Elvish Fighter

My PFS Lavode De'Morcaine's page

1,363 posts. Organized Play character for Kydeem de'Morcaine.


1/2E Sorc 13, HP:93 of 93, AC:16, Touch:12, Flat Footed:14, with mage armor 13hrs


F:+12, R:+11, W:+15, Init:+2, Perc:+19

About My PFS Lavode De'Morcaine

Stats assume mage armor and ant haul active.

Lavode de'Morcaine
Male half-elf sorcerer 13
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision, tremorsense 30 ft.; Perception +19 (+21 vs. magic traps)
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex; +2 deflection bonus vs. evil)
hp 93 (13d6+39)
Fort +12, Ref +11, Will +15; +2 vs. enchantments, +1 trait bonus vs. enchantment spells & effects; +2 resistance vs. evil
Immune sleep; Resist acid 10, cold 10
Speed 30 ft.
Melee cestus +5/+0 (1d4-1/19-20)
Special Attacks tremor
Bloodline Spell-Like Abilities (CL 13th; concentration +24)
. . 12/day—heavenly fire (1d4+8 divine energy)
Sorcerer Spells Known (CL 13th; concentration +24)
. . 6th (5/day)—chains of light (DC 26), greater dispel magic, summon monster VI
. . 5th (8/day)—dismissal (DC 24), flame strike (DC 24), icy prison[UM] (DC 24), teleport
. . 4th (8/day)—dimension door, dimensional anchor, greater invisibility, communal protection from energy[UC], remove curse
. . 3rd (8/day)—grasping tentacles, haste, magic circle against evil, spiked pit[APG] (DC 23), summon monster III
. . 2nd (8/day)—fleshcurdle (DC 21), glitterdust (DC 22), make whole, mirror image, pilfering hand[UC], resist energy
. . 1st (9/day)—ant haul[APG] (DC 20), bless, burning hands (DC 20), grease, liberating command[UC], mage armor, polypurpose panacea[UM], vanish[APG] (DC 20)
. . 0 (at will)—acid splash, dancing lights, detect magic, detect poison, ghost sound (DC 19), mage hand, mending, open/close (DC 19), prestidigitation
. . Bloodline Celestial, Deep earth
Str 8, Dex 14, Con 16, Int 12, Wis 10, Cha 28
Base Atk +6; CMB +5; CMD 17
Feats Alertness, Augment Summoning, Eldritch Heritage[UM], Eschew Materials, Extend Spell, Improved Eldritch Heritage[UM], Iron Will, Persistent Spell[APG], Skill Focus (Knowledge [dungeoneering]), Spell Focus (conjuration), Spell Penetration, Superior Summoning[UM]
Traits focused mind, indomitable
Skills Appraise +5, Bluff +16, Diplomacy +13 (+15 vs. geniekind), Disguise +12, Fly +8, Handle Animal +13, Heal +4, Intimidate +16, Knowledge (arcana) +5 (+7 to understand the nature and ways of dragons), Knowledge (dungeoneering) +5 (+7 while navigate dungeons beneath the Cairnlands' siege castles, +7 to navigate the tunnels of the Darklands and identify Darklands natives), Linguistics +8 (+10 to learn about Azlanti sentence construction and idioms), Perception +19 (+21 vs. magic traps, +21 to notice unusual stonework), Sense Motive +2 (+4 to distinguish between true statements and exaggeration regarding esoteric topics), Spellcraft +5, Survival +0 (+2 to navigate Jungles of Mwangi Expanse, +2 to notice and follow tracks in Arctic environments), Use Magic Device +22; Racial Modifiers +2 Perception, +2 Perception to notice unusual stonework
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Infernal, Terran
SQ arcane training[APG], bloodline arcana (summoned creatures gain DR 8/evil), conviction, elf blood, wings of heaven (17 minutes/day)
Combat Gear oil of daylight, potion of air bubble, potion of cure serious wounds, potion of darkvision, potion of fox's cunning (2), potion of neutralize poison, scroll of breath of life, scroll of disguise self, magic aura, scroll of heal, lesser restoration, scroll of raiment of command (x4), scroll of remove disease, remove paralysis, scroll of water breathing, water breathing, wand of adoration (50 charges), wand of aspect of the nightingale (50 charges), wand of cure light wounds (3 charges), wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), wand of shield (50 charges), wand of speak with animals (44 charges), wayfinder of revelation, acid (3), air crystal (3), alchemical grease[APG] (3), antiplague[APG] (2), antitoxin (4), black powder reagent, itching powder[UE] (4), liquid ice[APG] (6), reagent, brimstone, reagent, cold iron, reagent, darkwood, reagent, magnesium, reagent, myrrh, reagent, phosphorus, reagent, saltpeter, reagent, silver, reagent, spirit of wine; Other Gear cestus[APG], aegis of recovery[UE], bag of holding i, belt of physical might +2 (Dex, Con), circlet of persuasion, cloak of resistance +5, dark blue rhomboid ioun stone, handy haversack, headband of alluring charisma +6, page of spell knowledge (ant haul)[UE], page of spell knowledge (vanish)[UE], ring of feather falling, ring of sustenance, robe of arcane heritage[APG], sleeves of many garments[UE], traveler's any-tool[UE], belt pouch, candle (2), chalk, earplugs[APG], ink, inkpen, jewelry to match nobles outfit (worth 150 gp, 0.5 lb), noble's outfit, parchment, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, sewing needle, shadow lodge signet: +4 disguise as member (worth 150 gp, 0.1 lb), signal whistle, spell component pouch, swarmsuit[APG], swim fins, trail rations (2), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, light horse (combat trained), feed (per day), military saddle, saddlebags, 166 pp, 8 gp, 4 cp
Special Abilities
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 8/evil (doesn't stack with other DR).
Conviction (1/day) (Su) Reroll an ability check, attack, skill check, or saving throw (take 2nd).
Deep Earth +1 spell DC if you and your target are underground.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Heavenly Fire (1d4+8 divine energy, 12/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Superior Summoning When summoning more than one creature, summon an extra one
Tremor (CMB +24, 12/day) (Sp) At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a numb
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.
Wings of Heaven (17 minutes/day) (Su) Can sprout wings and gain a 60' Fly speed with good maneuverability.
carries BoL scroll in springloaded wrist sheath
usually has mage armor and ant haul active

current available boons
House Thrune's Favor (from The Disappeared) – token grants a +3 circumstance bonus on diplomacy, checks to influence high standing members of the h=House Thrune, the Chelish government, or a Hellknight order in good standing.
Dragon Killer (from Exiles of Winter) – One time only, add an extra d6 of damage on a single damage roll against any true dragon.
Nemesis of the Aspis (from Severing Ties) – One time only, force an Aspis to re-roll a d20 and take worse result.

chronicle sheets for the following scenarios:

The Cypher Mage Dilema (mission fail at last encounter, but survived by playing dead)
Tide of Twilight #3-05
Among the Dead
Black Waters #06
The Dalsine Affair #2-21
The Disappeared #4-11
Shades of Ice Part I, Written in Blood #2-15 (killed in last fight)
Shades of Ice Part II, Exiles of Winter @2-17
Severing Ties #4-07
Race for the Runecarved Key
The Blakros Matrimony
Shades of Ice Part III, Keep of the Huskarl King, #2-19
Way of the Kirin, #4-21
The Sanos Abduction, #4-05
The Golemworks Incident, #4-03
Carrion Hill
Rivalry's End. #4-23
The Hellknight's Feast, #5-03
My Enemy's Enemy, #4-14
Weapon in the Rift, #5-13
Rats of Round Mountain, Part 1: The Sundered Path #3-20
Rats of Round Mountain, Part 2: Pagoda of the Rat
Fate of the Fiend #5-17
Ruins of Bonekeep 3, The Wakening Tomb (got far enough for the XP, but had to run)
The Fabric of Reality #4-16
The Jester's Fraud #0-56
King of the Storval Stairs" #4-04
The Waking Rune, #4-26
Vengeance at Sundered Crag: #5-25
Legacy of the Stone Lords: #6-00
Ancients' Anguish: #7-11

current available boons:

House Thrune's Favor (from The Disappeared) – token grants a +3 circumstance bonus on diplomacy, checks to influence high standing members of the h=House Thrune, the Chelish government, or a Hellknight order in good standing.
Dragon Killer (from Exiles of Winter) – One time only, add an extra d6 of damage on a single damage roll against any true dragon.
Nemesis of the Aspis (from Severing Ties) – One time only, force an Aspis to re-roll a d20 and take worse result.
Magnamarin Debt (from Race for the Runecarved Key) – One time only, half price raise.
Formidable Renown (from Race for the Runecarved Key) – Grants a +2 bonus to intimidae Lissala worshipers and once per encounter can attempt as move action rather than standard action.
Translator (from CincyCon 2013) – Follower vanity to translate Ancient Osirion, Azlanti, and Thasselonian.
Impressive Influence (from Blakros Matrimony) – Nigel Aldain, Alexander Bedard, Hamarian Blakros, Tancred Desimire, Rubaani Shfar ?!?
Snowmask Induction (from Keep of the Huscarl King) – permanent endure elements for cold down to 0 F.
True Ally of the Lantern Lodge (from Way of the Kirin) – When paying prestige for a +4 to a skill check, gain an extra +1 if in Tian Xia or +2 if in Goka.
Honorary Ambasador (Andoran) (from Year of the Risen Rune) – When you fail a diplomacy check by 7 or more when attempting to improve a creature's attitude, its attitude only decreases by one step.
Fighting That Which Lies Between The Stars (from Carrion Hill) – Grants +1 to save vs confusion and fear.
Insight Into The Dark Tapestry (from Carrion Hill) – One time only, gain 1 useful bit of information about an aberration as if had succeeded at a knowledge check.
Fool Me Once (from Rivalry's End) – Grants +2 Sense Motive vs current and former Pathfinders.
Concern For Liberty (from HellKnight's Feast) – Whenever you would receive more than one will save vs an enchantment (compulsion) effect, receive a +2 on the extra saves. Once per scenario, as an immediate action, you may extend the benefit to an adjacent ally for 1 round.
Impressive Influence (from HellKnight's Feast) – Lady Drianna of House Avenstar, Lord Rothos of House Vastille, Scion Lord Kerkis of House Damaq, and Lady Darchana of House Madinani ?!?
Foiled Plans (from My Enemy's Enemy) – Remembered by Spider
Mendevian Commendation (from Weapon in the Rift) – Grants a +1 to charisma skill checks to influence crusaders of Mendev.
Cornered Fury (from Pagoda of the Rat) – If less than 50% hitpoints and no ally within 30 ft, gain +2 morale bonus on melee attack and AC.
Rune of Power (from Waking Rune) – Once per day as an immediate action, gain a +5 deflection bonus to AC until beginning of next turn.
Dralneen's Gratitude (from Vengence at Sundered Crag) – One time only, for duration of scenario gain a +5 circumstance bonus to diplomacy or intimidate checks to influence Chelish Nobles, government officials, or Hellknights in good standing. OR. Requisition a non-expendble, non, charged magic item worth no more than 4000 gp for one scenario.
Sight of the Unseeing (from Legacy of the Stone Lords) – Gain a +1 insight bonus to AC and saves when flat-footed or during surprise round. May cross off sheet BEFORE attack, initiative, ability check, skill check, or saving throw roll to add 1d6 to the total. May cross off sheet BEFORE d% roll on divination spell (such as augury, divination, or contact other plane) to add or subtract d6 to the total.
Sacred Scorpion Tattoo (from Ancient's Anguish) – Gain scorpion empathy, +2 on diplomacy vs Girtabilius, -2 penalty on saves vs Girtabilius and scorpion venom.