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Mia Thornrose's page

274 posts. Alias of BloodWolven.


Race

Vital:
HP: 31/31, AC: 20_ T: 15_ FF: 15_ Perception +4, Sense Motive +5, Initiative: +5, Fort: +4 _ Ref: +5_ Will: +4, CMB: +2, CMD: 17, Speed: 30

Classes/Levels

Skills:
Acro+5_Ap+5_Bluf+14_Climb+0_Dip+15_EscA+5_HA +14_Heal+6_K (Arc Nob)+5_Ling+1_Ride+9_SM+5_Spell+6_ Ste+5_Sur+1_Swim+0_UMD+14

Age

Aeria Gloris, Familia of Cayden Cailean

Alignment

CG

Strength 5
Dexterity 6
Constitution 5
Intelligence 3
Wisdom 1
Charisma 24

About Mia Thornrose

Avatar picture is pretty good but other connections.

Regal

Cursed with silence. Removed and the curse is given physical form to do a clarion call to the forces of evil. Summoning undead and other necrotic creatures to the target.

Chosen Wish Ability: To have double the amount of spells that I know and can cast every day.

Unicorn Sorcerer 5/Chosen One Paladin of Cayden Cailean 5

CG Medium humanoid (Sublime, human)
Init +6;

Senses
Perception +?

Vital:
HP: 185/185, AC: 21_ T: 16_ FF: 15 _ Perception +2, Sense Motive +5, Initiative: +6, Fort: +29 _ Ref: +30_ Will: +29, CMB: +10, CMD: 26, Speed: 40

_______
DEFENSE

AC 21, touch 16, flat-footed 15 (+6 Dex, +1 Mithril shirt)
hp 185/185 (5d10+Con+Cha+Toughness+Boost) (10+8+5+6+8=37)(+25)(+120)(+5)(+10)

Regeneration 6 (acid), Fast Healing 24
Weakness to Acid 1.5x

Fort +29, Class +4, Con +1, +24 Divine Grace
Ref +30, Class +1, Dex +5, +24 Divine Grace
Will +29, Class +4, Wis +1, +24 Divine Grace

Pure of Mind: +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor.

Immune:
magic aging, disease, positive energy damage;

Resist:
Negative Energy 10, Cold 10, and Electricity 10.

_______
OFFENSE - Base Atk +5; CMB +10, CMD 26

Speed 40 ft.

[dice=MC Falchion, PA]1d20+5+4-1[/dice]
[dice=damage]2d4+6+3[/dice]

[dice=silver short sword]1d20+10[/dice]
[dice=damage]1d6-1+4[/dice]

[dice=+1 goblin pain skinning knife]1d20+11[/dice] [dice=damage]1d4+1+4[/dice] +5 damage to goblins

[dice=short spear]1d20+10[/dice]
[dice=damage]1d6+4[/dice]

Spells Known:

Bonus Spells:

0 (12 known) 8/day DC 20
Breeze Create a light wind that blows against target from direction of your choice.
Acid Splash Orb deals 1d3 acid damage.
Detect Magic Detects all spells and magic items within 60 ft.
Read Magic Read scrolls and spellbooks.
Dancing Lights Creates torches or other lights.
Detect Poison
Mage Hand 5-pound telekinesis.
Ghost Sound Figment sounds.
Haunted Fey Aspect You surround yourself with disturbing illusions.
Disrupt Undead Deals 1d6 damage to one undead.
Resistance
Message

1st (8 known) 16/day DC 21
Mage Armor
Magic missile
Burning Hands
Vanish
True Strike
Enlarge Person
Bloodline: Cure light wounds
Protection from Evil, Chaos, Law, Good
Detect Secret Doors

2nd (4 known) 8/day from class, 8/day from ability score DC 26
Resist Energy
Scorching ray
Invisibility
Bull Strength
Bloodline: Cure Moderate wounds 2d8+5

3rd (0 known) 8/day from ability score DC 27

4th (0 known) 6/day from ability score DC 28

5th (0 known) 6/day from ability score DC 29

6th (0 known) 6/day from ability score DC 30

7th (0 known) 6/day from ability score DC 32

8th (0 known) 4/day from ability score DC 33

9th (0 known) 4/day from ability score DC 34

Paladin Spells:

Bloodline Arcana: Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.

Safekeeping (Su)
At 1st level, you can touch a creature as a standard action, granting it a +2 insight bonus to AC for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lay On Hands (Su) 16/day 2d6 no saving throw (half level +cha modifier)
Mercy: Fatigued

Smite Evil (Su) 1/day +14 attack, +5 damage,
the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses if the target is an evil dragon, evil outsider, or undead.
a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Channel positive energy (Su)
Use two lay on hands charges to channel to all within 30 feet.
5th level Cleric: 2d6
Sublime: 1d6
headband of positive channeling: 2d6

Total: 5d6

STATISTICS:

Ability, final, starting, racial, Sublime, other
Str 20, 10, +0, +2, C Ranked Daily Quest +4, Familia potion +4
Dex 22, 16, +0, +2, +2 Superior Dungeon, +2 Mia Wish
Con 21, 12, +0, +8, +1 The Singing Bird Event.
Int 17, 13, -0, +4,
Wis 12, 12, +0, +0,
Cha 48, 18, +2, +8, +4 Superior Dungeon, +6 headband, +2 Mia Wish, C Ranked Daily Quest +4, Familia potion +4

Feats

Human: Point Blank shot
1st: Precise Shot
1st Boost Feat: Craft Wondrous Items
1st Sorcerer: Eschew Materials

3rd:Rapid Shot

5th:

Skills:

Class+Int+Human+ Favored class+Background: 10+5+5+4+10: 34
2 1
Acrobatics +5, (ranks 0, Dex +5) (ACP)
*Appraise +5, (ranks 1, Int +1, CS +3)
*Bluff +18, (ranks 1, cha +24, CS +3)
Climb +4, (ranks 0, Str +4) (-0 ACP)
*Craft (Gemcutting) +11, (ranks 5, Int +1, MW tools +2, CS +3)
*Diplomacy +15, (ranks 5, cha +24, CS +3, +4 Sublime)
Escape Artist +6, (ranks 1, Dex+5),
*Handle Animal +18, (ranks 1, Cha +24, CS +3)
*Heal +8, (ranks 4, Wis +1, CS +3)
*Intimidate +18, (ranks 1, Cha +24, CS +3)
*Fly +11, (ranks 3, Dex+5, CS +3)
*K (Arcana) +5, (ranks 1, Int +1, CS +3)
*K (nobility) +5, (ranks 1, Int +1, CS +3)
Linguistics +2, (ranks 1, Int +1)
Perception +6, (ranks 5, Wis +1)
Perform (Dance) +14, (ranks 0, Cha +24)
Perform (Sing) +14, (ranks 0, Cha +24)
*Profession Ruler +22, (ranks 5, Cha +24, CS +3)
*Ride +9, (ranks 1, Dex +5, CS +3) (- ACP)
*Sense Motive +5, (ranks 1, Wis +1, +3 CS)
*Spellcraft +9, (ranks 5, Int +1, CS +3)
Stealth +5, (ranks 0, Dex +5) (- ACP)
Survival +1, (ranks 0, Wis +1)
Swim +4, (ranks 0, Str +4) (-ACP)
*Use Magic Device +18, (ranks 1, cha +24, CS +3)

Languages: Common, Draconic, Abyssal

Skills:
Acro+5_Ap+5_Bluf+14_Climb+0_Dip+14_EscA+5_HA +14_Heal+6_K (Arc Nob)+5_Ling+1_Ride+9_SM+5_Spell+5_ Ste+5_Sur+1_Swim+0_UMD+14

Familiar:
*K (religion)

Traits:

Gear:iPad

Headband of perfect clairity +6
Amulet of positive energy channeling 2d6

Silver short sword
Dagger
leather armor
groups waterskin
red cloak
red clothes
10 gp gold ring

Gold key ~10gp.

takes a falchion, a backpack, a bedroll, a mess kit, a set of flint and steel, and the cloth covered canteen.

23 copper
42 silver
36 1/2 gold
255 gp of gems worth
9 platinum

A blue glowing stone from the Telling Stone.
Compass key ~10 gp (used)

Super Stimpak: An advanced healing chem. Very powerful. Superstims will cause a small amount of damage after a period of time due to powerful nature of the chemicals used.
1d6 damage after the first minute of use.
Then 1d6 damage after the second minute of use.
3d8+15, +2 on Con, -2 Int for 10 minutes.

The super stimpak is a more advanced version of the regular stimpak. While it heals more severe wounds, it also has unpleasant side effects, causing minor damage sometime after use.

The super version comes in a hypodermic, but with an additional vial containing more powerful drugs than the basic model and a leather belt to strap the needle to the limb.

Paladin:

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su) 1/day +10 attack, +2 damage, vs. evil dragon, outsider, or undead x2 damage.
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Lay On Hands (Su) 11/day 1d6 no saving throw
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.


Chosen One:

Most paladins train for years at a temple to attain a holy status, but rarely, an emissary of the divine appears to one of humble origins and calls her directly to the charge.

These chosen ones may lack experience, but their teamwork with their emissaries allows them to defeat any evil.

Bondless: A chosen one does not gain the divine bond class feature.

Divine Emissary (Ex)
At 1st level, a chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability.

Religious Mentor (Ex)
The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.

Delayed Grace (Su)
A chosen one begins her adventuring career without fully understanding her true potential. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on.

This ability alters divine grace and smite evil.

Lay on Paws (Su)
At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability.

This ability alters lay on hands and channel positive energy.

True Form (Ex)
At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any chaotic good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form.

Emissary’s Smite (Su)
At 11th level, a chosen one’s familiar also benefits from the paladin’s smite evil ability whenever the chosen one uses smite evil.

Unicorn Sorcerer:

Class Skill: Heal.

Bonus Spells: Cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), atonement (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th).

Bonus Feats: Alertness, Animal Affinity, Brew Potion, Fleet, Great Fortitude, Improved Counterspell, Self-Sufficient, Skill Focus (Heal).

Bloodline Arcana: Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.

Bloodline Powers: Your connection to the unicorns’ blessing shapes you as you grow, empowering you with the forces of good and restoration.

Safekeeping (Su)
At 1st level, you can touch a creature as a standard action, granting it a +2 insight bonus to AC for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Pure of Mind (Su)
At 3rd level, you gain a +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor. At 9th level, your bonus on saving throws against charm effects increases to +4 and your bonus on saving throws against spells with the evil descriptor increases to +6.

Righteous Fury (Su)
At 9th level, once per day you can create a spear of pure light and throw it at a creature within 60 feet as a standard action. This is a ranged touch attack that uses your Charisma modifier in place of your Dexterity modifier to determine the attack bonus. The spear deals 1d6 points of damage per sorcerer level and ignores all damage reduction and hardness. This damage increases to 1d8 points of damage per sorcerer level against an evil creature. At 13th level, you can use this ability twice per day. At 17th level, you can use this ability three times per day.

Friend to Nature (Su)
At 15th level, creatures with the animal or magical beast type and a non-evil alignment instinctually trust you. Such creatures automatically have a starting attitude of indifferent or better toward you unless you or a creature allied with you has attacked or otherwise threatened violence against such a creature.

Blessing (Su)
At 20th level, you gain immunity to poison, to charm effects, and to spells and weapons with the evil descriptor. You can also cast magic circle against evil at will with a caster level equal to your sorcerer level.


Cayden Cailean :

Alignment: CG
Areas of Concern: Ale, bravery, freedom, wine
Domains Chaos, Charm, Good, Strength, Travel
Favored weapon: Rapier

Obedience
Sing a song in praise of freedom, bravery, and your god’s glory (and good looks). The song must be audible to those nearby—friend or foe. Between stanzas, you must pause to drink from a full mug of ale, wine, or other spirits. When the song is done, drink the remaining alcohol while mentally composing the song you will sing on the morrow. If a creature is attracted by your song, do your best to engage it in conversation about the merits of Cayden Cailean. If hostilities become inevitable, leap boldly into the fight without hesitation. Gain a +4 sacred bonus on saving throws against poison effects.

Code of Conduct:

Choices:
1) +2 to two ability scores (Cha and Dex)
2) A Boost Card (+5)
3) Cursed Loot Box:
Greater Medium magical item, chance of curses 70%, chance of second curse 30%
A headband in the wondrous item selection.
-
5d100 ⇒ (98, 60, 11, 2, 40) = 211
-
Rewards for clearing the Supieror Dungeon:
1) +2 to one ability score (Cha)
2) Please select two of the following possible rewards:
Boost Ability Card +5
Beneficial Greater minor magical item
-
With 5 points she gets craft wondrous items
The other 5 points she puts into HP.

Daily rewards:
12 Boost points saved

Daily Quest: June 10th, 11th, 12th, 13th

Wish bonus from Alexandr: Regen +1

Daily Quest:

+1 is guidance from Alia, +2 is aid of an acolyte.
[Dice=Pushup Str DC 15]10 + 4 +2+1[/dice], 10 to 10:30.

[Dice=Situps Dex DC 17] 10 +5 +2+1[/dice], 10:30 to 11.

[Dice=Squats Dex DC 19]10 +5 +2+1+1[/dice], 11 to 11:30.
Touch of Good from Zaidel.

Rest for an hour including lunch, 11:30 to 12:30.

[Dice=Jacks Con DC 15] 10 +1 + 1 +2+1[/dice], 12:30 to 1.
Touch of Good from Zaidel.

[Dice=5k Con DC 12]10 + 5+ 1 + 2[/dice], 1 to 2.

[Dice=Loot Box ]5d100 [/dice]

When she finishes with the exercises she thanks the acolyte too, offering a silver as well for her time.