Sound Warrior

Gwenid's page

30 posts. Organized Play character for heavydisking.


Race

female halfling medium 1 (reanimated) | HP 11/11, L1 spells 0/2, influence 3/6 | AC 14, T 14, FF 11 | F +3, R +4, W +2 (+4 vs fear/mind-affecting, +6 vs possession) | CMB -2, CMD 11 | Spd 30' | Perc +5 | Init +3

About Gwenid

GWENID
female halfling medium 1 (reanimated; archmage spirit)
neutral small humanoid (halfling)

Init +3; Senses; Perception +5

XP 0 Fame 0 Prestige 0
PFS # 161871-23 Faction Dark Archive

DEFENSE
AC
14, touch 14, flat-footed 11 (+3 dex, +1 size)
HP 11 (1d8 +2 Con +1 FC)
Fort +3, Ref +4, Will +2 (+4 vs fear/mind-affecting, +6 vs possession)
Special Defenses

OFFENSE
Speed
30 feet
Melee dagger -1 (1d3-2, 19-20/x2, 10’, P or S) or club -1 (1d4-2, 10’, B)
Ranged sling +3 (1d3-2, 50’, B)
Special Attacks +2 spell damage to each target, spirit surge, influence 3/6, +2 to Int rolls/-1 to Str/Con rolls

STATISTICS
Str
8 (-1), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 8 (-1), Cha 18 (+4)
BAB +0, CMB -2, CMD 11

Feats
Spirit Focus (Archmage):
Select a legend of spirits. Your spirit bonus from spirits of that legend increases by 1.

Traits
Reactionary
: You gain a +2 trait bonus on initiative checks.
Reluctant Apprentice: Your early training grants you knowledge of the arcane. You gain a +1 trait bonus on Knowledge (arcana) checks, and are considered trained in that skill even if you have no ranks in it.

Skills 4/level + 1/level Int = 5
Diplomacy +8, Knowledge (arcana) +3, Knowledge (religion) +7, Perception +5, Spellcraft +7, Stealth +7, Use Magic Device +8 AC Penalty 0

Languages
Common, Halfling, Goblin

Racial Abilities
Size:
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

SQ
Weapon and Armor Proficiency:
Mediums are proficient with all simple weapons, light armor, and medium armor, but not with shields.
Spell Casting: A medium can cast a small number of psychic spells drawn from the medium spell list. To learn or cast a spell, a medium must have a Charisma score equal to at least 10 + the spell’s level. He can cast any spell he knows without preparing it ahead of time. The saving throw DC against a medium’s spell is equal to 10 + the spell level + the medium’s Charisma modifier. A medium can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Medium. In addition, he receives bonus spells per day if he has a high Charisma score. The medium’s selection of spells is limited. At 1st level, a medium knows two 0-level spells of his choice. At each new level, the medium learns one or more new spells, as indicated on Table: Medium Spells Known. Unlike his spells per day, the number of spells a medium knows is not affected by his Charisma score; the numbers on the table are fixed. At 5th level and every 3 levels thereafter, a medium can learn a single new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and he must choose whether to swap the spell at the same time he gains new spells known for the level. The medium casts all spells as psychic spells.
Knacks: Mediums learn a number of knacks, or 0-level spells, as noted on Table: Medium Spells Known. These spells are cast like any other spell, but they don’t consume slots and can be used again.
Spirit: A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration. At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one a legend. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend’s Favored Locations entry [also, see FAQ at right]. The medium gains the spirit’s listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance. A medium can invite his allies to participate in his seance—shared seance and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance. In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit’s influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him. When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit’s consciousness. The resulting muddled sense of self and struggle for control causes the medium to take a –2 penalty on initiative checks as well as a specific additional penalty listed in each spirit’s entry. However, the spirit’s mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession. If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone. During his seance, the medium can choose to channel a weaker spirit to gain its help without incurring as much of its influence. If he does so, he can forgo any number of spirit powers, starting with his most powerful spirit power. For each spirit power he forgoes, the medium can use his spirit surge ability twice without incurring influence.
Spirit Bonus: When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter.
Spirit Surge: After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.
Channel Self: A reanimated medium is essentially a bodiless spirit using influence to possess his own spiritless body. “The reanimated medium” refers to this spirit. Unlike a normal medium, a reanimated medium becomes more powerful the more influence it has over its body. Each day, the reanimated medium can perform a seance at a location as normal to focus on one of his potential future legends. He channels that legendary potential as strongly as possible into his body. The spirit gains 3 points of influence over his body, to a maximum of 6 points. Since he is his own possessing spirit, he doesn’t lose control at 5 or more points of influence, though he still suffers the legend’s influence penalty as normal at 3 or more points of influence. All effects and abilities that normally increase or decrease influence (such as spirit surge and spirit powers) have the opposite effect on a reanimated medium (for instance, propitiation increases influence by 1 point and spirit surge reduces influence by 1 point); this does not apply to the new abilities from the reanimated medium archetype. A reanimated medium can’t choose to channel a weaker spirit to avoid losing influence from using spirit surge. The body of a reanimated medium who reaches 0 points of influence enters a deathlike coma and is helpless for 24 hours, after which the reanimated medium reverts to 1 point of influence if the body is still alive, but can’t perform a seance for another 24 hours. This ability alters spirit.
Archmage Spirit: An archmage spirit is a font of knowledge and arcane power.
Spirit Bonus: When you channel an archmage, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks.
Seance Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target.
Favored Locations: Arcane redoubts, areas of unusual magic, libraries, schools
Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls.
Archmage Arcana: Instead of your normal spells per day for your medium level, you use the spells per day from Table: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components. denoted in spell list below with *

SPELLS
Medium Spells Known:

1 (2/day) – burning hands*
0 (at will) – acid splash*, detect magic, light
Caster Level: 1 Concentration: +7

GEAR
Combat Gear
scroll of mage armor, dagger, club, sling, 10 stones

Other Gear book of puzzles Each book contains 10 puzzles made to test the mind and stir the intellect. Solving a single puzzle requires at least an hour and a successful DC 10 Intelligence check, though every 5 points by which you exceed the check reduces the amount of time you need to solve the puzzle by 10 minutes (to a minimum of 10 minutes to solve an individual puzzle). Once you solve a puzzle, for the next 24 hours you can choose to roll twice on a single Disable Device, Knowledge, or Sense Motive skill check and take the higher result. Once all the puzzles are solved, the book is useless, though you can purchase another puzzle book with different puzzles, explorer’s outfit, spell component pouch, chronicler’s kit contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord, monk’s kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 21 gp

FLUFF
Description
Gwenid’s skin is pallid and appears greatly aged, almost decrepit. It clashes fiercely with her bright pink hair and eyes which sparkle with youth.

History Gwenid’s existence truly began with her untimely death. She was born into a common halfling community and lived a common halfling life of absolutely no importance. She was killed when an apprentice mage accidently caused a rockslide from which she could not escape. The rocks fell, she died.

Luckily her force of personality was so strong that her spirit simply refused to give up her body. She called upon the aid of an archmage spirit who had been observing the student to help her take up her corpse and continue to live. He obliged and so her career as a medium began. She soon found the Dark Archive which promised further occult knowledge and power over her own self.

Age 27