Dinvaya Lanalei

Kaeldra Starfell's page

28 posts. Organized Play character for amanduhh815.


Full Name

Kaeldra "Kael" Starfell

Race

Half-Elf Sorcerer

Classes/Levels

HP 7 | AC 12/T 12/FF 10 | Initiative +2 | Fort +1/Ref +2/Will +5 | Skills Intim+7/Know-Arc+5/Perc+5/Spellcraft+5

Attacks:
Claws:+2, 1d4+2, 20x2 | Ranged Spells: +2, 20x2 | Toppling Spell: 1d20+4 to Trip

Gender

Female

Size

Medium

Age

26

Alignment

Lawful Neutral

Location

Absalom

Languages

Common, Elven

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

About Kaeldra Starfell

Kaeldra "Kael" Starfell
Level 1 Half-elf Sorcerer
Bloodline: Draconic / Gold Dragon

Stats:
HP: 7 (Hit die: d6)
AC: 12
Touch: 12
Flat Footed: 10
Speed: 30 feet
Initiative: +2

Saves:
Fort: +1
Ref: +2
Will: +5

Skills:
Skill ranks per level: 2 + Int modifier

  • Appraise
  • Bluff
  • Craft
  • Fly
  • Intimidate (+7)
  • Knowledge: Arcana (+5)
  • Perception (+5)
  • Profession
  • Spellcraft (+5)
  • Use Magic Device
    (Favored Class Bonus: Skill Points)
  • Racial Traits-Granted:
  • +2 to One Ability Score:
  • Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium:Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-elves have a base speed of 30 feet.
  • Low Light Vision:Half-elves can see twice as far as humans in conditions of dim light. (See Chapter 7, page 172)
  • Elf Blood:Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities:Half=elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses:Half-elves received a +2 racial bonus on Perception skill checks.
  • Languages:Half-elves begin play speaking Common and Elven. Half-elves with high intelligence scores can choose any languages they want (except secret languages, such as Druidic).
  • Racial Traits-Selected Traits:
  • Dual Minded:The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
  • Magical Lineage:One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait: Magic Missile. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
  • Arcane Training:Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class (Sorcerer). They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
  • Reactionary:You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
  • Class Features:
  • Weapon and Armor Proficiency
  • Spells
  • Bloodline (See separate entry)
  • Cantrips
  • Eschew Materials
  • Class Skills:
    Class Skill:Perception
    Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
    Bonus Feats:Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge: Arcana), Toughness.
    Bloodline Arcana:Whenever you cast a spell with an energy descriptor that matches you draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

    Bloodline Powers:
    Claws (Su):Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage. At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
    Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to +2. At 15th level, your natural armor bonus increases to +4.
    Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, your can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
    Wings (Su):At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
    Power of Wyrms (Su):At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet

    Attacks:
    Claws: Hit +2 / Damage 1d4+2 / Critical 20x2 (6 Rounds/Day)
    Dagger: Hit +2 / Damage 1d4+2 / Critical 19-20x2 / Range 10ft
    Ranged Spells: Hit +2 / Critical 20x2
    Toppling Spell: 1d20+4 to Trip

    Feats:
  • Toppling Spell: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Charisma for Sorcerer). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell's actual level.)
  • Spells per Day:
  • 1st Level Sorcerer - Can use Level One Spells 3x per day
  • 0 Level Spells Known:
    Acid Splash: Orb deals 1d3 acid damage
    Ray of Frost: Ray deals 1d3 cold damage
    Disrupt Undead: Deals 1d6 damage to one undead
    Detect Magic: Detects all spells and magic items within 60 ft

    1st Level Spells Known:
    Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5)
    Burning Hands: 1d4/level fire damage (max 5d4)

    Gold:
    Gold available: 4

    Gear:
  • Chalk
  • Rope, silk (50 ft)
  • Explorer's Outfit
  • Bandolier (2)
  • Scroll Case (4)
  • Wrist Sheath (2)
  • Sorcerer's Kit (backpack, a bedroll, belt pouch (5), a flint and steel, an iron pot, a mess kit (plate, bowl, cup, fork, knife, and spoon), soap, torches (10), trail rations (5 days), and a waterskin)
  • Weapons:
  • Dagger (Damage: 1d4 / 19-20 x2 Critical / 10 ft / P or S)
  • Shortbow, composite (Damage: 1d6 / x3 Critical / 70 ft / P)
  • Arrows (20/pack) x2
  • Arrows, Cold Iron (20/pack) x2
  • Acid Flask x2 (Damage: 1d6)
  • Character Background:
    Kaeldra Starfell's powers manifested early in her childhood after being teased relentlessly about her half-elf heritage by children from her village. Her powers manifested in the form of a fire that rapidly consumed the village. Though no one was seriously injured during the event, the villagers turned on her and her parents who were previously well respected members of the community. Her mother was a beautiful elven village healer, and her father a former high volume merchant who was world wise and money savvy. On the night of the fire, Kaeldra was separated from her parents and are assumed to be dead. She's made several attempts to find their graves or any information on them, but has not had any luck. After wandering in the wild for days, a kindly wizard took Kaeldra into his care. He not only taught her how to control her powers, but also, how to forgive those villagers their ignorance, renewing her faith in humanity. She now wanders the country looking to help those in need in honor of her parents, keeping their legacy alive and strong. Joining the Pathfinder Society seemed like the best way to travel the world, help those in need, and explore the world around her.

    Pathfinder Society Info:
    Player: Amanduhh815
    Character:Kaeldra Starfell
    PFS #: 201990-1
    Faction: Grand Lodge
    Current Session: Master of the Fallen Fortress - PFS/Shifty