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About Eirlysbackground:
Rewrite needed Eirlys
Bloodline:
Elemental Bloodline (Water/Cold) Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline (cold). This also changes the spell's type to match the type of your bloodline.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier (6). Familiar: An unlettered arcanist does not keep a spellbook. Instead, she gains a familiar in which she stores her spells as a witch does, though she does not gain a witch’s patron. Treat her arcanist level as her witch level for determining the abilities and benefits granted by the familiar. Anything that would allow an unlettered arcanist to add spells to her spellbook allows her to add spells to her familiar instead. This ability replaces spellbooks. Witch Spells: An unlettered arcanist follows a different arcane tradition. She uses the witch spell list instead of the wizard/sorcerer spell list. This ability alters the spells class feature. Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects. Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw. Manipulative: Dhampir gain a +2 racial bonus on Bluff and Perception checks. Darkvision: Dhampir see perfectly in the dark up to 60 feet. Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light. Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait. Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. Spell Focus: Necromancy: Add +1 to the Difficulty Class for all saving throws against spells from the Necromancy school of magic. Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you Keeper of the Veil: Even when not cloaked in magic, your training has taught you how to conceal your true nature. You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (your choice) is always a class skill for you. Boons:
Graveblooded: The blood of a vile undead flows through your veins. You may play a dhampir character (Pathfinder RPG Bestiary 2 89), beginning at level 1 as normal. Other then access to this additional race, all character creation rules are the same as those outlined in the Guide to Pathfinder Society Organized Play. This Chronicle must be the first Chronicle for the given character, and you must bring a copy of the Pathfinder RPG Bestiary 2 to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recongized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. as a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help lealize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting the secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success condition, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle Sheet. Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Hawk Familiar:
Gwalchmei
N Tiny animal Init +3; Senses low-light vision; Perception +14 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural) hp 4 (1d8) Fort +2, Ref +5, Will +4 -------------------- Offense -------------------- Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft., Reach 0 ft. -------------------- Statistics -------------------- Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7 Base Atk +0; CMB +1; CMD 9 Feats Weapon Finesse Skills Fly +7, Perception +14; Racial Modifier +8 Perception -------------------- Special Abilities -------------------- Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The arcanist may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. |