Avahzi Serafian

Parmawembë's page

89 posts. Organized Play character for @scottg0.


Race

HP 43/43, AC 22/T 10/F 22, Init +0, Perc +17, Fort +9, Ref +5, Will +12, CMB +8/18

Classes/Levels

Active:

Gender

Resources:
channels left 5/6; Remote Viewing left 8/8

Alignment

CN

Deity

Pharasma

Languages

Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Orc, Osiriani, Sylvan, Undercommon, Varisian, Vudrani

Occupation

Librarian

Strength 14
Dexterity 10
Constitution 10
Intelligence 16
Wisdom 17
Charisma 12

About Parmawembë

character sheet:

Parmawembë
Female elf cleric of Pharasma 8
CN Medium humanoid (elf)
Init +0; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 22 (+8 armor, +4 shield)
hp 43 (8d8)
Fort +9, Ref +5, Will +12; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron longsword +8/+3 (1d8+2/19-20) or
. . cold iron morningstar +8/+3 (1d8+2) or
. . silver longsword +8/+3 (1d8+1/19-20) or
. . silver morningstar +8/+3 (1d8+2)
Ranged longbow +6/+1 (1d8/×3)
Special Attacks channel positive energy 6/day (DC 15, 6d6)
Domain Spell-Like Abilities (CL 8th; concentration +11)
. . At will—lore keeper (26), remote viewing (8 rounds/day)
. . 6/day—rebuke death (1d4+4)
Cleric Spells Prepared (CL 8th; concentration +11)
. . 4th—cure critical wounds[D], dismissal (DC 17), freedom of movement
. . 3rd—cure serious wounds[D], daylight, invisibility purge, prayer (2)
. . 2nd—cure moderate wounds[D], resist energy, lesser restoration, shatter (DC 15), silence (DC 15)
. . 1st—bless (2), cure light wounds[D], protection from evil, shield of faith (2)
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Healing, Knowledge
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 10, Int 16, Wis 17, Cha 12
Base Atk +6; CMB +8; CMD 18
Feats Extra Channel, Persuasive, Shield Focus, Skill Focus (Diplomacy)
Traits observant, scholar of the great beyond
Skills Appraise +7 (+9 for small or highly detailed items when using a magnifying glass), Diplomacy +17, Handle Animal +2, Heal +9, Intimidate +3, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +14, Perception +17, Profession (librarian) +7, Ride +0, Sense Motive +7, Spellcraft +14 (+16 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Orc, Osiriani, Sylvan, Undercommon, Varisian, Vudrani
SQ elven magic, healer's blessing
Combat Gear oil of daylight, potion of darkvision, potion of fly, potion of gaseous form, scroll of command, scroll of comprehend languages, scroll of consecrate, scroll of endure elements, scroll of lesser restoration, scroll of magic weapon, scroll of obscuring mist, scroll of protection from energy, scroll of remove blindness/deafness, scroll of remove curse, scroll of remove disease, scroll of remove fear, scroll of remove paralysis, scroll of resist energy, wand of cure light wounds, wand of cure light wounds, wand of endure elements (50 charges), acid (2), alchemist's fire (2), antitoxin, healer's kit, holy water (2); Other Gear +2 mithral breastplate, +2 mithral buckler, arrows (20), cold iron longsword, cold iron morningstar, longbow, silver longsword, silver morningstar, cloak of resistance +3, phylactery of positive channeling, backpack, bedroll, belt pouch, chalk, climber's kit, cold weather outfit, fine wine (per bottle) (2), flint and steel, ink, inkpen, magnifying glass, mirror, mug/tankard, parchment (10), pot, scholar's outfit, scroll case, scroll case, scroll case, sealing wax, sewing needle, signal whistle, signet ring, silk rope (50 ft.), silver holy symbol of Pharasma Book of the Dead, soap, spell component pouch, spellbook, trail rations (5), traveler's outfit, waterskin, winter blanket, wooden holy symbol of Pharasma Book of the Dead, heavy horse (combat trained), bit and bridle, bucket, feed (per day), military saddle, saddlebags, waterskin, hireling, riding dog, 892 pp, 7 gp, 4 sp, 6 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 6d6 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Healer's Blessing (Su) Your cure spells are empowered for free.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 26.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+4 dam to negative HP target.
Remote Viewing (8 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability.
--------------------
Nicknamed Bookworm in elven and it stuck.
Parma = Book
wembë = worm

Bot Me!:

First round, Identify the monsters and heal if needed. Second round heal or if no healing needed, delay until healing (channel or spell) is needed.

Healing
[dice=Channel Positive to heal]6d6[/dice]Always channel positive and doesn't exclude any enemies.
[dice=Cure Light Wounds]1d8+5[/dice] [dice=Healer's Blessing +50%]total + half total[/dice]
[dice=Cure Moderate Wounds]2d8+8[/dice] [dice=Healer's Blessing +50%]total + half total[/dice]
[dice=Cure Serious Wounds]3d8+8[/dice] [dice=Healer's Blessing +50%]total + half total[/dice]
[dice=Cure Critical Wounds]4d8+8[/dice] [dice=Healer's Blessing +50%]total + half total[/dice]

[dice=Cure Light Wounds Wand]1d8+1[/dice]

Melee Combat (full attack)
[dice=melee cold iron morningstar]1d20+8[/dice] [dice=damage (B/P)]1d8+2[/dice]
[dice=melee cold iron morningstar]1d20+3[/dice] [dice=damage (B/P)]1d8+2[/dice]

Skills
[dice=Appraise]1d20+7[/dice] +2 Magnifying glass
[dice=Diplomacy]1d20+17[/dice]
[dice=Heal]1d20+9[/dice]
[dice=Knowledge Arcana]1d20+7[/dice]
[dice=Knowledge Dungeoneering]1d20+7[/dice]
[dice=Knowledge Engineering]1d20+7[/dice]
[dice=Knowledge Geography1d20+7[/dice]
[dice=Knowledge History]1d20+8[/dice]
[dice=Knowledge Local]1d20+7[/dice]
[dice=Knowledge Nature]1d20+7[/dice]
[dice=Knowledge Nobles]1d20+7[/dice]
[dice=Knowledge Planes]1d20+8[/dice]
[dice=Knowledge Religion]1d20+7[/dice]
[dice=Linguistics]1d20+14[/dice]
[dice=Perception]1d20+17[/dice]
[dice=Profession Librarian]1d20+7[/dice]
[dice=Spellcraft]1d20+14[/dice] +2 Identify magic item properties

Saves
[dice=Fortitude Save]1d20 + 9[/dice]

description:

Par is first and foremost a librarian and a far second, a Cleric. She is knowledgable in many topics and will use her Knowledge skills to try to answer any questions. She does not have Selective Channeling and will heal everyone around with a channel if need be. She relies on the smarts of the team to position themselves tactically so that they can be healed efficiently. She carries several weapons of cold iron and silver as well as damage types B/P/S depending on the enemy. She is not affraid to hit stuff, but generally tries to stay away from the front lines.

Par is your typical librarian with her hair done up in a bun and wearing reading glasses while she thumbs through a book while waiting for the rest of the party to arrive. You can hear her murmuring "...that is an interesting red metal ... I know I've read about that somewhere ... just need to find the right page...". She mostly ignores you all as you arrive as nothing is as interesting as the current book and trying to solve the riddle of the bright red door in a ruin of a castle. You see that she has several scroll cases on her and a couple of books. She is lightly armored and has a few visible weapons as if she is expecting trouble whenever she gets a summons from the Society. She is currently wearing a set of Traveler's clothes but you can see in her open backpack, several other sets of clothes like she always packs for the worst when the Society comes calling.

Par is a Cleric of Pharasma (Healing, Knowledge) and as such does not tolerate undead. Death is just fine by her, but the undead is never tolerated. She speaks many languages since so many people come to the library and seek out her help with their research. She has picked up a bit of this knowledge herself over the years from helping patrons.

For the observant, you will also notice a trained heavy warhorse standing around along with a groom, and a cuddly dog that seems to be keeping her eye on you.

Role is generally primary healer. If you need her to hold a wand of cure light wounds to use on you, just let me know.

Hound:

--------------------

Embeth Hound CR –
Female riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Track
Skills Acrobatics +6 (+10 to jump), Climb +6, Perception +8, Survival +1 (+5 when tracking by scent), Swim +6; Racial Modifiers +4 Climb, +4 Survival when tracking by scent, +4 Swim
SQ combat riding, track
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
--------------------
Boon pet from 7-02 Six Seconds to Midnight

Horse:

--------------------

Horse, heavy (combat trained) CR –
Female heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Other Gear bit and bridle, bucket, feed (per day) (4), military saddle, saddlebags, waterskin (2)
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
--------------------

Groom:

--------------------

Slem CR –
Halfling
Small humanoid (halfling)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 0 ()
Fort +1, Ref +2, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 10, Int 10, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 9
Skills Acrobatics +3 (-1 to jump), Climb +1, Perception +2; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
--------------------
Special Abilities
--------------------
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
--------------------
This started as a joke and then I used it as a hireling that is now the groom for my horse.