Elessia

Hedra Dreamcaster's page

294 posts. Organized Play character for Ilmakis.


Race

Human

Classes/Levels

Cleric 10| AC 18 T 12 FF 17 | HP (20)66/66| F +7 R +6 W +10 | Init +1, Perc +19, SM +15|

Gender

Magical Effect:
Mage Armor, Status, Guidance, See Invisibility, False Life

Deity

Aroden

About Hedra Dreamcaster

PFS Number: # 22523-15
Cleric 10
XP: 29
Fame : 47
Prestige: 37

Completed Adventures:

#Module : Crypt of the Everflamme (GM)
#Module : Mask of the living god (GM)
#55 : The infernal Vault (GM)
#2-21 : The Dalsine Affair (GM)
#3 : Murder on the Silken Caravan (GM)
#4-19: The Night March of Kalkamedes
#Module: RotRL Part One : Burnt Offering
#Module: City of Golden Death (GM)
#4-17 :Tower of the Ironwood Watch (GM)
#3-24: The Golden Serpent
#5-13 : Weapon in the Rift (Hard Mode).
#2-18 : Below the Silver Tarn (GM)
#5-17 : Fate of the Fiend
#2-14 : The Chasm of Screams
#28: Lyrics of Extinction
#5-07: Port Godless
#7-00: The Sky Key Solution
#7-09: The Blakross Connection
#8-20: Torrent's Last Will
#8-99: The Solstice Scar, Part A

Init. +1; Perception +19, Darkvision Speed 30'
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Defense
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AC 15, touch 12, flat footed 16 (+1 armor, +1 dex, +2 shield, +1 deflection)
HP: 66/66
Fort +7 Ref +6 Will +10
CMD 16
+2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school
+2 bonus on saving throws against effects with the [evil] descriptor

Resistance Negative Energy, 5
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Offense
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Melee:
Main - Dagger, +4, 1d4-1 (19-20/x2)
Main - Gamin the misforged, -1, 1d8-2 (19-20/x2)

Abilities:
Curses, spontaneous healing, Incorruptible, Deathless Spirit.

Spells:

  • Spell 0 (DC15) :
  • Guidance
  • Stabilize
  • Message
  • Detect Magic
  • Spell 1 (DC18):
  • Bless (X)
  • Obscuring Mist
  • Command
  • Snowball
  • Ear-Piercing Scream
  • Ill Omen
  • Spell 2 (DC19) :
  • Aid (X)
  • False Life (X)
  • Status (X)
  • Glitterdust (X)
  • Blindness/Deafness (X)
  • See Invisibility (X)
  • Spell 3 (DC20) :
  • Prayer (X)
  • Remove Blindness/Deafness
  • Dispel Magic (X)
  • Dispel Magic (X)
  • Spell 4 (DC21) :
  • Dimensionnal Door (X)
  • Black Tentacles (X)
  • Blessing of Fervor (X)
  • Spell 5 (DC22) :
  • Teleport
  • Suffocation
  • Curse, Major

Skills:
  • Appraise +7
  • Craft (Herborist) +10
  • Diplomacy +19
  • Fly +5
  • Heal +11
  • Know. Arcana +11
  • Know. Dungeoneering +8
  • Know. History +26
  • Know. Local +17
  • Know. Nature +11
  • Know. Planes +132
  • Know. Religion +18
  • Linguistic +9
  • Perception +19
  • Sense Motive +15
  • Spellcraft +22
  • Use Magic Device +18

languages:
Azlanti, Common (chelaxian), Draconic, Dwarven, Elven, Giant, Polyglot, Sylvan, Thassilonian, Jiska

Equipment:

Combat Gear azlant pendant, ectoplasmic metamagic rodAPG, scroll of freedom of movement, wand of bless (10/50 charges), wand of cure light wounds (31/50), wand of mage armor (13/50 charges), wand of touch of the sea (5/50 charges), alchemist's fire (1/5), antiplagueAPG, antitoxin (3), vermin repellentUE (4); Other Gear mwk silken ceremonial armorUC, +1 mithral light steel quickdraw shieldAPG, gamin the misforged, belt of mighty constitution +2, circlet of persuasion, cloak of resistance +2, first aid gloves, first aid gloves, handy haversack, headband of vast intelligence +2, pathfinder pouch, ring of protection +1, cold weather outfit, witch's kitUE, wrist sheath, spring loaded, wrist sheath, spring loaded.

Aroden's Curse:
  • Aroden's misfortune (DC will 22 negate) (Su):
    Foe in 30ft. must take the lower of two d20 during 2 round
  • Aroden's Eye (DC will 22, for 2 round) (Su):
    Foe in 30ft. take -4 to AC or Saves or Attack or skill for 8 rd.

Aroden's Blessing:

  • Aroden's blood : 1/per people (Su): Cure moderate Wounds
  • Aroden's wings (Su): at will featherfall(self only), 1/day levitate (self only), 10mn/day (fly)
  • Aroden's speach (Su): 10mn/day : Tongues (free action)
  • Aroden's touch : 1/per people (Su): As a standard action, touch grants fast heal 5 or heals 4 ability dam from 2 attributes.
  • Aroden's protection (Sp): 1/day (Sp) : Corruption resistance

Appearance:

Hedra is beautiful human woman with eyes of different colors, black hair - loose on her shoulder - and of tanned skin. She's not very tall and she's clearly of chelaxian heritage.
She wore silken robes in brown and yellow tones, a small metal shield and at her side a beautiful longsword. On her neck a symbol with an flying open eye.

When she speaks, she's doing it with a melodious voice as beautiful and pure as an angel.

Background:
Hedra came for Sargava were she was adopted and raised in an Aroden temple.

Gamin the misforged:
Aura faint transmutation; CL 5th
Slot none; Price 7015gp; Weight 2lb
Alignement neutral good; Senses 30ft.
Intelligence 10, Wisdom 11, Charisma 10; Ego 2; Language speech (Common)
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DESCRIPTION
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This glittering blade is clearly defective, and a rippling break runs from its tip to its hilt like a crack in a broken window. Gamin is a +1 allying mitrhal longsword with the permanent broken condition, and when held can cast guidance on his wielder at will. Only a master swordsmith might repair Gamin's imperfections, and the Pathfinder Society does not have acess to such a ressource at this time.
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CONSTRUCTION
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Requirement Craft Magical Arms and Armor, guidance, magic weapon.

Boon:

Kassen's Blessing : You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the result are revealed. You must take the result of the second roll, even if is worse. Once this ability has been used, cross it off the Chronicle
Inside Connection : You are familiar with the cult of Razmir and received a +2 bonus on all charisma-based skill checks against faithful of Razmir
Stolen Deeds : You have been recovered several stolen deeds from the Razmiran stronghold. If you kept them for yourself, you find that having the paperwork makes securing the stolen properties easier. If you instead did what you could to return to their proper owners, you develop a reputation as being a good neighbor. Either way, purchasing any property in Absalom costs 1 less PP than normal (minimum 1)
Gift of the Gaele : You may cast aid, detect thoughts, lesser restoration, or see invisibility using your caracter level as your caster level, once.
Kassen's Boon : As a reward for setting his spirit to rest, Kassen offers you one last blessing. With this blessing, you may add 1d6 to a single roll before the results of the roll are revealed. Alternatively, a spellcaster may recall any one spell or spell slot expended that round. Finally, the boon may be used to automatically stabilize if at negative hit points and dying. Once one of these three abilities is used, cross this entire boon off the Chronicle sheet.
Writings of Rachikan : You recovered a large collection of texts dating back to the Jiska Imperium, and studying them, you have gained considerable insight into the fallen empire's history. You gain a +3 bonus on Knowledge checks regarding the Jiska Imperium and its constructs. You may cross this boon oof your Chronicle sheet after making an attack against a construct to re-roll the attack with a +2 bonus.
Dralneen's Deception Height of Fashion Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style—be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.
Champion of Time: You survived the Society’s ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327–330 of Pathfinder RPG Advanced Player’s Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.
Defender of Time: You boldly stood against an unceasing horde of time-knitted duplicates afforded your companions the chance to defeat Lady Arodeth, and your bravery attracts members of the Harbingers of Fate with courage and reliability to join the Pathfinder Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: courageous, indomitable faith, or resilient.
Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
Psychic Dilettante: you can now use psychic skill unlock (Pathfinder RPG Occult Adventures 194) as though you had the Psychic Sensitivity feat. Psychometry (Appraise)
[ ] Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.
[ ] Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.
[ ] Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience.
When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.
[ ][ ]Aquel’s Favor: You may check both boxes that precede this boon to surround yourself in holy radiance as a standard action, gaining the benefits similar to an angel’s protective aura for 1 round per character level you have. Against attacks made by or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of you. Otherwise, it functions as a magic circle against evil effect with a radius of 20 feet and a caster level equal to your character level. If you are an undine, if you have the Water domain, or if you are a paladin with the pearl seeker archetype (Pathfinder Campaign Setting: Aquatic Adventures 54), you can use this ability by checking a single box.
Elemental Conduit (Dark Archive): You successfully channeled forces from the Plane of Water into Zarta Dralneen’s protective ritual. Remnants of this energy remain within your body, which you can call forth against your foes. You may cross this boon off your Chronicle sheet to cast either cone of cold or control water as a spell-like ability, using your character level as your caster level and your Charisma score to determine the DC.
Alternatively, you may cross this boon off your Chronicle sheet when casting a spell with the cold or water descriptor to increase the spell’s DC or caster level by 2.
Water Affinity (1): Your connection to elemental water has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes.
[ ][ ] Welcome in the Boundless Sea: You have a reputation in Vialesk as a reliable person in dangerous situations.
You gain a +1 bonus on Diplomacy check against undines and creatures with the water subtype. You may check one of the boxes that precedes this boon to requisition an elixir of swimming, or two boxes to gain a potion of water breathing or three elixirs of swimming. You may also check two of the boxes to purchase a necklace of adaptation for 8,250 gp, a helm of underwater action for 23,250 gp, or a suit of nautilus coral armor (see below) for 6,750 gp.
Elixir of dragon’s breath (brine dragon) (Price 2,000 gp; CL 10th; aura moderate evocation) : This vial contains a swirling current of luminescent blue liquid. A creature that drinks the elixir can breathe out a single blast of energy that deals 10d6 points of acid damage in a 30-foot line, plus an additional 1d6 points of acid damage for each Water Affinity boon you have earned on any of your characters. The magic of the elixir ends after one use of the breath weapon or after 1 hour has passed, whichever comes first.

SCHOLAR (2+ goals): Once per scenario, you may purchase a single scroll that you could normally purchase with a 20% discount. This scroll may contain a single copy of one spell.

Aroden's Eye:
LN Tiny outsider (extraplanar, inevitable, lawful)

Init +3; Senses darkvision 60 ft., detect chaos, low-light vision; Perception +5
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Defense
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AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 33 (2d10+4); regeneration 2 (chaotic)
Fort +5, Ref +6, Will +7
Defensive Abilities constant vigilance, constructed; SR 13
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Offense
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Speed 20 ft., fly 50 ft. (average)
Melee short sword +10 (1d3/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks electrical burst
Spell-Like Abilities (CL 2nd; concentration +4)
Constant—detect chaos
3/day—command (DC 13), make whole, protection from chaos
1/week—commune (CL 12th, 6 questions)
Statistics
Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 14
Base Atk +5; CMB +6; CMD 16
Feats Flyby Attack, Weapon FinesseB
Skills Diplomacy +15, Fly +12, Heal +7, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +1, Knowledge (planes) +5, Knowledge (religion) +10, Linguistic +2, Perception +13, Sense Motive +15, Stealth +16, Survival +5, Use Magic Device +12
Languages truespeech
SQ locate inevitable
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Special Abilities
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Constant Vigilance (Su) An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.
Electrical Burst (Ex) An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
Locate Inevitable (Su) An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.

Gear: Wand of ill omen (2/50)

Next purchase:
?

Faction Journal:

Season 6
  • Recover a named text found during the course of an adventure. (0/3)
  • Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. (0/2)
  • Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9).
  • Recover a named minor artifact or major artifact during the course of an adventure. (1/1)
  • Recover a cursed item during the course of an adventure without succumbing to its curse. Minor maladies associated with carrying the item do not count against this goal, but effects requiring remove curse or similar magic to remedy do.
  • Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. (1/1)
  • Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Dark Archive by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Bluff, Knowledge (arcana), Spellcraft, or Use Magic Device.
  • Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards. (x/5)