Vencarlo Orinsini

Dioneo II Starnon's page

386 posts. Organized Play character for Zinou.


Full Name

Baron Dioneo the Second Starnon-Oberigo

Race

HP: 51/75 | AC:20| T: 12| FF: 18 | CMD: 17 | Fort: +9 | Ref: +10 | Will: +10 | Init: +10 | Perc: +0 | Sense Motive: +4 | Speed: 20 ft.

Classes/Levels

Tracked resources:
Spells: 0 - 8 ; 1st - 8/8 ; 2nd - 2/8 ; 3rd - 4/8 ; 4th - 3/5 ; Wings: 7/9 ; Enlarge/Reduce Person: 1/1 ; Omen: 0/1 ; Selective: 3/3 ; Elemental (Electricity): 1/3 ; Stardust: 9/10

Gender

Ifrit (Chelaxian) Baron 9 | Fire DR: 20 |

Size

Medium

Age

25

Special Abilities

Mystery of Flames

Alignment

N

Deity

Ymeri (Fire Elemental Lord)

Location

Westcrown

Languages

Common, Ignan, Draconic

Occupation

Noble

Strength 7
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 25

About Dioneo II Starnon

Starnon Family Tree

Baron Rysalius Starnon's great grandson, from whom Dioneo inherited the title "Baron", R.I.P.
Segray Starnon's elder brother.
Xavilon Starnon's cousin.

Macros:

[dice=Perception]1d20[/dice]
[dice=Knowledge ()]1d20+5[/dice]
[dice=Initiative]1d20+10[/dice]

[dice=Flaming Sphere, Ref DC 21 negates]3d6[/dice]
[dice=Fireball, Ref DC 22 halves]10d6[/dice]

Dioneo II Starnon-Oberigo
Male Ifrit (Chelaxian) Oracle (Spirit Guide) of Flames 9.0
N Medium outsider (Native)
Init +10 ; Senses Darkvision 60 ft. ; Perception +0

Appearance:
Coming Soon !

Background:
Coming soon !

Defense
AC 20, touch 12, flat-footed 18 (+8 Armor, +2 Dex)
HP 75
Fort +9, Ref +9, Will +10
Energy Resistance fire 10
Weaknesses Curse : Blackened

Offense
Speed 20 ft.
Melee Morgenstern +0 (1d8-2/19-20/x2)
Ranged Light Crossbow +4 (1d8/19-20/x2), Ammo 20, 80ft.

Oracle Spells (CL 9th, Concentration +16, +11 vs SR)
0 (at will) – Detect Magic ; Create Water ; Enhanced Diplomacy ; Guidance ; Light ; Mending ; Read Magic ; Stabilize  ; DC 17
1st (8/day) – Burning hands (DC 20) ; Cause Fear (DC 18) ; Cure Light Wounds ; Liberating Command ; Murderous Command (DC 18) ; Protection from evil ; Sun Metal + Color Spray (Spirit) ; DC 18/19(evocation spells)/20(fire evocation spells)
2nd (8/day) – Cure Moderate Wounds ; Flaming Sphere (DC 20) ; Oracle's Burden (DC 19) ; Pilfering Hand ; Restoration, lesser ; Resist Energy ; Scorching Ray ; Summon Monster II + Hypnotic Pattern (Spirit) ; DC 19/20(evocation spells)/21(fire evocation spells)
3rd (8/day) – Chain of Perdition ; Cure Serious Wounds ; Fireball (+2 CL, DC 22) ; Magic Circle against Evil ; Prayer + Daylight (Spirit) ; DC 20/21(evocation spells)/22(fire evocation spells)
4th (5/day) - Blessing of fervor ; Cure critical wounds ; Freedom of movement ; Wall of fire + Rainbow Pattern (Spirit) ; DC 21/22 (evocation spells)/23 (fire evocation spells)

Rods Selective Spell (lesser) and Elemental Spell (Electricity) (lesser).

Special Abilities
Active
Efreeti Magic : 1/day Enlarge or Reduce Person (Ifrit also) ; Omen : as a swift action demoralize 1/day

[From the Spirit Guide Archetype:]
Heavens spirit:
Heaven's Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Wings of Fire (Su): As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You must be at least 7th level before selecting this revelation.

Passive
Darkvision ; Molten Skin (DR 10 fire) ; Wildfire Heart (+4 init.) ; Fire Insight (+2 rounds lasting to fire creatures summoned) ;

Statistics
Str 7, Dex 14, Con 14, Int 12, Wis 10, Cha 25
Base Atk +6; CMB 0; CMD 17

Feats Spell focus (evocation) ; Spell Specialization (Fireball) [+2 CL] ; Improved Initiative ; Extra revelation (Wings of Fire) ; Spell Penetration

Traits Affinity for the Elements (Fire) (+1 to DC of fire spells), Omen (+1 to Intimidate and can 1/day demoralize as a swift action)

Skills (ACP -3 applied)
Acrobatics -1
Appraise +1
Bluff +7
Climb -5
Diplomacy +19 (9 ranks)
Disguise +7
Escape Artist -1
Fly +11 (9 ranks)
Heal +0
Intimidate +20 (8 ranks)
Knowledge (Any) +5 (1 rank)
Perception +0
Ride -1
Sense Motive +4 (1 rank)
Spellcraft +11 (7 ranks)
Stealth -1
Survival +0
Swim -5

Languages Common, Ignan, Draconic

Consumables
Acid Flask x2
Alchemist's Fire x2
Wand of Cure Light Wounds (46 charges)
Scroll of Endure Elements x2

Other Gear
+2 Breastplate ; Morgenstern ; Light crossbow ; Silk rope ; Spring loaded wrist sheath (x2) ; Hot weather outfit ; Oracle's kit ; pink and green ioun stone (cracked): intimidate ; Noble's outfit ; 100 GP worth of Jewelry ; Headband of Alluring Charisma +4 ; rod of Selective Spell ; rod of Elemental Spell (Electricity) ; +4 cloak of resistance ;

Vanities bought
Caravan (5 PP): You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren’t required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats. When you first purchase your caravan, you must decide how you wish to represent the caravan’s interests—this decides what additional skill you can use to make Day Job checks. If you wish to represent the
caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls. If, on the other hand, you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan’s success, you can use Bluff to make Day Job rolls. Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls.

Boons:

None!

PFS information for the GM:
PFS #93583-12
XP: 24 (normal advancement)
Faction: Sovereign Court
Fame: 41 / Prestige: 34
Dioneo's additional resources can be scanned on demand for GMs, please ask via PM.

Chronicles applied:
#1 - GM Reward (Spring 2015) : Elemental Ancestry (Fire)
#2 - 5-21 The Merchant's Wake (1xp, 2 fame, GM Credit)
#3 – 0-13 The Prince of Augustana (1xp, 2 fame, GM Credit)
#4 - Module We Be Goblins ! (1xp, 1 fame, pregen)
#5 – Silverhex Chronicles (1xp,2 fame, pregen)
#6 - Module Risen from the Sands (1 xp, 2 fame)
#7 - 6-18 From Under Ice (1 xp, 2 fame, GM Credit)
#8 - Module True Dragons of Absalom (1 xp, 2 fame, pregen)
#9 - 7-01 Between the Lines (1 xp, 2 fame)
#10 - 0-07 Among the Living (1 xp, 2 fame)
#11 - Module Dawn of the Scarlet Sun (1 xp, 2 fame, GM credit)
#12 - 6-15 The Overflow Archives (1 xp, 2 fame)
#13 - 6-97 Siege of Serpents (1 xp, 2 fame, GM credit)
#14 - 5-12 Destiny of the Sands, Part I: A Bitter Bargain (1 xp, 2 fame, GM credit)
#15 - 5-15 Destiny of the Sands, Part II: Race to Seeker's Folly (1 xp, 2 fame, GM credit)
#16 - 5-12 Destiny of the Sands, Part III: Sanctum of the Sages (1 xp, 2 fame, GM credit)
#17 - Mythic powers
#18 - 3-16 The Midnight Mauler (1 xp, 2 fame)
#19 - 4-06 The Green Market (1 xp, 2 fame)
#20 - 6-03 The Technic Siege (1 xp, 2 fame)
#21 - 7-25 Orders from the Gate (1 xp, 2 fame)
#22 - 4-16 The Fabric of Reality (1 xp, 2 fame)
#23 - 6-04 The Beacon Below (1 xp, 2 fame)
#24 - 9-23 The Ghol-Gan Heresy (1 xp, 2 fame)
#25 - 9-17 Oath of the Overwatched (1 xp, 2 fame)
#26 - 9-00 Assault on Absalom (1 xp, 2 fame)