Lyra Heatherly

Pentella "Pen" Cole's page

289 posts. Alias of John Gs.


Race

Female Elf Wizard 16 | HP 101/150 | AC 36 | Fort +24 Ref +26 Will +25 | Perc +26(+2 initiative); darkvision, low-light vision| spell DC 37, attack +27 | focus 2/2 | hero 1 |

Classes/Levels

Familiar: Puck the Ceru | HP 80/75 | Perc +80; darkvision, scent |

Gender

Active Conditions: endure elements

Age

~150

Languages

Abyssal, Azlanti, Common, Dwarven, Elven, Halfling, Infernal, Kelish, Sylvan, Thassilonian, Tien, Undercommon, Varisian

Strength 10
Dexterity 19
Constitution 14
Intelligence 20
Wisdom 18
Charisma 10

About Pentella "Pen" Cole

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Resources to track

Memorized Arcane Wizard Spells DC 36, attack +26:

Arcane Wizard Spells DC 36, attack +26; 8thdiscern location, disintegrate 2, polar ray 7th fireball, haste 2, true target 6th chain lightning(2), stoneskin, true seeing 5th scorching ray[SoM] 2, telepathic bond, tongues 4th dimension door, fly, invisibility, telepathy 3rd water breathing, magic missile 2, mind reading 2nd dispel magic, endure elements, see invisibility, glitter dust 1st air bubble, color spray, command, feather fall, pocket library[SoM], restyle[SoM] Cantrips (7th) detect magic, electric arc, light, mage hand, prestidigitation, produce flame, ray of frost, read aura, shield

Her Magic Staff, no name: 6/6 charges:

major staff of water
how it looks
A stout wooden staff capped with an iron setting, holding a solid green orb with slowly shifting lines across its surface.

While wielding a staff of water, you have resistance 10 to fire.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Cantrip spout, phase bolt(staff nexus)
1st create water, hydraulic push, true strike(staff nexus)
2nd quench, water walk
3rd aqueous orb, wall of water
4th crashing wave, hydraulic torrent
5th control water, geyser

other magic staff:

This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +2 circumstance bonus to damage rolls against undead.

Activate Cast a Spell; Effect You expend a number of charges
from the staff to cast a spell from its list.
• Cantrip disrupt undead
• 1st disrupting weapon, heal
• 2nd heal, gentle repose
• 3rd bind undead, disrupting weapons, heal
• 4th heal, holy cascade

gear:

firestarter pellets, knapsack of halflingkind, ladder feather token (2), rations (1 week) (5), skeleton key (1/1), money, purse (7 gp, 8 sp, 3 cp)
Decanter of endless water:
Spoiler:

This item looks like an ordinary glass flask full of water. The stopper
can’t be removed unless you speak one of the item’s three
command words, each of which causes water to pour forth in a
different way. Pulling the stopper straight out creates fresh water,
and rotating it as you pull creates salt water. Any effect of the
decanter lasts until the decanter is plugged (with its own stopper, a
finger, or the like).
Activate [1 action] command, Interact; Effect Speaking “stream,”
you cause water to pour out at a rate of 1 gallon per round.
Activate [1 action] command, Interact; Effect Speaking “fountain,”
you cause water to pour out in a 5-foot-long stream at a rate of 5
gallons per round.
Activate [1 action] command, Interact; Effect Speaking “geyser,” you
cause a powerful deluge of water to erupt at a rate of 15 gallons
per round. You can direct the stream at a creature, subjecting it to
the effects of hydraulic push (spell attack roll +15). You can repeat
this once per round as long as the geyser continues, spending an
Interact action to direct the geyser each time.

Elixir of life, lesser (3d6+6) (infused):
Spoiler:

Traits: Alchemical, Consumable, Elixir, Healing, Infused
[1 action]
Elixirs of life accelerate a living creature’s natural healing processes
and immune system. Upon drinking this elixir, you regain the listed
number of Hit Points and gain an item bonus to saving throws
against diseases and poisons for 10 minutes.
Lesser
The elixir restores 3d6+6 Hit Points and the bonus is +1.

Eyes of the eagle:
Spoiler:

Traits: Invested, Magical, Transmutation
These lenses of amber crystal fit over your eyes. They grant you
low-light vision and a +2 item bonus to Perception checks that
involve sight.

Feather token, ladder:
Spoiler:

Each feather token appears to be a simple feather from some exotic
bird. The feather’s shaft, dipped in gold, bears a single arcane
rune. Activating a feather token causes it to transform into another
object, which then can be used as normal for that object. Each
feather can be activated only once, with most of them permanently
becoming the item in their description.
When activated, this feather transforms permanently into a 20-footlong wooden ladder.

Firestarter pellets:
Spoiler:

Traits: Catalyst, Consumable, Magical
These compacted pellets of bat guano, sulfur, and magical
accelerants have long been a staple for spellcasters on the
battlefield. Adding a firestarter pellet to a fireball spell produces
clinging flames that deal persistent fire damage to all who fail the
saving throw against the effect (doubling on a critical failure).
The persistent damage is 1d6.
Appears In: Secrets of Magic

Knapsack of halflingkind (4 Tarts/day):
Spoiler:

Traits: Conjuration, Extradimensional, Healing, Invested, Magical
Rarity: Uncommon
[1 action]
This sturdy leather satchel contains three compartments fastened
with large clasps. The first compartment is lined in blue satin and
contains an extradimensional space equivalent to a type II bag of
holding. The second compartment has no lining. You can pull forth cookware
and cooking utensils from it. Once they have been used to prepare
a meal, the items transform into plates and silverware, and they
evaporate once the meal has been eaten, taking any leftovers with
them. The cookware reappears cleaned in the compartment 1 hour
later. The compartment provides only kitchenware, not any food.
The third compartment is lined with plush purple velvet and contains
berry tarts wrapped in parchment paper. A creature can unwrap and
eat one tart with an Interact action to regain 2d8+4 Hit Points. The
knapsack produces four tarts per day, which appear at breakfast
time. Any tarts not eaten by the end of the day evaporate.

Skeleton key (1/day):
Spoiler:

Traits: Magical, Transmutation
[free]
A grinning skull tops the bow of this macabre key. This key can be
used in place of thieves’ tools when attempting to Pick a Lock, and
it grants a +1 item bonus to the Thievery check. If the skeleton key
becomes broken due to a critical failure on the check, it works as
normal thieves’ tools and loses its benefits until Repaired. Once per
day, when you’re using the key to Pick a Lock, you can activate
the key to magically make the lock easier to overcome. You gain a
+4 status bonus to your attempt to Pick the Lock, and for 1 minute,
anyone who tries to Pick the Lock or break it with Athletics gains a
+4 status bonus on their checks.

Robe of Archmagi:
Spoiler:

The robes are +2 greater resilient explorer’s clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells.

Activate command; Frequency once per day; Trigger You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect You automatically succeed at your save against the triggering arcane spell.


Traveler’s any-tool:
Spoiler:

Traits: Magical, Transmutation
[2 actions]
Before it’s activated, this item appears to be an ash rod capped
with steel on either end.
Activate [2 actions] Interact, envision; Effect You imagine a specific
simple tool, and the any-tool transforms into it. (Usually, you can
choose from a tool listed in Chapter 6). This transforms the wooden
portion into any haft and the metal caps into spades, hammer
heads, or the like, allowing for most basic tools but nothing more
complex. You can return the item to its rod form with an Interact
action.

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Notes!:

her bedroom
her children
Ran a school in port peril, now a brothel

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Abilities:

Diviner Sense:
Spoiler:
You sense magical dangers. When using the Detect Magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your detect magic.

Recall Under Pressure:

Spoiler:

[free-action] (fortune) Trigger You attempt
to Recall Knowledge during a combat; Frequency
once per day; Effect Rather than roll a different skill
to Recall Knowledge during the fight, your memory
flashes back to something you read in some old book.
You instead attempt this Recall Knowledge check with
an Academia Lore check. If the information you recall
ends up being helpful and positive in an obvious way
before you take your next turn, draw a random harrow
card. You gain a +1 status bonus to saving throws for
the remainder of the combat encounter as your morale
soars or a +2 status bonus if the card you drew was
from the suit of Books

Diviner's Sight:

Spoiler:

Uncommon, Concentrate, Divination, Fortune, Wizard
Traditions Arcane
Cast [1 action] verbal
Range 30 feet
Targets 1 willing living creature
Duration until the end of your next turn
In-Play Information
Heightened to 6th Level
Cast [1 action] verbal
Range 30 feet
Targets 1 willing living creature
Duration until the end of your next turn
Calculation Breakdown:
Proficiency Level (Expert) •Ability Bonus (+5): Intelligence 20 (+5) •Base Bonus (+15): Character Level (+11), Expert Proficiency Modifier
(+4)
You glimpse into the target’s future. Roll a d20; when the target
attempts a non-secret saving throw or skill check, it can use the
number you rolled instead of rolling, and the spell ends. Alternatively,
you can instead reveal the result of the die roll for one of the target’s
secret checks during the duration, and the spell ends. Casting it again
ends any active diviner’s sight you have cast, as well as any active
diviner’s sight on the target.

Vigilant Eye:

Spoiler:

Uncommon, Divination, Wizard
Traditions Arcane
Cast [1 action] somatic
Range 500 feet
Duration 1 hour
In-Play Information
Heightened to 6th Level
Cast [1 action] somatic
Range 500 feet
Duration 1 hour
Calculation Breakdown:
Proficiency Level (Expert) •Ability Bonus (+5): Intelligence 20 (+5) •Base Bonus (+15): Character Level (+11), Expert Proficiency Modifier
(+4)
You create an invisible eye sensor, as clairvoyance. When
created, this eye must be in your line of sight.
When the spell’s duration ends, you can spend 1 Focus Point as
a free action to extend the duration for another hour, though as
normal, it ends immediately during your next daily preparations.
Clairvoyance
You create an invisible floating eye at a location within range
(even if it’s outside your line of sight or line of effect). The eye can’t
move, but you can see in all directions from that point as if using your
normal visual senses.

Overwhelming Energy:
Spoiler:

Traits: Manipulate, Metamagic, Wizard
[1 action]
With a complex gesture, you alter the energy of your spell to
overcome resistances. If the next action you use is to Cast a Spell,
the spell ignores an amount of the target’s resistance to acid, cold,
electricity, fire, or sonic damage equal to your level. This applies to
all damage the spell deals, including persistent damage and damage
caused by an ongoing effect of the spell, such as the wall created
by wall of fire. A creature’s immunities are unaffected.

Ancestral Linguistics:
Spoiler:

Traits: Elf
Prerequisites at least 100 years old
Over your extensive lifespan, you’ve studied many languages.
During your daily preparations, you can recede into old memories to
become fluent in one common language or one other language you
have access to. You know this language until you prepare again.
Since this knowledge is temporary, you can’t use it as a prerequisite
for a permanent character option.

Familiar Conduit:
Spoiler:

Traits: Archetype, Concentrate, Metamagic
[1 action]
Prerequisites Familiar Master Dedication, able to cast spells
Requirements You have line of effect to your familiar.
Under your tutelage, your familiar has grown attuned to the hidden
currents of the world and can serve as a conduit for your magic. If
the next action you use is to Cast a Spell that has a range, the
spell uses the familiar as its origin point.

Spell Penetration:
Spoiler:

You’ve studied ways of overcoming the innate magical resistance
that dragons, otherworldly beings, and certain other powerful
creatures have. Any creature that has a status bonus to saving
throws against magic reduces that bonus by 1 against your spells.

Recognize Spell :
Spoiler:

Traits: General, Secret, Skill
[reaction]
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don’t
have prepared or in your spell repertoire, or a trap or similar object
casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and
it’s a common spell of 2nd level or lower, you automatically identify
it (you still roll to attempt to get a critical success, but can’t get a
worse result than success). The highest level of spell you
automatically identify increases to 4 if you’re an expert, 6 if you’re a
master, and 10 if you’re legendary. The GM rolls a secret Arcana,
Nature, Occultism, or Religion check, whichever corresponds to the
tradition of the spell being cast. If you’re not trained in the skill, you
can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1
circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of
the GM’s choice.

Trap Finder:
Spoiler:

Traits: Archetype
You have an intuitive sense that alerts you to the dangers and
presence of traps. You gain a +1 circumstance bonus to Perception
checks to find traps, to AC against attacks made by traps, and to
saves against traps. Even if you aren’t Searching, you get a check
to find traps that normally require you to be Searching. You still
need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in
Thievery. If you have master proficiency in Thievery, you can
disable traps that require a proficiency rank of legendary instead,
and your circumstance bonuses against traps increase to +2.

Drain Bonded Item (1/day):
Spoiler:

You expend the power stored in your bonded item, as long as the
item is on your person. This gives you the ability to cast one spell
you prepared today and already cast, without spending a spell slot.
You must still Cast the Spell and meet the spell’s other
requirements.

spellbook:

Air Bubble, Bullhorn, Charm, Chain Lightning, Color Spray, Command, Continual Flame, Cozy Cabin, Daze, Detect Magic, Dimension Door, Disappearance, Disintegrate, Dispel Magic, Electric Arc, Endure Elements, Fireball, Flaming Sphere, Floating Disk, Fly, Ghost Sound, Glitterdust, Gouging Claw, Hypnotic Pattern, Illusory Disguise, Illusory Object, Invisibility Sphere, Invisibility, Jump, Knock, Light, Lock, Longstrider, Mage Armor, Mage Hand, Magic Missile, Mending, Message, Mind Reading, Paralyze, Phase Bolt, Pocket Library, Polar Ray, Prestidigitation, Produce Flame, Ray of Frost, Read Aura, Resist Energy, Restyle, Scorching Ray, Scrying, See Invisibility, Shield, Sleep, Stoneskin, Summon Animal, Summon Elemental, Telekinetic Projectile, Telepathy, Tongues, Transmute Rock and Mud, True Seeing, Unseen Servant, Warp Step, Water Breathing

Puck, her familiar:

Puck
Female ceru
Tiny, Beast, Minion
Perception +21; darkvision, low-light vision, scent (imprecise) 30 feet
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AC 36; Fort +24; Ref +26; Will +25
HP 80
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Speed 55 feet, fly 25 feet
Other Abilities created magic, darkvision, flier, land speed, scent, touch telepathy

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Pentella "Pen" Cole, expert explorer
Female elf wizard (diviner) 16 (Advanced Player's Guide, Dark Archive, Guns & Gears, Lost Omens Character Guide, Secrets of Magic, Treasure Vault)
Medium, Elf, Humanoid
Heritage cavern elf
Background bookish providence
Perception +26 (+28 to initiative, +28 to checks involving sight.); darkvision, low-light vision
Languages Azlanti, Chthonian, Common, Diabolic, Draconic, Dwarven, Elven, Fey, Halfling, Kelish, Sakvroth, Thassilonian, Tien, Varisian
Skills Academia Lore +23, Acrobatics +23, Arcana +29, Crafting +27, Occultism +23, Society +29, Stealth +23, Survival +22, Thievery +27 (+28 when attempting to Pick a Lock)
Str +1, Dex +5, Con +3, Int +5, Wis +4, Cha +0
Items robe of the good archmagi, +1 dagger, major staff of water[TV], basic crafter's book, bedroll, decanter of endless water, eyes of the eagle, fine clothing, firestarter pellets[SoM], flint and steel, greater clandestine cloak, greater enveloping light[LOGB], knapsack of halflingkind, ladder feather token (2), magnifying glass, mirror, poor manacles (5), powder[LOGB], pup tent, rations (1 week) (5), replacement picks (2), ring of wizardry i, rope (foot) (50), short tool, skeleton key, Spellbook, sterling artisan's tools, The Rabbit Prince, The Silent Hag, The Vision, thieves' toolkit, traveler’s any-tool, wand of prismatic spray, wand of wall of force, winter clothing, writing set, familiar, purse (478 gp, 3 sp, 8 cp)
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AC 37; Fort +25; Ref +27; Will +26; +1 circumstance bonus vs. Arcane spells.
HP 150; Resistances arcane spells 5, fire 10
Recall Under Pressure [F] (fortune) Frequency once per day; Trigger You attempt to Recall Knowledge during a combat; Effect Rather than roll a different skill to Recall Knowledge during the fight, your memory flashes back to something you read in some old book. You instead attempt this Recall Knowledge check with an Academia Lore check. If the information you recall ends up being helpful and positive in an obvious way before you take your next turn, draw a random harrow card. You gain a +1 status bonus to saving throws for the remainder of the combat encounter as your morale soars or a +2 status bonus if the card you drew was from the suit of Books.
--------------------
Speed 30 feet, climb 10 feet
Melee [1] [i]+1 dagger[/i] +26 (magical, versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Melee [1] [i]major staff of water[/i] +21 (magical, two-hand (1d8), monk, staff), Damage 1d4+3 B
Ranged [1] [i]+1 dagger[/i] +26 (magical, versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Arcane Wizard Spells DC 37, attack +27; 8th discern location, disintegrate (×2), polar ray 7th fireball, haste (×2), true target 6th chain lightning (×2), stoneskin, true seeing 5th scorching ray[SoM] (×2), telepathic bond, tongues 4th dimension door, fly, invisibility, telepathy 3rd invisibility sphere, magic missile (×2), mind reading 2nd dispel magic, glitterdust, see invisibility, water breathing 1st air bubble, color spray, command, feather fall, pocket library[SoM], restyle[SoM] Cantrips (8th) detect magic, electric arc, light, mage hand, prestidigitation, produce flame, ray of frost, read aura, shield
Focus Spells 2 Focus Points, DC 37; 8th Diviner’s Sight, Vigilant Eye
Ancestry Feats Ageless Patience, Ancestral Linguistics[APG], Elven Instincts[LOCG], Forlorn, Tree Climber
Class Feats Advanced School Spell, Archaeologist Dedication, Archaeologist's Luck, Cantrip Expansion, Diviner Sense[APG], Effortless Concentration, Enhanced Familiar, Familiar, Familiar Conduit, Familiar Master Dedication, Incredible Familiar, Magic Sense, Master Spotter[GG], Overwatch Dedication[GG], Overwhelming Energy, Spell Penetration, Trap Finder
General Feats Ancestral Paragon, Pet, Untrained Improvisation
Skill Feats Arcane Sense, Biographical Eye, Legendary Linguist, Magical Crafting, Multilingual, Quick Recognition, Recognize Spell, Settlement Scholastics, Streetwise, Tattoo Artist[TV]
Other Abilities arcane school, arcane thesis, cantrip connection, divination, familiar, spellbook, staff nexus
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Pen is practical, just look how she shortened her name from three syllables to one. With her life, she could either embrace practicality or erupt into rage hate toward an ephemeral entity. FATE. For her, life has been a series of fated encounters leading to the betterment of the world (in her own small part) and then the destruction of all she held dear. Goblin raids at Sandport during the festival, a nudge in the right place saved a budding hero who helped push them back... so the goblins hit an easier target which had been her village. Horrible plague at Korvosa where she was working part-time at the place, nudging the crucial research for a cure with a small insight, helping save the city, but it kept her husband and kids from fleeing, waiting on her. Working in the library at Kenabres when a demon invasion erupted. Serving as a clerk at the parliament in Taldor when the king went on a killing spree. Restful healing in an asylum before elder gods got involved. On and on. Each time she ended up helping in a small way, like a bit part in a large play. And each time she paid dearly for it.

She chose to keep ties to a minimum. So far, her own physical being was immune to FATEs reprisals, but it could batter those around her as much as it wanted. The more she cared the better for the vindictive Nothing. Explorer for hire Hire Pentella Cole, Expert Explorer, just for a small share of the loot, and she will lead you around traps, help find hidden clues, and give a tour guide approach to the ancient people that once lived there. No attachment, no part of the legend that is you and your buddies.

And what does Pen get out of it? Learning. Seeing the ancient texts is one thing, but seeing how fate weaves the groups together, how it Grows them, little by little, rarely throwing anything at them they cannot handle, but also never anything too trivial. Like someone is up there looking down and Creating it all for Them. Not the gods, no, they are just more pawns. Even they seem to have a... master?

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.