Full Name |
Kethe Cinderfell |
Race |
Female Dwarf Druid 4 / Conjurer (preserver) 4 / Mythic 2 (hierophant) |
Classes/Levels |
| WP 32/32 (16) | VP 31/31 | PP 5/5 | AC 16/14/13 | Fort +8; Ref +4; Will +10; +2 vs. poison, spells and spell-like abilities | Init +2 | Darkvision 60 ft. Perception +12 |
About Kethe Cinderfell
Kethe Cinderfell
Female dwarf druid 4/gestalt 4/conjurer 4/Hierophant 2
NG Medium humanoid (dwarf)
Hero Points 1
Init +4; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +1 deflection, +2 Dex, +1 dodge)
Vig 31 (4d8) Wnd 32 (Threshold 16)
Fort +8, Ref +4, Will +10; +2 vs. poison, spells, and spell-like abilities, +4 vs. fey and plant-targeted effects
Defensive Abilities hard to kill
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Offense
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Speed 20 ft.
Melee +1 sickle +3 (1d6) or
. . quarterstaff +2 (1d6-1)
Ranged sling +5 (1d4-1)
Special Attacks mythic power (7/day, surge +1d6), wild shape 1/day
Arcane School Spell-Like Abilities (CL 4th; concentration +9)
. . 8/day—acid dart (1d6+2 acid)
Domain Spell-Like Abilities (CL 4th; concentration +9)
. . 8/day—storm burst (1d6+2 nonlethal)
Druid Spells Prepared (CL 4th; concentration +9)
. . 2nd—barkskin, burst of radiance (DC 17), fog cloud[D], soften earth and stone
. . 1st—cure light wounds, endure elements, entangle (DC 16), goodberry, longstrider, obscuring mist[D]
. . 0 (at will)—create water, detect element, mending, purify food and drink (DC 15)
. . D Domain spell; Domain Weather (Storms domain[APG] subdomain)
Presever Spells Prepared (CL 4th; concentration +9)
. . 2nd—glitterdust (DC 18), invisibility, minor image (DC 17), web (DC 18)
. . 1st—color spray (DC 16), grease, mage armor, mount, protection from evil, silent image (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), light, prestidigitation
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 14, Con 16, Int 20, Wis 20, Cha 8
Base Atk +3; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Agile Maneuvers, Augment Summoning, Augment Summoning[M], Combat Expertise, Combat Stamina, Deadly Aim, Dodge, Dwarven Focus, Extend Spell, Power Attack, Scribe Scroll, Spell Focus (conjuration), Wild Talent
Traits magical lineage, - custom trait -, wisdom in the flesh
Skills Acrobatics +2 (-2 to jump), Appraise +9, Climb +3, Fly +8, Handle Animal +3, Heal +10, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +12, Knowledge (nature) +14, Knowledge (planes) +12, Knowledge (religion) +9, Perception +12, Ride +6, Sleight of Hand +11, Spellcraft +12, Survival +11
Languages Common, Druidic, Dwarven, Elven, Gith, Kreen, Pterran, Sylvan
SQ agile maneuvers, amazing initiative, arcane bond (Asho, squirrel), combat expertise, deadly aim, dodge, dwarven psionics, finesse weapon attack attribute, hero points, mighty summons[MA], mobility, nature bond (Storms domain[APG]), nature sense, oppressive expectations, point-blank shot, power attack, recalled blessing[MA], rules changes, summoner's charm (2 rounds), tongue of the land[MA], trackless step, wild empathy +3, woodland stride
Combat Gear stormlure[UE]; Other Gear armored kilt, sickle, quarterstaff, sling, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, spell component pouch, torch (2), trail rations (5), waterskin, wizard starting spellbook
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Special Abilities
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Acid Dart (1d6+2 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Augment Summoning [Mythic] Summoned creatures are considered Mythic, and any of their DR become DR/epic.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Druid Domain (Storms)
Dwarven Psionics Dwarves gain the following psionic power: vigor. The manifester level for this effect is equal to the dwarf's level. The DC for this power is equal to 10 + the power's level + the dwarf's Charisma modifer (unelss the dwarf has psionic class
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +3 bonus on Sleight of Hand checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mighty Summons (Su) Summoned creatures have DR 5/epic, and extra creature or spend 1 power to add agile or savage template.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Oppressive Expectations When you fail a skill check -2 with that skill until you succeed or fail a different skill.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Storm Burst 1d6+2 nonlethal (8/day) (Sp) As a standard action, ranged touch attack deals 1d6+2 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongue of the Land (Su) Be understood by your choice of animals, elementals, fey, and plants when speaking Druidic.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Talent Your mind wakes to a previously unrealized talent for psionics.
Woodland Stride (Ex) Move through undergrowth at normal speed.