Pirate Queen

Midge's page

621 posts. Organized Play character for meloriel.

Full Name

Midge Marrens, Snowmask Sister


| HP: 26/26 | AC 14 (T14, FF 12) | CMB: +1 CMD: 13 | F:+4 R:+5 W:+7 (+2 vs. enchantments and fear, +1 vs evil outsiders spells/ spell-like, +5 vs. cold weather) | Init +2 | Perc +3, SM +1, Social +4, Spellcraft +7, UMD +9


| Speed 20 ft. | Spells: 1st: 7/7, 2nd: 4/4 | Heavenly Fire: 7/7, Bond Breaker: 1/1, Celestial Traveler: 1/1, Dragonkiller: 1/1, Orator: 1/1 | Active Conditions: None


Female Halfling Celestial Sorcerer 4






Common, Gnome, Halfling

Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 12
Charisma 19

About Midge


PFS # 276820-5
Faction: Liberty’s Edge
Experience 10
Fame 20, Prestige Points 11

Female Halfling Sorcerer 4
CG Small Humanoid (halfling)
Init +2; Senses Perception +3

AC 14, touch 14, flat-footed 12 (+0 armour, +1 deflection, +2 Dex, +0 shield, +1 size)
hp 26 (4d6+8)
Fort +4, Ref +5, Will +7
...+1 vs. spells and spell-like abilities cast by evil outsiders
…+2 vs. Enchantments, Fear
...+5 vs. exposure to cold weather
Resistances acid 5, cold 5
Defensive Abilities constant endure element in cold weather as low as 0 F

Speed 20 ft.
Melee mw morningstar +4 (1d6)
…dagger +3 (1d3/19-20)
Ranged acid splash +5 ranged touch (1d3 acid)
...snowball +5 (4d6 cold)

Spells-like Abilities (CL 4th, Concentration +9)
7/day—Heavenly Fire

Spells Known (CL 4th, Concentration +9)
2nd—4/day —burst of radiance
1st—7/day—bless, mage armour, snowball, summon monster I
0—At Will—acid splash, detect magic, light, mage hand, prestidigitation, read magic

Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 19
Base Atk +2; CMB +1; CMD 13
Traits Indomitable, Sacred Touch
Feats Eschew Materials, Point-blank Shot, Precise Shot
Skills Acrobatics +4, Climb +2, Knowledge (Arcana) +6, Knowledge (Planes) +3, Perception +3, Spellcraft +8, Stealth +5 (0R), Use Magic Device +11
(3 points; 2 class, 1 INT, 0 race, 0 favoured class)
Abilities bloodline (celestial), bloodline arcana, bloodline power (celestial resistance, heavenly fire), cantrips, fearless, halfling luck, keen senses, slow speed, sure-footed, weapon familiarity
Languages Common, Gnome, Halfling

Special Abilities:


Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Celestial Resistances (Ex): You gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Heavenly Fire (Sp): You can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (7/day, 1d4+2)
...Used on: Londo

Indomitable (trait): Your strong, self-reliant swagger makes you more resistant to domination and control. You gain a +1 trait bonus on saving throws versus enchantment spells and effects.

Sacred Touch (trait): You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.


Bond Breaker Once per adventure, you can perform one of two liberating acts. You can cast shatter as a spell-like ability, with a DC equal to 12 + half the number of goals you have completed (rounded down) (DC 14). Alternatively, you can deal 1d10 additional points of damage on your next attack against a creature or object with hardness. If your weapons critical hit multiplier is x3 or x4 you deal 2d10 or 3d10 additional points of damage, respectively.

Celestial Traveler Between your mission for the Pathfinder Society, you seek opportunities to connect with the Upper Planes. You may spend your downtime and 4 PP to travel to either Nirvana or Elysium. If you do so you may elect one of the following benefits, crossing the other off you Chronicle sheet. (PAID THE PP)
[] Celestial Spark: You can a +1 bonus on saving throw against the spells and spell-like abilities of outsiders with the evil subtype. Additionally, you may check the box that precedes this boon to send forth a surge of channeled energy that harms evil outsiders, as if you were a cleric of your level with the alignment channel feat. [...] (the rest is irrelevant)
[] Other crossed off

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Dragonkiller You defeated Aralantryx, the Shadow Lodge's enslaved white dragon and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage rolls such as sneak attack and it is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your chronicle sheet.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Orator You are skilled at inspiring people, particularly when you oppose tyranny. Once per adventure before rolling a skill check to convince an NPC to cooperate with you, you can add a bonus to your check equal to 1+ half the number of goals you have completed (rounded down, +1). Double this bonus if the check involves convincing the NPC to participate in an uprising.

Snowmask Induction You allied with the Snowmask Clan and returned Jedrek's Shard to a place of honour beside Ranulf's body. In thanks you are inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold, and only to temperatures of 0 degrees F and above. You gain no bonus in extreme heat.


Combat Gear dagger, masterwork morningstar, potion of cure light wounds (10), potion of cure moderate wounds (3), alchemist's fire (5), holy water (4), scroll of protection from evil (4), scroll of shield (5), wand of burning hands (CL 3, 3 charges), wand of cure light wounds (CL 1, 10 charges), wand of cure light wounds (CL 1, 50 charges)wand of magic missile (24 charges), wayfinder
Possessions backpack, bedroll, belt pouch, cloak of resistance +1, ring of protection +1, ink, inkpen, journal, flint and steel, grooming kit, mess kit, cold-weather outfit, explorer’s outfit, pyjamas, scroll case, waterskin, winter blanket
Carrying Capacity
Light 0-24.75 lb. Medium 24.76-49.5 lb. Heavy 49.6-75 lb.
Current Load Carried 14.6 lbs.
Money 1,424 GP 3 SP 0 CP

New Purchases:

Temporary Gear:

Completed Scenarios:

#2-17 - Shades of Ice Part II: Exiles of Winter
#2-19 - Shades of Ice Part III: Keep of the Huscarl King
#5-08 - Confirmation
#01 - Silent Tide
#24 - Decline of Glory
#29 - The Devil We Know, Part I - Shipyard Rats
#30 - The Devil We Know, Part II - Cassomir's Locker
#41 - The Devil We Know, Part III - Crypt of Fools
#48 - The Devil We Know, Part IV - Rules of the Swift
#2-21 - The Dalsine Affair


Midge was born and raised in Andoran to liberated slaves who fled a harsh life in Cheliax. She's a bold, daring free-spirit who is touched by the gods--unfortunately, she's not sure which one...

Intent on discovering the secrets of her powers and heritage, Midge set out on a journey of self-discovery, eventually joining the Liberty's Edge faction of the Pathfinders. Now a graduate about to set out on her first mission, Midge is ready to take on the world!


Midge is a pretty little halfling with brown hair, wide set eyes and a round face. She wears clean, well-trailored clothes, and always keeps herself clean and well-groomed. She walks with a skip in her step, and always has a twinkle in her eyes. Her mouth is always set in a wide, curious smile.


Heavenly Ray: She places a hand on her chest and focuses on the divine power hidden within her. She raises a hand and fires a beam of light
Acid Splash: She mutters in a strange language and moves her arms through the air, her right hand draws a circle and the left stabs forward, causing a glob of acid to fly through the air.
Bless: Midge places her hands together, as if in prayer. With a few chanted words, she moves each hand around in it's own arc, drawing circles in the air. A wave of gently glowing light –– that disappears a moment later –– surges out from Midge, filling her companions with a divine blessing.
Burst of Radiance: Midge clenches her hand into a fist and thrusts it forward. She opens her hand and a burst of bright light engulfs the...
Detect Magic: There's a flicker in her eyes, like a spark, and a ripple of gold light flickers across her irises. With a blink of her eyes, Midge's eyes are revealed to be a deep gold colour.
Light: Midge swipes her right hand across the air in front of her, right to left, then thrusts left hand forward and gives a snap of her fingers. Suddenly, ____ glows with golden light.
Mage Armour: Midge mutters a few strange words as she moves her hands around grandly. Her right hand draws a half-moon in the air and the other hand cuts through it from top to bottom. There's a sudden shimmer in the air before her, and then nothing.
Prestidigitation: Midge thrusts her arm forward and wiggles her fingers.
Read Magic:
Snowball: Midge chants as she draws a spiral in the air in front of her, then makes a fist and punches it through the spiral! A massive snowball flies at the spider!
Summon Monster: Swirling her right hand in a horizontal circle, and raising her left hand up, as if coaxing something up from the ground as she speaks arcane words.