About Electra Firemind
Hit Points: 65 / 65 (9D6+18+9)
Tanto (Dagger) -1 1d4-1 19-20/x2/P&S
Melee: 2 = 3(base) + -1(STR);
Range: 5 = 3(base) + 2(DEX);
CMB: 2 = 3(base) + -1(STR);
CMD: 14 = 10 + 3(base) + -1(STR) + 2(DEX);
Racial & Conjurer Traits:
Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Elves are Humanoids with the elf subtype.
Elves have a base speed of 30 feet.
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elves receive a +2 racial bonus on Perception checks.
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Elves can see twice as far as humans in conditions of dim light.
Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spell Focus Conjuration
Feats, Traits &Skills:
Spell Focus Conjuration (W)
Augment summoning (1)
Improved Iniative (3)
Extend Spells (W)
Improved familiar (7)
Spell Penetration (Ioun Stone)
You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (Perception) becomes a class skill for you.
Skills: Skillpoints gained/level (28) 9x 5(int)+9 ranks in Know Planes + 9 ranks in Know local
Acrobatics: +2 (0 ranks; ; +2 Dex; 0 armor)
*Appraise: +12 (1 ranks; +3 trained; +5 Int+3Familiar)
Bluff: -1 (0 ranks; +0 trained; -1 Cha)
Climb: -1 (0 ranks; 0 trained; -1 Str; 0 armor)
*Craft (Scribing): 20 (9 ranks; +3 trained; +7 Int+ MW tools)
Diplomacy: -1 (0 ranks; +0 trained; -1 Cha)
Disguise: -1 (0 ranks; +0 trained; -1 Cha)
Escape Artist: +2 (0 ranks; ; +2 Dex; 0 armor)
*Fly: 9 (3 ranks; +3 trained; +2 Dex; 0 armor)
Heal: +0 (0 ranks; +0 trained; +0 Wis)
Intimidate: -1 (0 ranks; +0 trained; -1 Cha)
*Know (arcana): 19 (9 ranks; +3 trained; +7 Int)
*Know (dungeoneering): 11 (1 ranks; +3 trained; +6 Int+1trait)
*Know (Engeneering): 11 (1 ranks; +3 trained; +7 Int)
*Know (local): 21 (9 ranks; +3 trained; +7 Int+2FG)
*Know (history): 21 (9 ranks; +3 trained; +7 Int+2)
*Know (nature): 11 (1 ranks; +3 trained; +7 Int)
*Know (planes): 19 (9 ranks; +3 trained; +7 Int+2FG)
*Know (religion): 12 (2 ranks; +3 trained; +7 Int)
*Linguistics: 14 (4 ranks; +3 trained; +7 Int)
*Perform (Sing): -1 (0 ranks; +0 trained; -1 Cha)
*Perception: 17 (9 ranks; +3 trained; +0 Wis+2+2+1trait)
Ride: +2 (0 ranks; ; +2 Dex; 0 armor)
Sense Motive: 2 (0 ranks; +0 trained; +0 Wis+2)
Stealth: +2 (0 ranks; ; +2 Dex; 0 armor)
*Spellcraft: 19 (9 ranks; +3 trained; +7 Int)
Survival: 0 (0 ranks; +0 trained; +0 Wis)
Swim: -1 (0 ranks; 0 trained; -1 Str; 0 armor)
Use magic device -1 (0 ranks; +0 trained; -1 Cha)
Concentration:1d20 +6 =+1 level + 5 stat)
Lv0:4 Lv1: 4+2+1 Lv2: 3+2+1 Lv3: 3+2+1 Lv4: 2+1+1
Prepared: Disrupt Undead ,Detect Magic, Prestidigation, Read Magic
Grease, Summon Monster I, Colour Spray, Mage Armor, Magic Missle, Comprehend Language, Enlarge Person, Silent Image, Protection from Evil, Monkey fish
*Grease DC 18,Summon Monster I; Protection from Evil, Enlarge Person, Magic Missle x3
Glitterdust, Invisibility, See Invisibility, Fox Cunning, Summon Monster II, Mirror Image, Levitate, Acid Arrow, Fire Breath, Haunting Mists, Resist Energy
*Glitterdust (DC 18), Invisibility, Summon Monster 2, Fox Cunning, Mirror Image, One slot open
Summon Monster 3, Haste, Fireball, Fly, Gaseous Form, Lightning Bolt, Phantom Steed, Suggestion, Tongues, Dispel Magic, Stinking Cloud
*Summon Monster 3,Haste x2, Fly, Dispell Magic, One slot open
Dimension Door, Summon Monster 4, Greater Invisibility, Mnemonic Enhancer, Black Tentacles
*Dimension Door, Summon Monster 4, Black Tentacles, Mnemonic Enhancer
Summon monster V; Baleful Polymorth
Summon monster V x3
Price 41 gp; Weight 33-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. Spellbook
Spell component pouch 5
MW Scribes Tools 55
Scroll Comprehend L (25g)
Scroll Burning Hands (1x) (25gp)
Wand of Cure light wounds (2PP)
Wand of Ray of enfeeblement (2PP)
Wand of Mage Armor (2PP)
Wand of Magic Missle (2PP)
Scroll of Summon Monster 2,
Headband of intelligence +6 16000
Belt of Constitution +2 4000
Ocher Rhomboid Ioun Stone: Spell Penetration
Statuette Shining Alabaster Pegasus(broken) 1000gp
Cloak of resistance +2 4000gp
Holy symbol of Saranrae with heigthened (level 5 10 Caster level) continual flame.
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs
Scarab Sages S8:
PLANAR SAGE (2+ goals):
You are versed in the ancient cultures and the bound elementals that helped built their wonders.
You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number
of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
SOUL WARDEN (4+ goals):
You studied ancient secrets that help anchor your soul to your body. Treat your Constitution score
as 4 points higher for the purposes of determining when hit point damage kills you.
ELEMENTAL WARD (7+ goals):
You are skilled at defending yourself and your allies against creatures with the air, earth, fire, or water subtypes. You and all allies within 10 feet gain a sacred bonus to AC and on all saving throws against such foes equal to 1 plus 1 for every 4 goals you have completed (rounded down).
[X][X]Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the
site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area).
[X][X]Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment
requires a Diplomacy or Knowledge (local) check (DC = 15 + your character level).
[X]Recover a gem worth at least 400 gp plus 100 gp per level you possess during an adventure. A gem-like wondrous item
such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value.
[X][X]Successfully conclude—such as with violence, negotiation, or coercion—an encounter with an elemental creature. If slain, the elemental must have a Challenge Rating at least equal to your character level.
Participate in an adventure that includes at least two encounters that do not take place on the Material Plane.
Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt.
[X]Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics.
[X][X][X]/[X][X]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
Scarab Sages S9:
LESSONS OF HISTORY (2+ goals):
You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).
SOUL WARDEN (4+ goals):
You studied ancient secrets that help anchor your soul to your body. Treat your Constitution score as 4 points higher for the purposes of determining when hit point damage kills you.
SAGE JEWEL CANDIDATE (7+ goals):
The benefits of soul warden extend to all allies within 30 feet. After spending Prestige Points in order to be restored to life, you gain a number of temporary Prestige Points equal to half the number expended. You can spend these temporary points only to retrain your character before the end of your next adventure, after which time unused points are lost.
[X][X]Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area).
Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment requires a Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
[X]Recover a gem worth at least 400 gp plus 100 gp × your character level during an adventure. A gem-like wondrous item such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value.
Participate in an adventure in which your opponents include divs, followers of divs, or evil necromancers.
Successfully complete a scenario in Season 3 of Pathfinder Adventure Card Guild: Season of Plundered Tombs.
Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt.
[X]Have a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics.
/Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
Faerie dragon CR 2
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
3/day greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Breath Weapon (Su)
Improved Evasion (Ex):
Empathic Link (Su):
Mantle of the Black Rider (Assuming the Mantle): (Intelligence)
You have accepted the Mantle of the Black Rider, which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Choose one ability score. Once per day as a swift action you may gain a +2 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time.
Mantle of the Black Rider (Unleashing the Hut):
When you freed Baba Yaga’s hut, the Mantle of the Black Rider grew in power. Once per day before rolling initiative you may gain a +2 insight bonus on that initiative check. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1.
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 realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a 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 conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Knight of Taldor:
You successfully supported Remaio’s bid to redeem the Alcasti name and restore his status in Taldan society. In recognition of your services to Taldor, Princess Eutropia herself made you a knight of Taldor. You gain a +1 bonus on Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people in Taldor. After your considerable assistance, Remaio is in your debt. You gain a free courtier’s outfit. Additionally, Remaio helps you prepare for one of your future missions. After rolling a Knowledge check at the beginning of an adventure, you may call upon Remaio’s contacts to gain a +5 bonus and treat the Knowledge skill as if you were trained in it. Alternatively, you may grant Remaio’s bonus to another PC. When you use this bonus, check off the box next to this boon.
A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Taldor and its former colonies and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modiied by the feat), you gain the beneits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it of your Chronicle sheet.
Savior of the Sages (Osirion Faction): +3
With your help, the Osirion faction has realized its goal of rebuilding the order of the Jeweled Sages. Like the order, you are able to linger at the edge of death yet awaken again when conditions are right, and your time studying the sages’ secrets has made you an expert in Osirian history. Your efective Constitution score for determining when you would die from hit point damage increases by 1, and you gain a +1 bonus on Constitution checks to stabilize. In addition, you gain a +1 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods. For each Seeking the Sages boon you have from earlier parts of this series, increase these bonuses by 1.
Earth:[/b]You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the earth subtype and against spells with the acid or earth descriptors. While adventuring on the Plane of Earth, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain DR 5/adamantine for 1 minute; once the boon has prevented an amount of damage equal to 5 times your character level, the effect ends.
Exemplar of the Order (Scarab Sages Faction):
Lady Electra Firemind is a medium sized young woman of elven slimness, about 5`6`` with maybe 96 pounds. She has long, wavy platinum blond hairs with silver eyes.
Usually she wears a soft white robe of fine osirion linen, embroided at the hem with cloth of gold over a brown velvet doublet over a simple double slit green linen skirt.
Only a simple dagger at her hip seems to be her only weapons, but in her garters there are are a few wands ready for use.
Always with her friend, the familiar Riddywipple, a fearie dragon.