Warren Chief

Milo Flamecursed's page

1,107 posts. Organized Play character for Evil Minion.


Full Name

Milo Flamecursed

Race

N Gnome Wizard 10 / Sorcerer 1

Size

Small

Alignment

N

Location

Hometown: Magnimar Current: Nidal

Languages

Azlanti, Common, Celestial, Draconic, Dwarf, Gnome, Hallit, Jistkan, Orc, Osiriani, Sylvan, Thassilonian, Tien, Varisian

Occupation

Experimental Arsonist Alchemist

Strength 8
Dexterity 14
Constitution 15
Intelligence 25
Wisdom 10
Charisma 11

About Milo Flamecursed

Male Gnome Wizard (admixture) 10, Sorcerer (crossblooded) 1
N Small Humanoid (gnome, orc)
Init +4; Senses low-light vision, darkvision 60 ft, light sensitivity; Perception +16

Defense:

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 78 (11d6 + 20 (con) + 10 (favored class))
Fort +7, Ref +7, Will +9
Defensive Abilities Defensive Training
Weaknesses Light Sensitivity

Offense:

Speed 20 ft.
Melee small dagger +5 (1d3-1, 19-20/x2)
Ranged small sling +8 (1d3-1, 20/x2)
Spell-Like Abilities (CL 11th, ranged touch +8, concentration +11)
4/day - dancing lights
1/day each - flare, prestidigitation, produce flame (CL 13)
Sorcerer Spells Known (CL 1st, concentration +1):
1st (3/day) - snapdragon fireworks (CL 2, DC 11)
0th (at will) - detect magic, detect poison, read magic
Bloodlines Draconic (red), Orc
Typical Wizard Spells Prepared (CL 10th, ranged touch +8, concentration +17):
5th (3+1) - empowered intensified fireball* (CL 13), overland flight, wall of force, [ 1 free ]
4th (4+1) - dimension door, dimensional anchor, empowered fireball (CL 13), empowered fireball*, [ 1 free ]
3nd (5+1) - dispel magic, haste, intensified fireball*, intensified fireball, intensified fireball (CL 13), fly
2nd (6+1) - glitterdust (DC 19), intensified burning hands* (CL 11), false life, false life, mirror image, resist energy, scorching ray (CL 11)
1st (6+1) - burning hands, burning hands* (CL 11), mage armor, magic missile (CL 10), magic missile, protection from evil, vanish
0th (at will) - mending, message, ray of frost, spark
Specialization Evocation; Opposition Divination, Enchantment
Special Attacks Pyromaniac, Hatred, Intense Spells +5, Versatile Evocation (10/day), Touch of Rage (3/day)

Spell Damage reference:

CL: pyromaniac (+1 on [fire] spells), spell specialization (+2 on fireball), varisian tattoo (+1 on evocation spells)
Damage: orc bloodline (+1/die on any spell that deals hp damage), red dragon bloodline (+1/die on any [fire] spell), intense spells (+5 damage on any evocation spell that deals hp damage)
DC: spell focus (+1 on evocation spells), greater spell focus (+1 on evocation spells)

empowered intensified fireball - CL 14, 14d6+33 * 1.5 fire damage (CL 13, 13d6+18 * 1.5 if converted to another element)

empowered fireball - CL 14, 10d6+25 * 1.5 fire damage (CL 13, 10d6+15 * 1.5 if converted to another element)

intensified fireball - CL 14, 14d6+33 damage (CL 13, 13d6+18 if converted to another element)
fireball - CL 14, 10d6+25 fire damage (CL 13, 10d6+15 if converted to another element)
lightning bolt - CL 11, 10d6+15 electricity damage (CL 12, 10d6+25 if converted to fire)

scorching ray - CL 12, 3 rays, 4d6+13 fire damage for first, 4d6+8 for the rest (CL 11, 4d6+9/4d6+4 if converted to another element)
flaming sphere - CL 12, 3d6+11 fire damage (CL 11, 3d6+8 if converted to another element)
intensified burning hands - CL 12, 10d4+25 fire damage (CL 11, 10d4+15 if converted to another element)

burning hands - CL 12, 5d4+15 fire damage (CL 11, 5d4+10 if converted to another element)
produce flame - CL 13, 1d6+12 fire damage on the first shot, 1d6+7 fire damage on all the rest
magic missile - CL 11, one missile at 1d4+6, four at 1d4+2 force damage
shocking grasp - CL 11, 5d6+10 electrical damage (CL 12, 5d6+15 if converted to fire)

acid splash - CL 10, 1d3+1 acid damage
disrupt undead - CL 10, 1d6+1 positive energy damage
ray of frost - CL 11, 1d3+6 cold damage (CL 12, 1d3+7 if converted to fire)

Statistics:

Str 8 (-1), Dex 14 (+2), Con 15 (+2), Int 25 (+7), Wis 10 (+0), Cha 11 (+0)
Base Atk +5; CMB +3; CMD 15 (16 vs grapple)
Feats Spell Focus (evocation), Spell Specialization (fireball), Eschew Materials, Greater Spell Focus (evocation), Varisian Tattoo (evocation), Spell Penetration, Intensified Spell, Empower Spell, Greater Spell Penetration, +1B
Traits Magical Lineage (fireball), Reactionary
Skills Acrobaticsᶜᶜ +5, Craft (alchemy) +20, Disable Deviceᶜᶜ +13, Escape Artistᶜᶜ +13, Fly +8, Intimidate +4, Knowledge (arcana) +18, Knowledge (dungeoneering) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +18, Knowledge (religion) +16, Linguistics +14, Perception +16, Spellcraft +17, Stealthᶜᶜ +17, Survival +5, Use Magic Device +4
Languages Common, Gnome, Sylvan, Varisian, Draconic, Orc, Thassilonian, Dwarf, Hallit, Tien, Celestial, Azlanti, Osiriani, Jistkan

Equipment:

[Current Encumbrance: 5.75 lbs (out of a 26 lb max light load)]

small cold iron dagger
small artisan's outfit
+6 headband of vast intelligence (skill: stealth, escape artist, disable device; language: hallit, celestial, osiriani)
+2 cloak of resistance
smoked goggles
necklace of adaptation (arcane bond)
intelligent Ring of the Weary Sky [Align N, Ego 7, Int 12, Wis 10, Chr 11]
small belt pouch
pearl of power (1st)
skeleton key
bandolier
wand of cure light wounds [ 47 ]
wand of recharge innate magic [ 45 ]
potion of cure light wounds
handy haversack
small sling
cold iron sling bullets [ 10 ]
spell component pouch
canteen
obsession log
alchemists lab
collapsible plank
mwk thieves' tools
alchemist's fire
antiplague x 2
antitoxin x 2
leather scroll case (scroll of mage armor, scroll of endure elements, scroll of obscuring mist)
wooden scroll case (scroll of comprehend languages)
small bedroll
silk rope
grappling hook
waterproof bag
wayfinder
mess kit
ink
inkpen
candle [ 5 ]
small cold weather outfit
small cleats
pathfinder chronicles x 6 (arcana, dungeoneering, local, nature, planes, religion)
lesser selective metamagic rod
spellbook1 (100 of 100 pages) [all cantrips (except divination) plus spark; 1st) air bubble, alarm, ant haul, blood money, burning disarm, burning hands*, chill touch, color spray, comprehend languages*, crafter's fortune, disguise self, ear-piercing scream*, endure elements, enlarge person, erase, expeditious retreat, feather fall, floating disk*, grease, hypnotism+, infernal healing, liberating command, mage armor, magic aura, magic missile*, magic weapon, mount, obscuring mist, protection from evil, protection from law, recharge innate magic, reduce person, shield, shocking grasp*, silent image, true strike+, unseen servant, vanish, ventriloquism; 2nd) alter self, blindness/deafness, blur, cat's grace, create pit, detect thoughts+, false life, fire breath*, flaming sphere*, frigid touch*, glitterdust, gust of wind*, invisibility, knock, levitate, minor image, mirror image, resist energy, pyrotechnics, scorching ray*, spider climb, web; (*specialization school, +opposition spells)]
spellbook2 (100 of 100 pages) [3rd) aqueous orb, blink, daylight*, dispel magic, displacement, fireball*, fly, gaseous form, invisibility sphere, haste, hydraulic torrent*, lightning bolt*, major image, slow, stinking cloud, summon monster III, water breathing, wall of nausea; 4th) dimension door, dimensional anchor, emergency force sphere*, enervation, ice storm*, greater invisibility, phantasmal killer, shadow conjuration, shout*; 5th) overland flight, teleport]
spellbook3 (19 of 100 pages) [2nd) bear's endurance, darkvision, 5th) interposing hand*, wall of force*, cloudkill ]
27223 gp, 9 sp, 5 cp

** purchased this scenario

Spells:
** +2 spells for new level
Level 0: all cantrips plus spark (except divination and enchantments spells)

Level 1 air bubble, alarm, ant haul, blood moneyP, burning disarm, burning hands*, chill touch, color spray, comprehend languages+, crafter's fortune, disguise self, ear-piercing scream*, endure elements, enlarge person, erase, expeditious retreat, feather fall, floating disk*, grease, hypnotism+, infernal healing, liberating command, mage armor, magic aura, magic missile*, magic weapon, mount, obscuring mist, protection from evil, protection from law, recharge innate magicG, reduce person, shield, shocking grasp*, silent image, true strike+, unseen servant, vanish, ventriloquism

Level 2 acid arrow, alter self, bear's endurance, blindness/deafness, blur, bull's strength, cat's grace, create pit, darkvision, detect thoughts+, false life, fire breath*, flaming sphere*, frigid touch*, glitterdust, gust of wind*, invisibility, knock, levitate, minor image, mirror image, resist energy, pyrotechnics, scorching ray*, spider climb, web

Level 3 aqueous orb, blink, daylight*, dispel magic, displacement, fireball*, fly, gaseous form, invisibility sphere, haste, hydraulic torrent*, lightning bolt*, major image, ray of exhaustion, slow, stinking cloud, summon monster III, vampiric touch, water breathing, wall of nausea

Level 4 dimension door, dimensional anchor, emergency force sphere*, enervation, fire shield*, ice storm*, greater invisibility, phantasmal killer, shadow conjuration, shout*, wall of ice*

Level 5 cloudkill, interposing hand*, overland flight, secret chest, teleport, wall of force*

Level 6 contingency*

Level 7 mage's magnificent mansion

* specialty school (evocation)
+ opposition schools (divination, enchantment)
G gnome-only racial spell
P no longer PFS legal

Special Abilities:

Defensive Training +4 dodge bonus to AC vs giants
Hatred +1 bonus on attack rolls vs goblinoid and reptilian humanoids
Keen Senses +2 racial bonus to Perception checks
Obsessive +2 racial bonus to one Craft or Profession skill [Craft (alchemy)]
Pyromaniac +1 CL on spells and abilities with the fire descriptor. 1/day dancing lights, flare, prestidigitation, produce flame [replaces gnome magic and illusion resistance]
Arcane Bond bonded object (amulet)
Intense Spells (Su) +5 damage on any evocation spell that deals hit point damage.
Versatile Evocation (Su) 10/day, may change energy type on any evocation spell that does acid, cold, electricity, or fire damage to one of the other 3 types.
Elemental Manipulation (Su) 30' aura that changes elemental energy from one type to another of your choosing, for up to 10 rounds / day
Opposition Schools enchantment, divination
Sorcerer Bloodlines Draconic (red) and Orc
Bloodline Arcana (red dragon) +1 damage / die rolled for any spell with the fire descriptor
Bloodline Arcana (orc) gain the orc subtype, darkvision 60' and light sensitivity. +1 damage / die rolled for any spell that does hit point damage
Light Sensitivity dazzled (-1 on attack rolls and sight-based perception checks) in bright light or within a daylight spell
Touch of Rage (Sp) touch a creature for +1 morale bonus on attack, damage, and will saves for 1 round. 3 times per day.
Spell Focus/Greater Spell Focus (evocation) [feat] +2 DC on all evocation spells
Spell Specialization [feat] +2 CL for a single spell (fireball)
Varisian Tattoo (evocation) [feat] +1 CL on all evocation spells. dancing lights 3 times per day
Intensified Spell [feat] (Metamagic)
Empower Spell [feat] (Metamagic)
Magical Lineage [trait] pick one spell (fireball), when you apply metamagic to this spell, treat its actual level as 1 lower to determine final adjusted level
Reactionary [trait] +2 trait bonus to initiative

Intelligent Ring of the Weary Sky - [Align N, Ego 7, Senses 30' vision and hearing; Int 12, Wis 10, Cha 11; Communication empathy; Lesser Power resist energy 1/day (CL 3rd, wielder only); Special Purpose control or defeat elementals]
1/day Charm Monster (Will DC 15) vs creatures with elemental subtype
Whenever facing a creature of the elemental subtype, the ring casts resist energy on the wearer, attuned to the applicable energy type. If the wearer has charmed the elemental, with the ring's charm monster ability, the ring does not abjure the wearer against that elemental's energy type.

Background's Background:
Long ago, there was an orc. A barbarian of the fiercest kind, capable of a level of violence, debauchery, and rage that put his brethren to shame. One fateful day, this orc faced off against a dragon. A red dragon of the fiercest kind, who's fire had been fueled by countless years and numerous battles.

The orc lost this fight, little more than a charred corpse bathed in dragon's fire remaining.

But the orc had companions who, through great expense and using powerful magics, managed to bring him back from the realm of the dead. His rage was now stoked even higher at his defeat. Rage so strong that eventually he returned once more to face that same dragon... only once more to face defeat... and that time, not even a body remained, as the fires inside the dragon proved even hotter than those outside.

The orc's companions were eventually able to recover one small indigestible bit. Resources depleted, they were forced to resort to more natural magics in order to restore him. They reincarnated him into a new body. Hoping for one even stronger than before! The body he received, however, was that of a small gnome.

Despite his small stature, or perhaps because of it, the orcs rage and anger were larger than ever... perhaps even stronger, now that he thought the gods themselves mocked him by trapping him in such a frail form. And as before, eventually it led the orc once more to the red dragon's doorstep. That final time, the orc's companions did not even try to recover his remains.

But in his brief time as a gnome, his debauchery, even in that form, had managed to sire a child. A child who's very soul was fueled by the anger and rage of the father. Anger and rage tempered by the intense heat of an ancient dragon's fire and magic. And from that day forth began a family line of gnomes in which all of those elements ran so strong, so overwhelming, that amongst those in whom it grew, it became known as a terrible curse.

In some, only the anger would come to the fore, and in those a life of violence and death usually unfolded. In others, the intense fires would be dominant, leading to an often unhealthy obsession with flames and burning. And in a rare few, both of those forces would rage strong... they usually had it the worst of all.

Background:
Milo's family has been cursed for generations. Random bouts of violent rage and an unhealthy fascination with fire have been their hallmark for so long, it has become expected that eventually, any in whom the curse rose would end up getting themselves killed through violent murder or blowing themselves up in fiery destruction (or occasionally both).

Sometimes the curse passed a generation by, or manifested only partially... some of those in whom it rose tried to keep the curse in check, ignoring the impulses and urges as best they could… Some embraced it wholeheartedly. Regardless of their approach, the curse almost always won out in the end and few if any lived to see old age.

Milo's father had the curse, and became one of Magnimar's more notorious serial killers: the infamous serial arsonist known as The Matchstick. He was eventually captured and executed, leaving behind a wife and young son.

Growing up the son of a serial killer was not pleasant. Especially given the number of angry and grieving victims Milo's father had left in his destructive wake. His mother could not take it, sinking into a deep depression until she finally succumbed to the bleaching within a year of her husband’s death, leaving a young Milo to fend for himself. An undersized and vilified orphan on the streets of Magnimar's slums, Milo learned to do what he had to, to survive.

When fire started becoming the focus of his dreams too, combined with bouts of anger and rage, Milo realized that the curse was coming for him in force. But unlike his father, Milo did not want to end up hated by an entire city.

To that end he left Magnimar, eventually meeting up with a group of Varisian sorcerers. At his request, they tried to teach him how to control his anger and focus the fire that bubbled up inside him... but the curse was too strong, and Milo's personality too ensnared in its grasp, to allow him to learn more than just the basics of what they had to teach. But Milo was an exceptionally bright young gnome, and what he learned from them gave him a starting point and, for the first time in years, hope. He traveled to Absalom to find someone who might teach him more intellectual ways to arrive at the same goal. And ever since, he has been trying to focus the anger and fiery destructive desires through more socially viable channels... aka: The Pathfinders

Boons & Vanities:

    Foreign Contact - Melnat Glimsilk (f gnome illusionist) in Magnimar [2 PP]

  • - The Yagevna family in Irrisen recognizes Milo as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, Milo gains a +2 circumstance bonus on all diplomacy rolls if he mentions the Yagevna family and how he assisted them.
  • - The Chelish Embassy of Absalom recognizes Milo for his outstanding service to the Empire. He was given a boon that grants one free divination spell from a Cleric of Asmodeus. He can only use this boon in the Cheliax capital city of Egorian.
  • - The Andoran Embassy of Absalom regards Milo as an upstanding free citizen of the Republic.
  • - Milo has an official writ of appreciation from the People's Council of Almas granting him a +5 on diplomacy checks made to influence government officials within Andoran.
  • - Milo has the permanent benefits of endure elements, but only towards cold temperatures from 0F and above
  • - Having perused the Mutani Manual of Martial Mastery, Milo gains a +1 bonus to his CMD vs grapple
  • - +2 bonus on all Knowledge (local/history/nobility) checks pertaining to Magnimar. +2 bonus on all Charisma-based checks vs good-aligned NPC's in Magnimar
  • - +2 bonus on all Knowledge (arcana) checks to ID constructs. Once per scenario can ignore a constructs hardness/DR for one attack
  • - +2 circumstance bonus on Diplomacy checks vs humanoids from Katheer
  • - Tanbaru's Respect - access to a spirit oni familiar or a single use spell-like ability to cast one of dispel magic, fog cloud, invisibility, mirage arcana, or stone shape (used during scenario 2.14)
  • - Sky Key Component (Hao Jin Tapestry)
  • - Wayang's Favor - +2 bonus on charisma-based checks vs wayang
  • - An Agent Uncovered - gain a unique wayfinder with the seal of the Decemvirate. +2 bonus on any Bluff, Diplomacy, or Intimidate check vs other members of the Society

  • Explorer (faction card lvl 1) [2 / adventure ] +4 circumstance bonus on an Acrobatics, Climb, Linguistics, Knowledge, Survival, Swim, or Use Magic Device checks
  • Chronicler (faction card lvl 2) one additional use of Explorer ability and can use the ability to modify additional skills

  • - Dragonslayer - (1 use) may add 1d6 to any damage roll vs a true dragon.
  • - Thurl's Bane (Grand Lodge) - (1 use) free action for two bonuses vs extraplanar outsiders with no alignment subtype
  • - Ectoplasmic Enhancement - (1 use) swift action to treat all natural, unarmed, and weapon attacks as if they had Ghost Touch, for 1 round
  • - Aspis Revealed - (2 uses) +1 insight bonus on all attack, damage, and saving throw rolls vs Aspis members for one scenario (or both uses for +3)

Faction Card:

** 7/9 Season 6 Faction Card goals completed **
G1 8/8 (Katepesh, Varisia, Qadira, Shackles, Galt, Thuvia, Rahadoum, Dis)
G2 1/3
G3 1/1
G4 1/1
G5 1/1
G6 1/1
G7 0/1
G8 4/4

Society Stuff:

PFS# 84637 - 3
Faction Grand Lodge
XP 30
Prestige/Fame 44/60

Scenarios Completed

  • #0.24, Decline of Glory (1 XP, 2 PP, 775 + 20 gp)
  • #0.06, Black Waters (1 XP, 2 PP, 550 + 75 gp)
  • #0.04, Frozen Fingers of Midnight (1 XP, 2 PP, 467 + 75 gp)
  • #0.02, The Hydra's Fang Incident (1 XP, 2 PP, 456 + 50 gp)
  • #0.08, Slave Pits of Absalom (1 XP, 2 PP, 457 + 75 gp)
  • #0.13, The Prince of Augustana (1 XP, 2 PP, 462 + 75 gp)
  • #2.24, Shadow's Last Stand - Part II: Web of Corruption (1 XP, 2 PP, 1311 + 75 gp)
  • #4.01, Rise of the Goblin Guild (1 XP, 2 PP, 1212 gp) [GM]
  • #3.23, The Goblinblood Dead (1 XP, 2 PP, 1173 gp) [GM]
  • #2.15, Shades of Ice, Part I: Written In Blood (1 XP, 2 PP, 1855 + 50 gp)
  • #2.17, Shades of Ice, Part II: Exiles of Winter (1 XP, 2 PP, 1872 + 100 gp)
  • #2.19, Shades of Ice, Part III: Keep of the Huscarl King (1 XP, 2 PP, 1906 + 100 gp)
  • #4.14, My Enemy's Enemy (1 XP, 2 PP, 2245 gp) [GM]
  • #3.03, The Ghenett Manor Gauntlet (1 XP, 2 PP, 4074 + 100 gp)
  • #2.21, The Dalsine Affair (1 XP, 2 PP, 2251 gp) [GM]
  • #5.09, The Traitor's Lodge (1 XP, 2 PP, 3268 gp) [GM]
  • #7.03, The Bronze House Reprisal (1 XP, 2 PP, 3991 + 150 gp)
  • #0.27, Our Lady of Silver (1 XP, 2 PP, 1677 + 150 gp)
  • #0.22, Fingerprints of the Fiend (1 XP, 2 PP, 3056 gp) [GM]
  • #7.19, The Labyrinth of Hungry Ghosts (1 XP, 2 PP, 3240 + 50 gp)
  • #0.16, To Scale the Dragon (1 XP, 2 PP, 2606 + 150 gp)
  • #0.20, King Xeros of Old Azlant (1 XP, 2 PP, 2885 + 100)
  • #3.14, Wonders in the Weave, Part II: Snakes in the Fold (1 XP, 2 PP, 5664 gp) [GM]
  • #6.21, Tapestry's Toil (1 XP, 2 PP, 5411 + 150 gp)
  • #2.06, The Heresy of Man, Part I: The First Heresy (1 XP, 2 PP, 5923 + 150 gp)
  • #2.07, The Heresy of Man, Part II: Where Dark Things Sleep (1 XP, 2 PP, 5604 + 150 gp)
  • #2.09, The Heresy of Man, Part III: Beneath Forgotten Sands (1 XP, 2 PP, 5365 + 150 gp)
  • #10.08, What Prestige is Worth (1 XP, 2 PP, 7736 gp)
  • #9.13, The Lion's Justice (1 XP, 2 PP, 7881 + 150 gp)
  • #2.14, The Chasm of Screams (1 XP, 2 PP, 8050 + 150 gp)

Stats:
(HP 71/71 | AC 13, Touch 13, FlatFooted 11 | CMD 14 | Fort +7, Ref +7, Will +8 | Init +4 | Perc +15 (light sensitive) | Versatile Evocation 10/10, Touch of Rage 3/3, Selective Rod 3/3, Explorer 2/2 )