Merfina, the Angelic Songstress's page

211 posts. Alias of Rednal.


Full Name

Merfina

Race

Adv. Aasimar

Classes/Levels

Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

Gender

(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant)

Strength 20
Dexterity 18
Constitution 16
Intelligence 18
Wisdom 17
Charisma 20

About Merfina, the Angelic Songstress

Merfina

Appearance - Token Version

Female advanced azata-blooded aasimar (musetouched) armorist 6/incanter 6/pactmaker 6/gestalt 6
NG Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +9 [+12 - Milo of Clyde]

Daily Abilities:

Spell Points: 20/21

Current Bound Spirit: Milo of Clyde
Constellation Aspect: Lore Consultant (Scholar)
Capstone Empowerment: No


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Defense
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AC 24, touch 17, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 dodge, +2 natural)
hp 78 (6d10+18)
Fort +9 (+5 circumstance bonus vs. cold weather), Ref +7, Will +9; SR 11 (vs Evil Spells/Outsiders)
Defensive Abilities fortification 25%, immune disease
Weaknesses personal warp
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Offense
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Speed 30 ft.
Melee destructive blast +11 touch (3d6) or
. . +1 keen greatsword +13/+8 (2d6+7/17-20 x2) | PA: +11/+6 (2d6+13/17-20 x2)
Ranged destructive blast +10 touch (3d6)
Spell-Like Abilities (CL 4th; concentration +9)
. . 1/day—glitterdust (DC 18)
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Statistics
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Str 20, Dex 18, Con 16, Int 18, Wis 17, Cha 22
Base Atk +6; CMB +11; CMD 28
Feats Cantrips, Combat Casting, Dodge, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Improved Energy Blade, Power Attack, Weapon Focus (greatsword)
Traits reactionary, talented
Skills Acrobatics +10, Bluff +10, Climb +9, Diplomacy +17, Disguise +10, Escape Artist +5, Heal +4, Intimidate +10, Knowledge (arcana) +17, Knowledge (dungeoneering) +14, Knowledge (history) +17, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +14, Knowledge (planes) +17, Knowledge (religion) +17, Linguistics +8, Perception +9, Perform (dance) +17, Perform (sing) +18, Ride +8, Sense Motive +4, Spellcraft +12, Stealth +5, Survival +5, Swim +9, Use Magic Device +12; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing); Bound Spirit: Milo of Clyde gives a +2 bonus to Perception, Sense Motive, and Survival
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan, Undercommon
SQ after image, alter, armor training 1, arsenal tricks (combat feat, improved materials), bind additional spirit (2), bind spirit (dc 18), binder level (6), binder secret, binder secret: revelation of brilliance, binder secret: sustenance, binder secret: undying aid, bound equipment, bound equipment abilities, break enchantment, casting, constellation aspects (dc 18), control weather, crystal blast, cure, destructive blast, divine, effects, energy blade, exalted resistance[ARG], extradimensional storage, flight, glow, haste, illusion, invigorate, invisibility, occult knowledge, pact augmentation, read magic, restore, revitalize, slow, spirits known, stone blast, summon equipment, telekinesis, teleport
Combat Gear potion of cure moderate wounds; Other Gear mwk light fortification chain shirt, lamellar (leather) armor[UC], composite longbow (+5 Str), keen greatsword, mwk scimitar, boots of elvenkind, endless chalk, periapt of health, backpack, bedroll, belt pouch, candle (10), chalk (10), cold weather outfit, flint and steel, ink, inkpen, mess kit[UE], pot, soap, trail rations (5), waterskin, garnet (worth 25 gp), 2095 gp
Special Books for researching Pact Magic (3)

Given Items: Potion of Cure Light Wounds (2), Potion of Cure Moderate Wounds (7), flask of acid, smokesticks (2).
Extradimensional Storage: Magical rapier and a magical hand crossbow, as well as normal armor and adventuring gear. A small leather bag, that is rust colored. Three potions of Cure Serious wounds. Three small red gems, that are worth about 500 gp each (rubies). Invisible book.
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Special Abilities
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Armorist Abilities
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Arsenal Trick (Combat Feat: Dodge) Gain the selected feat as a Bonus Feat
Arsenal Trick (Weapon Focus) Gain Weapon Focus as a Bonus Feat.
Bound Equipment (+2) (Su) Chosen items can be summoned at no cost and is stronger than other summoned gear. (Chosen: Greatsword, Leather Armor)
Fortification 25% You have a chance to negate critical hits on attacks.
Improved Materials Summon cold iron, silver, or mithril equipment
Summon Armor You can summon armor
Summon Equipment (+1) (Su) You can conjure a weapon or shield.

Casting Abilities (DC 17)
Cantrips You can create a variety of small magical effects
Casting (CL 6, MSB +12, MSD 23, Concentration +18, DC 19) You can cast sphere effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Destruction: Crystal Blast Destructive Blast deals piercing damage (d4's) and can entangle target
Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses
Divination: Divine You can divine magical auras
Divination: Divine Illusions You can divine for illusions
Divination: Divine Life You can divine for living creatures and their general condition
Divination: Divine Weather You can divine the weather for the next 24 hours
Illusion: Alter Make minor illusionary changes to an object or creature
Illusion: Effects Create illusions that are unconvincing, but can have some utility
Illusion: Illusion Create illusions that may fool observers
Illusion: Invisibility You can make creatures or objects vanish from view
Improved Energy Blade You may activate the Energy Blade talent as a swift action when making a melee or ranged weapon or natural weapon attack, but not a touch attack. The next successful attack deals your destructive blast damage.
Life: Break Enchantment Remove magical effects with your restore ability
Life: Cure 1d8+6 Heal a target for 1d8+6 hit points
Life: Invigorate (Up to 6 temp HP) Grant up to 6 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Revitalize Cure can grant the target Fast Healing instead of healing normally
Light: Glow Cause an object or creature to shed light
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Personal Warp You may only teleport yourself
Read Magic (sense) You can read and decipher magical writing
Telekinesis: Flight Grant flight to a creature with your telekinesis
Telekinesis: Telekinesis (Small, Speed 25 ft) You can move objects and creatures with your mind, with several applications
Time: After Image (30% miss) Target gains concealment and a miss chance
Time: Haste Target can make an extra attack during a full attack
Time: Slow (DC 19) Target becomes staggered
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Teleport You can teleport yourself as a standard action
Weather: Control Weather (Severity 3) You can change the temperature, precipitation, and wind in an area

Pactmaker Abilities
Bind Spirit (DC 18) (Ex) A pactmaker may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactmaker must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks. A pactmaker begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, a pactmaker may bind one spirit to her soul using pact magic., increasing at higher levels. This spirit’s level may not exceed the pactmaker’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 3rd level and every two pactmaker levels thereafter, the pactmaker’s maximum spirit level increases by 1, to a maximum of 9th-level spirits at 17th level. The DC to resist a pactmaker’s supernatural powers is equal to 10 + 1/2 the pactmaker’s binder level + the pactmaker’s Charisma modifier.
Bind Additional Spirit (2) (Ex) At 4th level and every 6 levels thereafter, a pactmaker gains the ability to bind one additional spirit to her soul, to a maximum of four spirits at 16th level.
Binder Level (6) (Ex) A Binder's level is equal to their number of levels in classes that grant the Bind Spirit class feature, plus half their levels in other classes. To make a good pact with a spirit, a Binder must make a Binding Check equal to 1d20 + 1/2 their Binder Level + their Cha Mod.
Binder Secret (Ex) A pactmaker’s greatest power is not within the seals she draws or the spirits she summons, but in the esoteric knowledge she unearths in her pursuit of the secrets of pact magic. At 1st level, a pactmaker gains one binder secret. She must meet all of the binder secret’s prerequisites, if any. At 2nd level and every 3 levels thereafter, the pactmaker gains access to an additional binder secret. She may not select the same binder secret multiple times unless noted otherwise.
Binder Secret: Revelation of Brilliance (Ex) A pactmaker with this secret adds her Charisma bonus (if any) on all Knowledge skill checks that she makes. If the pactmaker has the occult scholar archetype, she gains a +2 bonus on all Knowledge checks that she makes and she can attempt all Knowledge checks untrained instead.
Binder Secret: Sustenance (Ex) While bound to a spirit, a pactmaker with this secret does not need to eat or drink. At 10th level, the pactmaker also does not need to breathe while bound to a spirit, making her immune to inhaled poisons and effects, including suffocation.
Binder Secret: Undying Aid (Ex) While bound to a spirit, a pactmaker with this secret can heal a number of hit points of damage equal to her binder level as a standard action by expending one major granted ability that she possesses for 5 rounds. The pactmaker can use this ability 3 + Cha Mod times per day.
Constellation Aspects (DC 18) (Su) Beginning at 1st level, every time a pactmaker makes a good pact with a spirit, she gains an additional supernatural power known as a constellation aspect for the duration of her pact with the spirit. This constellation aspect must be drawn from among those listed as being available to the spirit she sealed a good pact with, based upon its constellation. For example, Aza’zati, a Dragon spirit, grants pactmakers a constellation aspect chosen from among those listed as Dragon constellation aspects when a good pact is sealed with him. A pactmaker may possess one constellation aspect per spirit that she is bound to and has sealed a good pact with. A constellation aspect is considered a minor granted ability for the purpose of how it interacts with all effects, including feats, spells, and magic items. A pactmaker may not select an individual aspect more than once and their benefits don’t stack. If a constellation aspect grants the pactmaker a spell-like ability, use the pactmaker’s level as the spell’s caster level. The saving throw DC against a pactmaker’s constellation aspects is equal to 10 + 1/2 of the pactmaker’s level + the pactmaker’s Charisma modifier.
Occult Knowledge (Ex) A pactmaker adds half her class level (minimum 1) to Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (planes) skill checks and may make these skill checks untrained. When making a Knowledge check to fulfill a spirit’s Knowledge Tasks, this bonus equals the pactmaker’s level instead.
Pact Augmentation (Su) At 3rd level and every 3 levels thereafter, a pactmaker selects a pact augmentation. She may not select the same pact augmentation more than once unless noted otherwise. While the pactmaker is bound to a spirit, she gains the benefits of her chosen augmentation. [Dodge, Initiative]
Spirits Known (Ex) Merfina is capable of making pacts with the following spirits:
1st - Milo of Clyde (Binding DC 14)
2nd - Ubro (Binding DC 17)
3rd - Xalen d'Marek (Binding DC 21)

General Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Dodge You gain a +1 Dodge Bonus to your AC.
Exalted Resistance (11) You have spell resistance 11 vs. evil spells, or any spell cast by evil outsiders.
Immunity to Disease You are immune to diseases.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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For a Musetouched Aasimar, Merfina is often considered a bit somber. At heart, she's a performer... and while she's quite capable of singing in many different genres, she seems to enjoy relatively serious songs more, and there's a tone in her tunes that's always just a little sad.

This is all that most people know of her - the reality is far more complex. Merfina is a talented caster, but not quite in the way most of the land recognizes. These abilities manifest in two primary forms. First, as an Incanter, she's capable of using the Spheres - a source of magic unknown to most, but quite potent in her own right. It's thought that her celestial heritage has something to do with this, but if she knows, she's not telling. This has manifested in several talents.

The first of these, the Destruction Sphere, allows Merfina to hurl blasts of power through the air. As she can do this all day, it's a steady and reliable source of ranged power... although its real potency can be seen when she combines it with her weapon strikes. She's also capable of divining for both life and magical auras (although this isn't a terribly fast ability - the ten minute focus time is far inferior to the popular Detect Magic cantrip used by most of the world), and can use her powers to heal various injuries. Finally - and she often keeps this under wraps - she's capable of teleporting quite some distance when need be. She also has access to an extradimensional storage area, which she usually uses to hold things she'd rather not lose.

This, by itself, would be quite useful for her - but her magical talents also come in the form of her pacts. One of these - thought to be a pact with a celestial friend - has granted her the abilities of an Armorist. Simply by focusing, Merfina can call forth a Greatsword of excellent quality, and she knows exactly how to use it. She's also said to be capable of conjuring other types of things, although she rarely does so.

Her real pacts, however, are those with magical spirits. It's not entirely clear where most of these spirits came from, and if she knows, she isn't telling. However, by allowing spirits to share her soul, Merfina is capable of drawing on their powers and using them to augment her own. She's immensely knowledgeable about various subjects as a result, particularly in regards to the magical arts.

Nobody's quite sure what happened to her right eye or why she keeps it covered, but she's never seen without the bandages.