Gunslinger

Doodlevain "Doodle" Montafescue's page

1,171 posts. Organized Play character for Gerald.


Race

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 |

Classes/Levels

F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

About Doodlevain "Doodle" Montafescue

CORE
Female Small Gnome (Silver Draconic Bloodline) Sorcerer 6/Dragon Disciple 4
Lawful Good (Neutral)

PFS #12445-15
xp 28; Fame/PP 54
Current PP: 44/54 (bought wand of Cure Light Wounds, wand of Shield, wand of Magic Missile, Oil of Daylight and wand of Cure Light Wounds)

Init. +6: Perception +13
Lowlight Vision
Resist 10 against Cold
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Defense
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AC 18 (+ 1 size + 2 Dex + 4 NA, + 1 Deflection), Touch 18, Flat Footed 16
HP: 90/90 (6 + 4 + 4 + 4 + 4 + 4 + 7 + 7 + 7 + 7 + 20 Con + 6 Favored Class +10 Toughness)
Fort: +10, Ref: +8, Will +11*
*+2 versus Illusions
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Offense
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Speed 20'

Melee: +13 Melee Touch Attack, or
+13 Dagger, 1d4+6, (19-20/x2), or
+13 Claw, 1d4+6, (x2) and + 13 Claw, 1d4+6, (x2), plus +12 3 Bite, 1d4+9, (x2) (7 rounds/day)
+14 +1 Adamantine spear, 1d6+9, (x3)

Ranged: +9 to hit

Spells:

Spoiler:

*Spell DC: 15 + spell level (16 + level for Illusion and Evocation spells)

(Unlimited) 0-Daze (DC 15), Detect Magic, Disrupt Undead, Message, Prestidigitation, Ray of Frost, Read Magic.
(8/day). 1- Chill Touch (DC 16), Grease (DC 16), Mage Armor*, Magic Missile, Protection from Evil, Shield
(7/day). 2-Hideous Laughter, Mirror Image, Resist Energy*, Scorching Ray, See Invisibility
(7/day). 3-Dispel Magic, Fly*, Haste, Heroism.
(5/day). 4-Dimension Door, Dragon’s Breath, Fear*.

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Statistics
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STR 18 (22), DEX 14, CON 15, INT 12, WIS 10, CHA 16(20)

BAB: +6; CMB +11; CMD 23 (24 v Grapple)

Feats:

Spoiler:
B. Eschew Materials, 1. Improved Initiative, 3. Spell Penetration, 5. Toughness, 7BB. Power Attack, 7. Arcane Strike (+2 damage), B from Ioun Stone: Greater Spell Penetration, 9. Spell Focus Evocation.

Traits:

Spoiler:
* Magical Knack: Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
*Resilient- +1 to Fortitude Saves

Skills:

Spoiler:
30 points(2/level + 1 Int/level)

Craft Alchemy +6 (2 ranks + 1 Int + 3 Class)
Diplomacy +11 (3 rank + 5 Cha + 3 Class)
Fly +6 (1 rank + 2 Dex + 3 Class)
Know. (Arcana) +13 (7 ranks + 1 Int + 3 Class Skill + 2 Racial Trait)
Perception +13 (8 Ranks + 0 Wis + 3 Class + 2 Racial)
Spellcraft +9 (5 Ranks + 1 Intelligence + 3 Class Skill)
UMD +11 (3 Rank + 5 Cha + 3 Class)

Languages:

Spoiler:
Common, Draconic, Gnome, Sylvan

Racial Abilities:

Spoiler:

*Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
*Type: Gnomes are Humanoid creatures with the gnome subtype.
*Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
*Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
*Languages: Gnomes begin play speaking Common, Gnome, and Sylvan.
*Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
*Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
*Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
*Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
*Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
*Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
*Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
*Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Silver Draconic Bloodline:

Spoiler:

*Class Skill: Perception.
*Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
*Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
*Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
*Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
--Silver Cold 30-foot cone
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Dragon Disciple Abilities:

Spoiler:

*Natural Armor increase (+1)
*Blood of Dragons: Add DD levels to sorcerer levels to determine bloodline abilities.
*+2 Strength (x2)
*Bloodline Feat: Power Attack
*Dragon Bite.
*Breath Weapon: 30’ cone of cold. 10d6 damage, DC 18 Reflex for half.

Wealth 7 silver, 1416 gold plus 470 gold plus 5466 gold.

Gear

Spoiler:

Black soul shard (purchased from The Daughter’s Due chronicle) 12,000 gold

Ochre Rhomboid Ioun Stone—grants Greater Spell Penetration Feat. Associated curse moves your alignment one step closer to evil.

Lesser Rod of extend metamagic, 3000 gold
+1 Adamantine spear, 5000 gold
Headband of Alluring Charisma +4, 16000 gold
Belt of Giant Strength +4, 16,000 gold
Ring of Protection +1, 2000 gold
Ring of Sustenance, 2500 gold
Amulet of Natural Armor +1, 2000 gold
Cloak of Resistance +3, 9000 gold
Scroll of Endure Elements (x4), 100 gold
Scroll of Lesser Restoration, 150 gold
Scroll of Remove Blindness, 375 gold
Wand of Cure Light Wounds (x44), 2 PP
Wand of Cure Light Wounds (x50), 2 PP
Wand of Shield (x44), 2 PP
Wand of Magic Missile (x22), 2 PP
Potion of CLW (x2), 100 gold
Scroll of Comprehend Languages (x4), 100 gold
Scroll of Tongues, 375 gold
Oil of Bless Weapon (x3), 300 gold
Oil of Daylight, 2PP
Dagger, 2 gp.
Traveler's Outfit, 1 gp.
Cold Weather gear, 8 gold
Hot weather gear, 8 gold
Backpack, 5 sp
Waterskin, 5 sp.
Belt Pouch, 1 gp
3 day's rations, 1.5 gp
Bedroll, 1 sp.
Ink vial- 8 gp.
Parchment (x5)- 1 gp.
Ink Pen- 1 sp.
Small Steel Mirror, 10 gp
Sack (empty), 1 sp.
Caltrops, 1 gp.
1 vial of antitoxin, 50 gp
Alchemist's Fire, 20 gold
Acid, (x2) 20 gold
Holy Water, 25 gold
Scrollcase, 1 gold
Wayfinder

Scenarios completed:

Spoiler:

*The Confirmation (1xp, 2 PP, 508 gold)
*We Be Goblins (1 xp, 1 PP, 500 gold)
*We Be Goblins, Too (1 xp, 1 PP, 1237 gold)
*03-19 The Icebound Outpost (1 xp, 2 PP, 524 gold)
*06-08 The Segang Expedition (1 xp, 2 PP, 509 gold)
*06-18 From Under Ice (1 xp, 2 PP, 508 gold)
*51. The City of Strangers, Part 1 (1 xp, 2 PP, 1269 gold)
*52. The City of Strangers, Part II (1xp, 2 PP, 1350 gold)
*06-11 Scions of the Sky Key 1: On Sharrowsmith's Trail (1 XP, 2 PP, 1204 gold)
*03 Murder on the Silken Caravan (1 xp, 2 PP, 878.5 gold)
* Scions of the Sky Key 2:
*06-16 Scions of the Sky Key Part 3: The Golden Guardian (1 xp, 2 PP, 1219 gold)
*05-13 Weapon in the Rift (1 xp, 2 PP 4054 gold)
*7-27 Beyone Azlant Ridge (1 xp, 2 PP, 1325 gold)
*8-02 Ward Asunder (1 xp, 2PP, 1320 gold)
*4-02 In Wrath’s Shadow (1 xp, 2PP, 2286 gold)
*09-09 Beyond the Halflight Path (1 xp, 2 PP, 3227 gold)
*04-03 The Golemworks Incident (1 xp, 2 PP, 2538 gold)
*04-12 The Refuge Of Time. (1 xp, 2PP, 4347 gold)
*08-17 Refugees of the Weary Sky (1 xp, 2 PP, 4426 gold)
*26: Lost at Bitter End. (1 xp, 2 PP, 3891 gold)
*10-18 The Daughter’s Due (1 xp, 2 PP! 4037 gold)
*06-17 The Fires of Karamoss (1 xp, 2 PP, 5470 gold)
*09-23 The Ghol Gan Heresy (1 xp, 2 PP, 4440 gold)
*02-03 The Rebel’s Ransom (1 xp, 2 PP, 5463 gold)
*03-03 The Ghenett Manor Gauntlet (1 xp, 2 PP, 5513 gold)
*04-25 Glories of the Past3: The Secrets Stones Keep (1 xp, 2 PP, 5470 gold)
*34. Encounter at the Drowning Stones (1 xp, 2 PP, 5466 gold)

Boons Received:

Spoiler:

*Confirmed Field Agent
*Explore, Report & Cooperate
*Friend of Janira Gavix
*You Be Goblin: +2 on Bluff, Diplomacy, Intimidate, and Sense Motive vs. goblins.
*You Really Be Goblin: choose one of the following for one round, then cross boon off sheet. Advantageous Distraction: +2 Dodge to AC for one round, Bouncy, or Goblin Bravery.
*Owlbear Companion.
*Alkenstar Prototype: has been invited to test an experimental firearm. Cross off this boon at the start of a scenario and you may gain a musket or pistol and 20 paper cartridges. All must be relinquished at the end of the scenario. The weapon is modified in one of the following ways: Increased Stopping Power- the weapon deals damage as if it were one size larger; Intuitive- gain proficiency in the weapon; or Rifling- the range of the weapon increases by one increment.
*Ragdya's Blessing: you received that deity's blessing. Can cross the boon off you sheet to gain a 20' Climb speed for 1d4 rounds. For one round after the boon expires, you are treated as if the Feather Fall spell had been cast on you so long as you remain adjacent to the wall or climbing surface.
*Warm Friend in a Cold Land: You befriended Uliyara, a jadwiga. She proves to be a valuable ally in Irrisen. When in Irrisen, you get a +1 to all Diplomacy checks. You can bring her on any one mission in any land, allowing this bonus outside of Irrisen. After that mission, cross the boon off your sheet.
*Grippli's Favor: +2 on Cha skills vs. grippli.
*Sky Key Component (Sargava)
*Mendevian Commendation: +1 on Cha checks with/against Mendevian Crusaders.
*Ghalcor's Spellcraft: all character she have access to the following spells: Burst with Light, Detect Demon, and Righteous Blood.
*Azlanti Historian: +1 to Know History pertaining to Azlant, +2 to linguistics interpreting Azlanti writing.
*Jiraku’s Respect: can cast one of the following spells one time, and then cross boon off sheet. Invisibility, Wind Wall, Stone Shape, Longstrider.
*Ochre Rhomboid Ioun Stone: grants Greater Spell Penetration Feat. Moves alignment one step closer to evil unless curse is removed.
*Earth Affinity from Refugees of the Weary Sky.
*Scion Of Geb: +1 on Cha skills vs native Gebbites whether in or out of the country.
*Family Feud (Legacy): 1. This can have benefit in PF 2E. 2. Also, can cross off this boon and receive shadow blend ability as a fetchling for the whole scenario.
*Outstanding Bounty:
*Redoubt’s Repairs:
*Ally of the Exchange: three times you can use this boon to purchase an item whose gold value is less than 1000 times your current character level, and receive a 10% discount on that purchase. Haven’t used the boon yet.
*Mutani Manual of Martial Mastery: +1 Dodge bonus to CMB vs Grapple.
*Unexpected Discovery: +4 to Diplomacy and Intimidation checks with dealing with Society members of your rank or lower.