Dragon-Charming Bard

Erashava's page

103 posts. Organized Play character for Jessica Catalan (Organized Play Line Developer).


Full Name

Erashava

Race

| HP: 11/11 | AC 15 (T12, FF 13) | CMB: +2 CMD: 14 | F:+2 R:+2 W:+5 | Init +2 | Perc +3, SM +3, Social +1, Elemental Empathy +2

Classes/Levels

| Speed 30 ft. | Spells: 1st: 2/2 | Balanced Offensive: 1/1 | Zepha's Blessing: 1/1 | Active Conditions: None

Gender

Female Qadiran Druid (elemental ally) 1

Size

Medium

Alignment

N

Languages

Common, Aquan, Druidic, Ignan

Strength 14
Dexterity 14
Constitution 11
Intelligence 12
Wisdom 16
Charisma 12

About Erashava

Statistics:

PFS # 276820-12
Faction: Concordance
Experience 2
Fame 4, Prestige Points 2

Erashava
Female Human Druid (elemental ally) 1
N Medium Humanoid (human)
Init +2; Senses Perception +3

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DEFENSE
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AC 15, touch 12, flat-footed 13 (+2 armour, +2 Dex, +1 shield)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +5

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OFFENSE
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Speed 30 ft.
Melee scimitar +3 (1d6+2/18-20)
…dagger +2 (1d4+2/19-20)
Ranged sling +2 (1d4+2) (50 ft.)
…balanced offensive +2 (1d6) (acid, cold, electricity, fire, or non-lethal) (30 ft.)
…dagger +2 (1d4+2/19-20)
…acid +2 (1d6)
…alchemist’s fire +2 (1d6) (plus 1d6 second round unless extinguished (Reflex DC 15))

Spells Prepared (CL 1st, Concentration +4)
1stburning disarm, snowball
0—light, spark, stabilize

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STATISTICS
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Str 14, Dex 14, Con 11, Int 12, Wis 16, Cha 12
Base Atk +0; CMB +2; CMD 14
Traits Balanced offensive, scholar of the great beyond
Feats Toughness, weapon focus (scimitar)
Skills Acrobatics +3, Climb +6, Knowledge (history, untrained) +2, Knowledge (nature) +5, Knowledge (planes) +6, Linguistics +2, Survival +7, Swim +6
(7 points; 4 class, 1 INT, 1 race, 1 favoured class)
Abilities elemental eidolons, elemental empathy, elemental magic, orisons
Languages Common, Aquan, Ignan, Druidic

Special Abilities:

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SPECIAL ABILITIES
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Balanced Offensive (trait): You can call forth a surge of elemental energy to strike against your foes. Once per day, you can target a distant foe with an elemental attack. This functions as one of the following cleric domain powers, chosen whenever you activate this ability: acid dart, fire bolt, icicle, lightning arc, or storm burst. Your effective cleric level for this ability is equal to your character level. You can use this ability one additional time per day at 5th level and every 5 levels thereafter.
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two (druid) levels you possess.
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess.
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess.
Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two (druid) levels you possess.
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.

Elemental Eidolons: An elemental ally has four elemental eidolons she can summon, one each for the elements of air, earth, fire, and water. Their abilities and statistics are determined using the rules for elemental eidolons for the summoner class from page 33 of Pathfinder RPG Pathfinder Unchained, as if the elemental ally were a summoner of her druid level, except they gain no additional evolution pool (just those evolutions from their base form and base evolutions from their subtype). Each of the four elementals has its own base form, skills, and feats. The elemental ally can summon one of these elementals with the same 1-minute ritual a summoner normally uses to do so. The elemental ally can’t summon an eidolon or cast summon nature’s ally if she currently has an eidolon summoned. She also can’t summon an eidolon if she currently has a creature summoned through other means. If one of the elemental ally’s eidolons is killed, she cannot summon any eidolons for 24 hours. The elemental ally can dismiss her eidolon as a standard action. As the elemental ally gains levels, her elemental eidolons’ base statistics and base evolutions increase as if her druid level were her summoner level. The eidolons gain the darkvision, link, share spells, evasion, ability score increase, devotion, multiattack, and improved evasion abilities at the appropriate levels, but never gain an evolution pool. Abilities and spells that grant additional evolution points to eidolons do not function for elemental eidolons, though any ability that would grant evolution points to an animal companion does work. The elemental ally does not gain life link or any other class features a summoner gains in relation to her eidolon. This ability replaces nature’s bond and wild shape.
Air: Zephiria
Earth: Tarrishok
Fire: Kalsifer
Water: Filuvius
Elemental Empathy (Ex): An elemental ally can improve the attitude of a creature of the elemental subtype. This ability functions just like a Diplomacy check to improve the attitude of a person. The elemental ally rolls 1d20 and adds her druid level and her Charisma modifier to determine the elemental empathy check result. To use elemental empathy, the elemental ally and the elemental must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an elemental in this way takes 1 minute, but as with influencing people, it might take more or less time. An elemental ally can also use this ability to influence a non-elemental outsider with the air, earth, fire, or water subtype, but she takes a –4 penalty on the check. This ability replaces wild empathy.

Elemental Magic: The elemental ally can target elementals (including her elemental eidolons) with any spell she casts that targets animals, even though elementals can’t normally be targeted by such spells.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Weapon and Armor Proficiency: Club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear scimitar, sling, bullets (10), dagger, acid (6), alchemist’s fire (4), bottled lightning (2), holy water (5), liquid ice (2), scroll of cure light wounds, wand of cure light wounds (50 charges)
Possessions backpack, belt pouch, scroll case, hot-weather outfit, leather armour, wooden buckler, bedroll, grooming kit, mess kit, journal, charcoal, rations (4), waterskin, whetstone
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 52.5 lbs.
Money 566 GP 0 SP 8 CP

Temporary Gear:

Boon:

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 of your Chronicle sheet.

Prized Find 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.

Zepha’s Blessing: The purification ritual that you helped perform impressed the archon Zepha, and he has given you his blessing. You can cross this boon off your Chronicle sheet to grant an ally that you can see a +2 sacred bonus on any d20 roll before she rolls it.

Background:

Erashava grew up in the deserts, among a clan of janni. They never spoke of how she arrived there, nor for what purpose. Whatever the case, they taught her the ways of the elemental planes and taught her how to befriend and bargain with outsiders. When she had acquired a companion of each element they sent her on her way, offering only a hug and a sly smile. Erashava was intrigued, but knew better than to ask their purpose. They would not reveal their intent to her any more than the wind would tell her why it blows, or the rains why they fall.

Erashava wandered for a time, coming to work in the service of various Qadiran nobles and adventurous explorers. On a few occasions she had the pleasure of conversing with djinn, and once a marid. Eventually she found herself among the Concordance of Elements, who assigned her to join the Pathfinder Society, in order to represent their interests. Now, a full-fledged agent, Erashava is ready to embark upon the next stage of her life journey, certain that she is meant for great things—but with no idea what that might be…

Appearance and Personality:

Erashava is an exotic looking woman with brown skin, thick brown hair, and multicoloured eyes that glow slightly. Upon her forehead is a complicated symbol that glows with a white light. She wears loose, black flowing pants, gathered at the ankles, leather sandals, and a light midriff bearing black linen top, decorated with a complicated intertwining pattern of swirls and jagged lines in shades of blue, white, green and red. Bracelets and armbands decorate her bare arms, while four gold rings, each bearing strange symbols engraved on the band, sit upon her fingers. A light, veil slightly obscures her mouth, which curls in a satisfied smile.

Erashava is a proud woman, who has bargained with the elemental forces of the world, and come away with companions that most could never dream of. She’s keenly interested in the elemental planes, and increasing her power over them and their creatures. Polite, but cunning, Erashava has a mysterious air about her. She keeps her secrets close, and is always ready with an enigmatic smile.

Completed Scenarios:

#6-10 - Wounded Wisp
#9-12: Shrine of the Sacred Tempest - IN PROGRESS