| 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+2626
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 14
Prestige (20/23)
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
To scale the Dragon