world?" The woman's bell jingles as she wriggles with anticipation. "Everyone has something to offer."

Story:

"I think I get it?" The elf scratches her hair, tossed about by an unknown wind. Foremother huffs, breaking her composure briefly. She stands up and stares at the elf. "Dawn. This Commune is your home. It is home to the fey who sided with me. It is home to the mortals who seek refuge from the outside world. I paid the price for my freedom." Foremother places her hand on her chest and looks full of sorrow. "The Absence grows stronger, I am losing something vital. The Commune will collapse without my help."

"Dawn. Seek out the Pathfinder Society. Help them. And ask them to help me." She sits back on her flowery throne and grimaces. The elf shrugs, grabs her falchion and begins her journey to Absalom.
---
Dawn's home Commune maintains close connections to the First World. She claims to have descended from a nymph, but she's also a chronic liar and prankster. She left her Commune as soon as she hit adulthood and spends her time helping people, making jokes and learning as much as she can about the world. Expect a story or two about Foremother.

Spells:

Magus (Eldritch Scion)
Concentration Check 9 = 6 Magus + 2 Cha + 1 Trait

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.

Spell Combat: She can sacrifice up to -2 to her attack to help her concentration check. Only used while in Mystic Focus.

Level 0 DC 12, at will
arcane mark
daze
light
Mage Hand
prestidigitation
Ray of Frost

Level 1 DC 13, 5/day
Monkey Fish
Obscuring Mist
Shocking Grasp
vanish

Level 2 DC 14, 4/day
Blur
Glitterdust
Invisibility
Aggressive Thundercloud

Bot Me!:

Use Vanish to get into range and to disrupt casters.
Spell Combat doesn't work unless you spend an Eldritch Pool point to enter Mystic Focus for 2 rounds. Instead, use my 2 handed weapons to deal damage.

XP: 15
PP: 26
Fame: 26
PFS# : 133608-17
GP 6712

Saving Throws:

Fort 5 Mag + 1 Con = 6
Reflex 2 Mag + 1 Dex = 3
Will 5 Mag + 0 Wis = 5

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Defenses And Movement:

HP: 8 Magus + (5 * 5 extra Magus) + (1 * 6 Con) + (4 * 1 Favored Class) + 6 Toughness = 49
AC 10 + 1 Dex + 5 Armor + 1 Ring of Prot = 17
T 10 + 1 Dex + 1 Ring of Prot = 12
FF 10 + 5 Armor + 1 Ring of Prot = 16
Init Init 1 Dex + 1 Trait = 2
CMD 10 + 4 BAB + 3 Str + 1 Dex = 18

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

Combat Reflexes: Dawn can make 2 Attacks of Opportunity per round. She can also make AoOs when Flat Footed.

Offense:

BAB: 4
CMB: 4 BAB + 3 Str = 7

Spell Combat: She can sacrifice up to -2 to her attack to help her concentration check. Only used while in Mystic Focus.

Confusing Critical (Su) - Each time you confirm a critical hit while in Mystic Focus, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 14 (10 + 1/2 your bloodrager level + your Constitution modifier.) This is a mind-affecting compulsion effect.

Eldritch Pool: At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Melee
Adamantine Falchion
Attack: +3 Str +1 Mwrk +1 Weapon Focus + 4 BAB = 9
Damage: 2d4 + (1.5 * 3 Str) = 4
Crit: 18-20
Ignores hardness less than 20

[dice=Falchion]1d20+9[/dice]
[dice=Damage]2d4+4[/dice]

Glaive
Attack: +3 Str + 4 BAB = 7
Damage: 1d10 + (1.5 * 3 Str) = 4
Reach: 10 feet, can't hit adjacent

[dice=Glaive]1d20+7[/dice]
[dice=Damage]1d10+4[/dice]

Warhammer
Attack: +3 Str +4 BAB = 7
Damage: 1d8+3 Str (or 4 with 2 Handed Damage)
Crit: x3

[dice=Warhammer]1d20+7[/dice]
[dice=Damage]1d8+3[/dice]

Sap
Attack: 3 Str + 4 BAB = 7
Damage: 1d6 + 3 Str (Nonlethal)
[dice=Sap]1d20+7[/dice]
[dice=Nonlethal Damage]1d6+3[/dice]

Pool Strike, (Electricity, Cold, Fire, Acid)
Touch Attack: 3 Str + 4 BAB = 7
Damage: 3d6
Can combine with Spelltrike
[dice=Touch Attack]1d20+6[/dice]
[dice=Electric Damage]3d6[/dice]

Pool Strike, (Thunderous)
Deals Sonic Damage
Fort Save DC 15 (10 + 1/2 Magus + Cha Mod) or deafen the target

Ranged
longbow
Attack: +1 Dex +4 BAB = 5
Damage: 1d8
Crit: ×3
Range: 60 ft

[dice=Longbow]1d20+5[/dice]
[dice=Damage]1d8[/dice]

Skills:

Bluff 2 Cha + 1 Trait + 3 In Class + 5 Rank = 10
Knowledge (Nature) 2 Int + 5 Rank = 7
Perception 0 Wis + 2 Racial + 1 Rank = 3
Perform (comedy) 2 Cha + 4 Rank = 6
Stealth 1 Dex + 4 Rank = 5

Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Feats:

1 Toughness
3 Weapon Focus (Falchion)
5 Extra Arcane Pool
Magus 5: Combat Reflexes

Class Abilities:

Mystic Focus +1 (4/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.

Fey Bloodline
Confusing Critical (Su) - Each time you confirm a critical hit while in Mystic Focus, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 13 (10 + 1/2 your bloodrager level + your Constitution modifier.) This is a mind-affecting compulsion effect.

Spellstrike
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Poolstrike (Magus Arcana)
The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Pool Strike, Thunderous (Magus Arcana)

The magus can expend 1 additional point from his arcane pool when making a pool strike. His pool strike deals sonic damage and deafens a single target for 1 round (DC 10 + 1/2 magus level + Intelligence modifier). The magus must be at least 6th level and must have the pool strike magus arcana before selecting this magus arcana.

Traits:

arcane temper - +1 Concentration, +1 Initiative

fast-talker - +1 Bluff. Bluff is an in class skill.

Gear:

Combat Gear
acid (2)
alchemist's fire
Wand of Cure Light Wounds, 37 charges

Other Gear
Mithral Chain Shirt +1 (2100)
Ring of Protection +1 (2000)
arrows (20)
Adamantine falchion (375)
warhammer
glaive
longbow

backpack
bedroll
belt pouch
flint and steel
hemp rope (50 ft.)
ink
inkpen
pot
soap
spell component pouch
torch (10)
trail rations (5)
waterskin
Holy Water (25)

Faction Goals:

0/2 Adventure either on another plane or in the Mana Wastes, the Shackles, or the Worldwound.

0/2 Peacefully resolve an encounter with a creature with the air, earth, fire or water substype.

0/2 Help grow the Concordance by recruiting a named figure with either a significant connection to the natural world (such as a druid) or a significant connection to elemental forces (such as a creature with an elemental subtype). Recruitment requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.

0/2 Forgo your Downtime to map ley lines attuned to the elements. Doing so requires a successful Craft (maps), Knowledge (Geography), Knowledge(planes), or Profession (cartographer) check with a DC equal to 15 + your character level.

0/1 Restore balance to an area by closing a planar portal or removing a significant elemental disturbance.

0/1 Recover a valuable magic item that produces an effect that is strongly tied to air, earth, fire, or water during the course of an adventure. To qualify, this item must be worth at least 400 gp plus 100 gp x your character level.

0/1 Have a number of ranks in one of the following skills equal to your character level (minimum 4): Diplomacy, Knowledge(nature), or Knowledge(planes).

1/3, 0/2 Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for the purpose of earning faction rewards; checking all 5 counts as two goals.
8-99 Solstice Scar C

20 Point Build:

Str 15 (7)
Dex 11 (1)
Con 14 (5)
Int 12 (2)
Wis 10
Cha 14 (5)

Elf: +2 Dex, -2 Con, +2 Int

Str 15
Dex 13
Con 12
Int 14
Wis 10
Cha 14

1. 0-39: The Citadel of Flame:

This was played live.
Chronicle
Gained 553 + 10 from the day job.
Got 2 PP.

Buying a Glaive for 8.
Buying a Hot Weather Outfit for 8.
Buying a Falchion for 75.
Buying a Warhammer for 12.
Selling the shortbow for 30, buying the longbow for 75.
Selling the scimitar for 15.
Spending 2 PP on a Wand of Cure Light Wounds.
Buying a Masterwork Chain Shirt for 250.
Selling Studded Leather Armor for 25.

2 House of Harmonious Wisdom:

Rebuilding:

Replace Dodge feat with Skill Focus, Knowledge (Nature)

3. The Silent Tide:

Buying 2 potions of Cure Light Wounds.

Gameplay

Chronicle

Rebuild:

Ability Stats: Str 16, Dex 12, Con 12, Int 12, Wis 10, Cha 14
Feat: Toughness
Skills: 3 (Noted)
- Bluff
- Knowledge(Nature)
- Perform (Comedy)

I'm Level 2!:

Skills: 3 (Noted)
- Bluff
- Knowledge(Nature)
- Stealth

HP: 5 Magus + 1 Con + 1 FCB (Now 20 HP)

BAB +1 (noted)
Fort Save +1 (now +4)
Will Save +1 (now +3)

Spells Known:
Level 0: Mage Hand
Level 1: Shocking Grasp

Spells per day:
+1 Level 1 (now 3 per day)

Spellstrike (noted)

Switching to the Concordance Faction.

4. 0-17 Perils of the Pirate Pact:

5 6-15 The Overflow Archives:

Selling
Sell a Masterwork Chain Shirt for 125.

Buying
Mithral Chain Shirt (Available in This Chronicle) for 1100
Then upgrade armor for another 1000 to Mithral Shirt +1

Buy Mwrk Falchion for 375 (sell old Falchion for 75/2)

Chronicle

Thread

6 (GM) 8-99 Solstice Scar C:

Dawn receives GM credit.

Thread

Chronicle

This contributes toward one of my Faction Goals:
1/3, 0/2 Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for the purpose of earning faction rewards; checking all 5 counts as two goals.

I'm Level 3:

Level 3 Magus (Eldritch Scion)

HP 5 Magus + 1 Con
Saving Throws: Ref +1

Skills 2 Magus + 1 Int
Knowledge (Nature)
Perform (Comedy)
Stealth

Feat
Weapon Focus (Falchion)

BAB +1
BAB is +2
CMB is +5
CMD is now 16

Magus Arcana
Poolstrike

Spells Per day +1 level 1 spell (now 4 per day)

Spells Known +1 level 0 spell, +1 level 1 spell
Level 0 - Ray of Frost
Level 1 - Obscuring Mist

7. 8-02 Ward Asunder:

Thread
Chronicle

Spoilers
Coiled Companion: You have recovered a rare serpent’s egg, reared the reptile, and trained it as a guardian. If you have hunter’s bond, nature bond, or similar feature that allows you to select an animal companion, you may select either a cinder asp (using the viper snake statistics) or a razor-scale python (using the constrictor snake statistics) as your companion; you must be able to select a constrictor or viper as a companion in order to train its respective variant. If the companion is released or dies without your restoring it to life, cross this boon off your Chronicle sheet.

Cinder Asp: Change the snake’s poison effect to 1d2 Constitution and its cure to 2 saves. In place of granting the snake a bonus trick, you can instead increase the snake’s effective Hit Dice by 1 for the purpose of calculating the saving throw DC of its poison.
Razor-Scale Python: The snake’s constrict damage is (1d4 plus 1d2 bleed). In place of granting the snake a bonus trick, you can instead increase the snake’s effective druid level by 1 for the purpose of calculating its natural armor bonus according to Table 3–8 (Core Rulebook 52).

(One box) Jiraku’s Respect: You have helped the dosojin kami Jiraku restore her faith in her stewardship of the Pilgrim’s Path. She gi s you with a portion of her power as a blessing. By checking the box that precedes this boon, you may use one of the following spell-like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determining any saving throw DCs.
Subtier 3–4: You may cast invisibility, longstrider, stone shape, or wind wall.
Subtier 6–7: You may cast dispel magic, invisibility, longstrider, mirage arcana, stone shape, or wind wall.

Kami Reunited: Even if their ward is forever broken in two, you have brought the two kami wardens together once more and received their blessing. You may benefit from this boon only if you have both the Jiraku’s Respect and Tanbaru’s Respect boons, and you may not select Tanbaru as a familiar unless you choose to cross out this boon. You gain a +2 bonus on Charisma-based skill checks to influence kami and oni and on saving throws to resist their spells and other abilities. Once per adventure as a swift action, you may activate one of the following abilities.

Jiraku’s Eternal Path: Until the beginning of your next turn, you may move through up to 10 feet of difficult terrain as if it were normal terrain; this effect stacks with the benefits of the Acrobatic Steps and Nimble Steps feats. During this time, you also gain a +3 bonus on saving throws against any effect that would directly impede your movement, such as entangle or slow. When this effect ends, you regain 1d8+5 hit points.

Tanbaru’s Insight: For the next 10 minutes, you gain a +2 insight bonus on Perception checks and the ability to cast detect magic at will as a spell-like ability. When this effect ends, you receive the answer to a single question as if you had cast augury (CL 6th). If you are at least 5th level, you can instead ask one question as per divination. At 7th level, you can instead ask one question as per commune.

8. (GM Credit) 10-5: Mysteries Under Moonlight, Part 1:

Thread
Chronicle

Dawn did not participate, but she did get GM Credit.

9. (GM Credit) 10-7: Mysteries Under Moonlight, Part 2:

Thread
Chronicle

Dawn did not participate, but she did get GM Credit.

10. 9-16: Fallen Family, Broken Name:

(Wait for level 5) Hell's Rebels, Turn of the Torrent:

I'm level 4:

Level 4 Eldritch Scion (Magus)
HP: 5 + 1 Con + 1 Toughness + 1 FCB = 34 (Done)

Caster Level +1 (Done)

Stat Boost - +1 Cha (now 15)

BAB +1 (now +3)

Fort/Will Save +1 (Done)

Eldritch Pool +1 (Now 4)

At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus’s arcane pool class feature.

Spells per Day
0/1 from class
0/1 from Cha

Spells known per Day
2 2nd level spells
Glitterdust
Invisibility

Skills 2+Int (Par 3)
Bluff (now +9)
Perform (Comedy) (now +5)
Stealth (now +4)

Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.

FCB = 1 HP

Purchases:

Buy Adamantine Falchion for 3000 + cost
Need 18 Fame to purchase

Buy Ring of Protection +1 for 2000

Selling falchion for 75/2
Buying Adamantine falchion for 3375 gp

Kingmaker: Stolen Land:

Chronicle

3700 gp
3 xp
4 PP

I'm Level 5:

Eldritch Scion (level 5)
HP: d8 + Con + 1 FCB = 7 = 42 HP

Spells per day: +1 1st, +1 2nd (now 5/3)

Spells known: 1 more 2nd level spell
Aggressive Thundercloud

Arcane Pool
Now can apply a +2 enhancement bonus to weapons.
Can apply any of these properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
- The weapon must be magical
- The bonus must not exceed the magus's bonus

Level 5 Feat:
Extra Arcane Pool
- Now Dawn has 6 Eldritch Pool points

Bonus Feat (must be from Combat, Item creation or Metamagic feats)
Combat Reflexes

Skills: 2 + 1 Int = 3
Bluff now 10
Knowledge (Nature) now 6
Perform (comedy) now 6

9-12 Shrine of the Sacred Tempest:

10-6 Treason's Chains:

I'm Level 6:

Eldritch Scion

Fey Bloodline Confusing critical DC +1

Eldritch Pool +1

BAB +1
All Saves +1

Spells per day 1/-/1 (Done)

Spells known -/-1 (Done)
Blur

Skill Points (2 + 1 Int + 1 FCB) (Par 4)
- Bluff
- K Nature
- Perception
- Stealth

HP d8 + 1 Con (+6 HP)
Class pref bonus (+1 Skill)

Magus Arcana
Pool Strike, Thunderous

The magus can expend 1 additional point from his arcane pool when making a pool strike. His pool strike deals sonic damage and deafens a single target for 1 round (DC 10 + 1/2 magus level + Intelligence modifier). The magus must be at least 6th level and must have the pool strike magus arcana before selecting this magus arcana.