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Full Name |
Desynthia Medzen |
Race |
Human |
Classes/Levels |
Core Sorcerer 5 Init+2 HP 27/27 AC 12 (16 MA)/T12 (16 MA)/FF10 (14 MA) F+3 R+4 W+4 Perc+0 Spd30 HeavFire 7/7 CLW Wand 40 |
Gender |
Female |
Size |
Medium |
Age |
20 |
Special Abilities |
Heavenly fire 1d4+2, range 30, Touch attack , 7 /day |
Alignment |
Neutral |
Deity |
Nethys |
Languages |
Common, Celestial |
Strength |
10 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
12 |
Wisdom |
10 |
Charisma |
21 |
About Desynthia Medzen
Name Desynthia
Race Human
Gender female
Age
Class Sorcerer (FC+1 Skill)
Init +2 ; Senses Perception +0
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Weapons and armor proficiencies
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Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
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DEFENSE
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AC 13 , touch 13 , flat-footed 11
(+0 armor; +0 shield,+2 Dex)
Hp (27/27) Temp hp []
Fort +2 (+3), Ref+3 (+4) Will+4 (+5)
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OFFENSE
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Speed 30
Melee
Light mace +2 1d6 Crit *2 (20)
Longspear +2 1d8 Crit*3 (20)
Ranged
Light Crossbow +4 1d8, Crit *2 (19), Range 80
Special Attacks
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STATISTICS
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Str 10 , Dex 14 (5), Con 13 (3) , Int 12 (2) , Wis 10 , Cha 16 (10)+2R
L4: +1 CHA
Base Atk+2 ; CMB +2 ; CMD 14
Feats
Eschew material
Spell Focus-Conjuration
L3 Augment Summoning
L5-Extend spell
Traits
Soc-Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Rel-Inspired: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Drawback:
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SKILLS
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Skills(2+1 Int +1Race+1 FC=5/lvl; Ar Pen 0)
Know Arcana +9 Rank 5
Spellcraft +8 Rank 4
Use Magic Device+11 Rank 4
Bluff +9
Heal+5 Rank 2
Appraise +5
Diplomacy +11 Rank 3
Craft-Calligraphy +6 Rank 2
Know planes (nc) +2
Know Religion (nc)+2
Intimidate+8
Languages
Common, Celestial
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SPECIAL QUALITIES
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SQ
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EQUIPMENT AND GOLD
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Money
PP
GP 1655
SP
CP
Load
Carried 29
Weapons 17
Armor
Stuff 12
Light 33
Medium 66
Heavy 100
Gear
Longspear
Back pack
Crossbow, light
10 bolts
Light mace
Rations, 4 days
Waterskin
Flint and steel
torches (4)
Flask of Holy water
Healer's kit
Cloak of resistance +1
CLW Wand (46/50)
Wand of Identify (20/50)
Headband of Charisma+2 (+1 To Intimidate/ Bluff/ Diplomacy/ UMD)
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Magic
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Bloodline: Celestial
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Class Skill: Heal.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5.
Spells (known/per day; DC 15*+spell level) (*=with Headband of Charisma)
(Bonus spells: 2*L1;1L2) (B=Bloodline spell)
Cantrips (/Un)Acid splash, Detect Magic, Daze, Disrupt Undead, Light, resistance
L1 (4/8*,) Mage Armor, Summon Monster 1, Bless (B), Magic Missile, Magic Weapon
L2 (2/5) Summon Monster II, Resist Energy (B), Bull's strenght
Celestial Eagle stats Init +2 Ac 14/13/12 HP 5 (7) Fort+3 (+5) Ref+4 Will+2
Melee Talon +3 (+5) (1d4+2), Beak +3 (+5)(1d4+2) Str 10 (14), Dex 15, Con 12 (16), Int 2, Wis 15, Cha 7 ; DR 2/Evil for Celestial Bloodline, +4 STR/CON from Augment summoning feat; duration 5 rounds
Celestial Wolf stats Init +2 AC 14/12/12 HP 13 (17) (2d8+4/+6)
Fort+5 (+7) Ref+5 Will +1
Melee Bite +2 (+4) Dmg 1d6+1 (+3)+Trip
STr 13 (17) Dex 15 Con 15 (19) Int 2 Wis 12 CHa 6
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APPEARANCE
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Height 5'4
Weight 130
Eye Color grey
Hair Color white (but changes color to her mood)
General appearance: a twenty years old girl
Region of Origin Varisian
Deity Nethys
Backstory:
A young adventuress, who surprises herself with her powers. A kind heart. Calls her colleagues (and herself) "Paffies".
Personality
PFS # 133884-14
Daily job [dice=Craft-Calligraphy]1d20+6[/dice]
XP 13
Prestige (18/21)
Bought with Prestige:
Wayfinder (1 PP)
CLW wand (2 PP)
Adventures
Legacy of the Stonelord 6-00
Library of the Lion
Master of the Fallen Fortress
Down the verdant path
The confirmation
Godsmouhth Heresy
Faithless& Forgotten trilogy
From the tome of Righteous repose
Debt to the Quah