Priestess of Pharasma

Maddie Sykes's page

886 posts. Organized Play character for Justin L. Warren.


Full Name

Madelena Sykes

Race

Human

Classes/Levels

Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

Gender

F

Size

Medium

Age

24

Alignment

True Neutral

Deity

Pharasma

Languages

Common, Celestial

Strength 12
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 20
Charisma 16

About Maddie Sykes

History:
Madelena was born in Absalom to a mortician father and a sickly mother. Her birth was quite difficult, almost killing both the mother and daughter if not the for the quick intervention of a cleric of Pharasma. Although both survived, her mother's health never fully recovered and she passed away when Madelena was a toddler.

She was a strange, quiet child, and being raised entirely by her Father only exacerbated these traits. Madelena would join him often as he prepared bodies for burial, telling the girl stories of who the person was in life and whatever gossip he may have gleaned from speaking to their survivors. Thus, Madelena grew up quite comfortable around the dead and developed an interest in the history of people's lives, which eventually broadened to include the full scope of the subject.

As Madelena grew into an adult, she found herself drawn to the faith, especially the goddess Pharasma, whom her father worshiped and that was instrumental in surviving her birth. She was accepted into the church with open arms, and spent a number of years in training. During this time, her study of comparative religion lead her to learn how to speak Celestial. Eventually, she became a cleric of the faith in the domains of Knowledge and Repose. With her interest in history, she was encouraged to find an avenue to explore it, and that led her to join the Pathfinder Society.

[OOC Note: Spoilers for Master of the Fallen Fortress]

After training, her first mission was to explore a ruined siege tower outside of Absalom. Her group had little trouble dealing with the troglodytes infesting the structure.

[OOC Note: Spoilers for The Veteran's Vault]

Maddie was sent next to the city of Korvosa in Varisia to assist a retired Pathfinder in retrieving an item of personal value in the city's sewers. After encountering quite a few interesting specimens of sewer life, her party successfully completed their mission.

[OOC Note: Spoilers for The Icebound Outpost]

Immediately after her underground escapade in Varisia, she was recalled back to Absalom, joining another group of Pathfinders in an excursion into the Hao Jin Tapestry. The party successfully expelled an Apsis consortium group from a Vudrani Temple located inside.

[OOC Note: Spoilers for Thornkeep: The Forgotten Laboratory]

Maddie was next dispatched to a team exploring a section of an underground dungeon near the village of Thornkeep. Her group was victorious against a crazed Alchemist and his goblin mutants who had turned the space into their lair.

[OOC Note: Spoilers for Thornkeep: The Enigma Vaults]

Accompanying the same party as her last excursion into Thornkeep, Maddie descended further into dungeon and discovered many unusual items and beings from other planets, defeating a strange insect/plant creature that was attempting to create a permanent open portal to its home world.

[OOC Note: Spoilers for Rise of the Runelords: Burnt Offerings]

Pulled away from her expedition at Thornkeep, Maddie was next sent to the Thistletop ruins near the town of Sandpoint in Varisia. Her party's orders were to stop the machinations of a fallen Pathfinder who had set up a base of operations in the ruins. While this was successful, Maddie and her companions also fought almost an entire tribe of goblins, stopped a cult of Lamashtu, and unearthed ruins and relics dealing with the ancient Runelords that use to the rule the area in the distant past.

[OOC Note: Spoilers for Thornkeep: The Dark Menagerie]

After her adventure in Varisia, Maddie was called back to continue the excavation of Thornkeep. Placed together with the same group as previous visits to the dungeon, the lowest level of Thornkeep consisted of various strange creatures and uses of magic. The group eventually freed a sphinx who had been imprisoned for thousands of years. In gratitude for the rescue, it shared its knowledge and wisdom with the Pathfinder Society.

[OOC Note: Spoilers for Thornkeep: Sanctum of a Lost Age]
Journeying to the bottom level of Thornkeep, Maddie's group encountered a number of mages trapped by a time paradox. Working together, the Pathfinders were able to undo the paradox and rid the world of some of the evil wizards it was imprisoning.

[OOC Note: Spoilers for From Shore to Sea]
On a routine information gathering mission, Maddie and a small group of Pathfinders encountered the town of Blackcove, which harbored a dark, watery secret that threatened to destroy it. Journeying to the ruins of a nearby abandoned Azlanti city to save the town, her party found themselves partially transformed into skum, but managed to save the town and defeat the malevolent masterminds behind Blackcove's troubles, while returning to their true forms.

Description:
Age: 24
Height: 5'4”
Weight: 110 lb

A slender, young human woman with pale skin, dark brown hair kept in a bun, and inquisitive blue gray eyes, all usually obscured under the dark cowl she prefers to wear. Her public persona tends to be calm and somber, typically conversing in a low, quiet voice unless speaking with conviction about her faith.

PFS Character Information
PFS#: 60133-2
XP: 21
Fame: 29
Prestige: 23 (6 Spent)

Game Statistics
Initiative: +0
Senses: Perception +17
Speed: 20 ft.

AC: 25 (10 + 11 armor + 2 shield + 1 Deflection + 1 Nat. Armor)
Touch: 11 (10 + 1 Deflection)
Flat-footed: 25 (10 + 11 armor + 2 shield + 1 Deflection + 1 Nat. Armor)
Hit Points: 67 [8x(d8+Con)+ 8 Toughness Feat]
Current hp: 67
Fort: +9 Ref: +3 Will: +12

Combat:
Base Atk: +6/+1; CMB: +7; CMD: 17

Melee
Dagger: +7/+2 to Hit; Dmg 1d4+1 (P or S); crit 19-20/x2;
or
MW Heavy Mace: +8/+3 to Hit; Dmg 1d8+1 (B); crit 20/x2;
or
MW Silver Dagger: +8/+3 to Hit; Dmg 1d4 (P or S); crit 19-20/x2;

Ranged
MW Light Crossbow: +7/+2 to Hit; Dmg 1d8 (P); crit 19-20/x2; range 80 ft
or
Dagger: +6/+1 to Hit; Dmg 1d4+1 (P); crit 19-20/x2; range 10 ft
or
MW Silver Dagger: +7/+2 to Hit; Dmg 1d4 (P); crit 19-20/x2; range 10 ft

Armor
Buckler +1: +2 AC, Shield, No ACP
Full Plate Armor +2: + 11 AC, Heavy Armor, -5 ACP
Amulet of Natural Armor +1
Ring of Protection +1

Skills:
Skill Ranks Per Cleric Level: 2 + 1 Int modifier + 1 Human bonus + 1 Favored Class
Acrobatics -5 (0 ranks + 0 Dex - 5 ACP)
Appraise +1 (0 ranks + 1 Int)
Bluff +3 (0 ranks + 3 Cha)
Climb -4 (0 ranks + 1 Str - 5 ACP)
Craft +1 (0 ranks + 1 Int)
Diplomacy +12 (6 ranks + 3 class + 3 Cha)
Disguise +3 (0 ranks + 3 Cha)
Escape Artist -5 (0 ranks + 0 Dex - 5 ACP)
Fly -5 (0 ranks + 0 Dex - 5 ACP)
Heal +15 (7 ranks + 3 class + 5 Wis)
Intimidate +3 (0 ranks + 3 Cha)
Knowledge (Arcana) +5 (1 rank + 3 class + 1 Int)
Knowledge (Dungeoneering) +5 (1 rank + 3 class + 1 Int)
Knowledge (Geography) +5 (1 rank + 3 class + 1 Int)
Knowledge (History) +5 (1 rank + 3 class + 1 Int)
Knowledge (Local) +5 (1 rank + 3 class + 1 Int)
Knowledge (Nature) +5 (1 rank + 3 class + 1 Int)
Knowledge (Nobility) +5 (1 rank + 3 class + 1 Int)
Knowledge (Planes) +5 (1 rank + 3 class + 1 Int)
Knowledge (Religion) +10 (6 ranks + 3 class + 1 Int)
Perception +17 (8 ranks + 3 class + 5 Wis + 1 trait)
Perform +3 (0 ranks + 3 Cha)
Ride -5 (0 ranks + 0 Dex - 5 ACP)
Sense Motive +12 (4 ranks + 3 class + 5 Wis)
Spellcraft +5 (1 rank + 3 class + 1 Int)
Stealth -5 (0 ranks + 0 Dex - 5 ACP)
Survival +5 (0 ranks + 5 Wis)
Swim -4 (0 ranks + 1 Str - 5 ACP)
Languages: Common, Celestial

Feats:
Toughness: You get a +3 hit points at 1st level, +1 hit points for every level above 3rd. (1st level Feat)

Selective Channeling: You can exclude a number of targets from channeling up to your Charisma bonus. (Human bonus Feat)

Versatile Channeler (Ultimate Magic): You may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. (3rd level Feat)

Extra Channeling: You can channel energy two additional times per day. (5th level Feat)

Heavy Armor Proficiency: You can wear heavy armor without attack roll or skill check penalties. (7th level Feat)

Traits:
Sacred Conduit: Maddie's birth was difficult for her mother, requiring divine magic. As a result, that magic infused her at an early age allowing her to channel with greater easy. Benefit: You gain a a +1 trait bonus to the save DC of your channeled energy. [Basic (Faith) Trait]

Observant: Maddie pays attention to her surroundings and the people she meets. Benefit: You gain a +1 trait bonus on Perception checks and it becomes a class skill. [Grand Lodge Trait]

Cleric Abilities:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity (dagger).

Spells:

0-Level Spells Memorized (4):
Detect Magic
Create Water
Light
Stabilize

1-Level Spells (6 + Domain) Memorized:
Domain Spell: Comprehend Languages
Burning Disarm (DC 16)
Divine Favor
Liberating Command
Protection from Evil
Remove Fear
-Open Slot-

2-Level Spells (4 + Domain) Memorized:
Domain Spell: Detect Thoughts
Bull's Strength
Burst of Radiance (DC 17)
Shield Other
Spiritual Weapon

3-Level Spells (4 + Domain) Memorized:
Domain Spell: Speak with Dead
Chain of Perdition
Prayer
Summon Monster III
-Open Slot-

4-Level Spells (3 + Domain) Memorized
Domain Spell: Divination
Spiritual Ally
-Open Slot-
-Open Slot-

Spontaneous Casting: Cleric who channels positive energy can convert any non-Domain spell to a “cure” spell of the same level.

Channel Energy (Either Positive or Negative): 8/Day, DC 17
Channel Positive Energy: 4d6
Channel Negative Energy: 3d6

Domains:

Knowledge
Granted Powers: All Knowledge skills are considered class skills

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier (24).

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells:
1st level: Comprehend Languages
2nd level: Detect Thoughts
3rd level: Speak with Dead
4th level: Divination

Repose

Gentle Rest (Sp) [6/Day]: Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.

Domain Spells:
1st level: Deathwatch
2nd level: Gentle Repose
3rd level: Speak with Dead
4th level: Death Ward

Equipment:

Weapons
MW Heavy Mace [8 lbs]
MW Alchemical Silver Dagger [1 lb]
2 Daggers [2 lbs]
MW Light Crossbow [4 lbs]
10 Bolts [1.5 lb]

Armor
Full Plate Armor +2 [50 lbs]
Buckler +1 [5 lbs]

Gear
Amulet of Natural Armor +1
Cloak of Resistance +1 [1 lb]
Ring of Protection +1
Headband of Mental Prowess +2 (Cha, Wis) [1 lb]
First Aid Gloves (10 charges) [1 lb]
Silver Holy Symbol [1 lb]
Spell Components Pouch [2 lbs]
Wand of Cure Light Wounds (14 charges)
Wand of Bless (21 charges)
Wand of Lesser Restoration (45 charges)
Spring Loaded Wrist Sheath [1 lb]
--Scroll: Breath of Life
Handy Haversack[5 lbs]
--: in Handy Haversack (all following weight negated)
--Pearl of Power (Level 1)
--Wayfinder [1 lb]
--Everburning Torch [1 lb]
--Sunrod [1 lb]
--Wooden Holy Symbol
--Pair of platinum rings
--Healer's Kit (9/10 uses) [1 lb]
--Holy Water [1 lb]
--Alchemist Fire [1 lb]
--Potion of Cure Light Wounds
--Potion of Gaseous Form
--Potion of Fly
--Elixir of True Form
--Oil of Daylight
--Silk Rope (50 ft) [5 lbs]
--Waterskin [4 lbs]
--3 Divination material components (incense, bones)
--4 Augury material components (incense)
--Augury material focus (bones)
--Scroll: Communal Resist Energy
--Scroll: Remove Blindness/Deafness
--Scroll: Remove Curse
--Scroll: Remove Disease
--Scroll: Align Weapon
--Scroll: Delay Poison

Mount and Accessories
Light Horse
Bit and Bridle
Riding Saddle

Gear Left at Home
Cold Weather Outfit
Quarterstaff
1 Dagger

Current Gold: 1043gp
Current Prestige: 23
Fame: 29

Total Weight carried: 83.5 lbs (Medium)
Carrying Capacities: 43 lbs / 44–86 lbs / 87–130 lbs
(Handy Haversack negates weight of objects within it up to 120 lbs)

Vanities:

Temple: Maddie can use Heal to make Day Job rolls. Once per game session, if she has access to an operating temple of Pharasma, she can have a cleric cast either cure moderate wounds or lesser restoration on herself or one of her allies, free of charge. She must visit the temple to receive this attention.

Boons:

Feast of Abadar (Taxfest Boon)
To celebrate Taxfest, you partake in an elaborate feast, joined by nearly every citizen in the settlement. As a result of this festival, you receive the effects of one spell determined by the tier of the scenario in which you’re playing at the time you use the boon. This effect can only target you and cannot be transferred to another character. Treat your character level as your caster level when determining level-dependent variables of each spell. Using this boon is a standard action that does not provoke attacks of opportunity.
When you activate this boon, you may choose to forgo 10% of your total wealth earned on the scenario’s Chronicle sheet as your tax. If you opt to make this civic sacrifice, you gain the effects of your tier’s spell for a longer duration, as noted below. This reduction in gold should be reflected in the GP Gained section of the Chronicle sheet rather than represented as an Item Bought. When you have used this boon, cross it off the Chronicle sheet.
With the exception of Tier 12+, this boon may only be activated while playing a Pathfinder Society Scenario, and cannot be used during a sanctioned adventure in the Pathfinder Modules or Pathfinder Adventure Path lines.
Tier 1, Tier 1–5, Tier 1–7: You gain the benefit of bless. If you pay a tax when activating this boon, the spell’s duration increases to 10 min./level.
Tier 3–7: You gain the benefit of aid. If you pay a tax when activating this boon, the spell’s duration increases to 10 min./level.
Tier 5–9: You gain the benefit of heroism. If you pay a tax when activating this boon, the spell’s duration increases to 1 hour/level.
Tier 7–11: You gain the benefit of good hope. If you pay a tax when activating this boon, the spell’s duration increases to 10 min./level.
Tier 12+: You gain the benefit of heroes’ feast. If you pay a tax when activating this boon, the spell’s effects persist through the end of the adventure rather than for 12 hours.

Unidentifed Unguent (From Thornkeep: The Forgotten Laboratory)
You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.

Lamashtu’s Bane (From Rise of the Runelords: Burnt Offerings)
Your encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled your hatred for the Mother of Monsters and her followers. You gain a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu.

Echoing Paradox (From Thornkeep: Sanctum of a Lost Age)
A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once. When you use this boon, cross it off the Chronicle sheet.

Resisting the Blackcove Taint (From 'From Shore to Sea')
You have resisted the warping taint of the waters around Blackcove and now your body is more resistant to forces that try to make it into something else. You gain a +1 bonus on saves against transmutation.

Resources Tracking:

Starting Gold: 150 gp
Gold from Master of the Fallen Fortress: 479gp
Gold from The Veteran's Vault: 519gp
Gold from The Icebound Outpost: 524gp
Gold from Thornkeep: The Forgotten Laboratory: 3711gp
Gold from Thornkeep: The Enigma Vaults: 4810gp
Gold from RotRL: Burnt Offerings: 4875gp
Gold from Thornkeep: The Dark Menagerie: 9092gp
Gold from Thornkeep: Sanctum of a Lost Age: 11797gp
Gold from From Shore to Sea: 8762gp
Total Wealth Earned: 44719gp

Starting Purchases:
Quarterstaff 0gp
3 Daggers 6gp
Studded Leather 25gp
Light Crossbow 35gp
10 Crossbow Bolts 1gp
Backpack 2gp
Wooden Holy Symbol 1gp
Waterskin 1gp
Sunrod 2gp
Healer's Kit 50gp
Spell Component Pouch 5gp

Master of the Fallen Fortress Accounting:
SELL Backpack +1 gp
Silver Holy Symbol 25gp
Masterwork Backpack 50gp
Masterwork Buckler 165gp
Alchemist Fire 20gp
Potion of Cure Light Wounds 50gp

The Veteran's Vault Accounting:
Sunrod 2gp
Cold Weather Outfit 8gp
Wand of CLW wounds 2pp

The Icebound Outpost Accounting:
SELL Studded Leather Armor +12gp
Masterwork Breastplate 350 gp
Heavy Mace 12gp
Holy Water 25gp
50 ft. Silk Rope 10gp
10 Crossbow Bolts 1gp

The Forgotten Laboratory Accounting:
SELL Heavy Mace +6gp
SELL Light Crossbow +17gp
Wayfinder 250gp
Pearl of Power (Level 1) [Off Chronicle Sheet] 1000gp
Masterwork Light Crossbow 335gp
Masterwork Heavy Mace 312gp
MW Alchemical Silver Dagger 322gp
Everburning Torch 110gp
Vanity: Temple 4pp

The Enigma Vaults Accounting:
Amulet of Natural Armor +1 2000gp
Oil of Daylight 750gp
Wand of Bless (50 charges) 750gp
Alchemist Fire 20gp

RotRL: Burnt Offerings Accounting:
Light Horse 75gp
Bit and Bridle 2gp
Riding Saddle 10 gp
Handy Haversack 2000gp
1 Spring Loaded Wrist Sheath 5gp
Upgrade MW Buckler to Buckler +1 1000gp
Ring of Protection 2000gp
Scroll: Breath of Life 1,125 gp
Scroll: Remove Blindness/Deafness 375gp
Scroll: Remove Curse 375gp
Scroll: Remove Disease 375gp
Scroll: Align Weapon 150gp
SELL Masterwork Backpack +25gp

The Dark Menagerie Accounting:
Headband of Alluring Charisma +2 4000gp
Wand of Lesser Restoration (50 Charges) 4500gp
Potion of Fly 750gp
Pair of Platinum rings 50gp
Scroll: Delay Poison 150gp
10 bolts 1gp

Sanctum of a Lost Age Accounting:
SELL MW Breastplate +175gp
First Aid Gloves 4500gp
Full Plate Armor +2 5800gp
Cloak of Resistance +1 1000gp
4 Divination material components 100gp
4 Augury material components 100gp
1 Augury spell focus 25gp

From Shore to Sea Accounting:
Upgrade Headband of Alluring Charisma (+2) to Headband of Mental Prowess (+2 Cha, Wis) 6000gp
Elixir of True Form (From 'From Shore to Sea' chronicle sheet) 1600gp
Potion of Gaseous Form 750gp
Scroll of Communal Resist Energy 375 gp

Total Wealth Expenditures: 43676gp
Total Prestige Expenditures: 6pp
Current Wealth: 1043gp

Season 9 Faction Card:

[ ][ ][ ][ ][ ][ ][ ][ ]Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once.
Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

[ ][ ]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence,
Wisdom, or Profession (scribe) check.

[ ]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.

[ ]Convince an NPC to work as a Pathfinder Society contact, or convince a disaffected agent to work with the Society again.
This requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.

[ ][ ]Participate in an adventure that features Grandmaster Torch, Pasha Muhlia al-Jakri, or Thurl. Faction missions do not fulfill
this goal.

[ ][ ]Successfully complete a scenario in Season 4 of the Pathfinder Adventure Card Guild: Season of Factions’ Favor.

[ ]Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by
mounting a rescue, recovering an important object, or defending that group’s resources and reputation.

[ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Faction: Grand Lodge

PFS# 60133-2