Cassilda

Sakura Kian Fane's page

275 posts. Organized Play character for noral.


Race

AC 20 T 10 FF 20 | CMB +8 | CMD 18 | F: +8/+10 vs. poison, R: +2, W: +6/+8 vs. mind aff. | Init: +0 | Perc: +5, SM: +1, Dipl: +10

Classes/Levels

| Skill 1/1 | Crystalline Dust 3/3 | Urban Grace 1/1| Challenge 1/2 | Resolve 2/2 | Pessimist Reroll 1/1 | Folio Reroll 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Gender

| Female LN Aphorite | Outsider (Native) | Fighter 1, Samurai 3 | HP 41/41 | Electricity resistance 5 |

Special Abilities

Asb - Animal Companion Mount of Sakura

Location

Clw 6 charge

About Sakura Kian Fane

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Fighter 1 (Gloomblade), Samurai 3 (Order of the Tome, Ironbound Sword)

Female LN Aphorite

• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION

Asb - Animal Companion Mount of Sakura

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-- STATS --
Str: 19*, Dex: 10, Con: 14, Int: 16, Wis: 12, Cha: 7

* Lvl 4 increase
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-- COMBAT --

• MW Cold Iron Bardiche +9 (1d10+6; 19-20/×2) To hit: BAB +4, MW +1, Str +4; Damage 2H +6: +4 +2
• Adamantine Greatsword +9 (2d6+6; 19-20/×2) To hit: BAB +4, MW +1, Str +4; Damage 2H +6: Str +4 +2
• Melee +8 (d8+4; 19-20/×2) To hit: BAB +4, Str +4 ; Damage 1H: Str +4

• Sling +4 (1d4+4, 20/x2): To hit: BAB +4, Dex +0 ; Damage: Str +4

• AC 20 Touch 10 FF 20 (+9 Armor, Dex +0) / Armor Check Penalty -5: MW Full Plate -5

• CMD 18 (BAB +4, Dex +0, Str +4)

• CMB +8 (BAB +4, Str +4)

• Initiative +0: Dex +0

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-- SAVES --
Fortitude: +8 (Con +2, Samurai +3, Fighter +2, Cloak of Resistance +1) Aphorite Resistances: +2 racial vs. poison racial
Reflex: +2 (Dex +0, Samurai +1, Fighter +0, Cloak of Resistance +1)
Will: +6 (Wis +1, Samurai +1, Fighter +0, Iron Will Feat +2, The Pessimist trait +1, Cloak of Resistance +1) Aphorite Resistances: +2 racial vs. mind affecting racial

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-- SKILLS --

Acrobatics -1 (Rank +1, Class +3, Dex +0, ACP -5)
Craft Alchemy +7 (Rank +1, Int +3, Class +3)
Diplomacy +10 (Rank 4, Class +3, Int +3 Clever Wordplay trait)
Handle Animal +2 / +8 for own mount (Rank 1, Class +3, Cha -2, link +4, training harness +2)
Knowledge Arcana +10 / +12 for written* (Rank +4, Int +3, Class +3) * (half level Order of the Tome +2 as long as that check involves a book, tome, scroll, or any other form of written knowledge.)
Knowledge Dungeoneering +7 (Rank +1, Int +3, Class +3)
Knowledge Engineering +7 (Rank +1, Int +3, Class +3)
Knowledge Geography +4 (Rank +1, Int +3)
Knowledge History +4 (Rank +1, Int +3)
Knowledge Local +9 (Rank +1, Int +3, Class +3, Urban memories racial trait +2)
Knowledge Nature +4 (Rank +1, Int +3)
Knowledge Nobility +4 (Rank +1, Int +3)
Knowledge Planes +10 (Rank +4, Int +3, Class +3)
Knowledge Religion +7 (Rank +1, Int +3, Class +3)
Linguistics +12 (Rank 4, Int +3, Class +3, half level Order of the Tome +2)
Perception +5 (Rank 1, Class +3, Wis +1)
Ride -1 / +4 for own mount* (Rank +1, Class +3, Dex +0, ACP -5*) * (A samurai does not take an armor check penalty on Ride checks while riding his mount.)

Lvl 1: 8 Skill Points = 4 Samurai + Int +3 + Fav. Class Bonus +1
Lvl 2: 8 Skill Points = 4 Samurai + Int +3 + Fav. Class Bonus +1
Lvl 3: 5 Skill Points = 2 Fighter + Int +3
Lvl 4: 8 Skill Points = 4 Samurai + Int +3 + Fav. Class Bonus +1

TOTAL: 29 Skill Points

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-- LANGUAGES --

Racial: Common, Celestial
Intelligence*: Abyssal, Infernal, Draconic
Linguistics*: Tien, Aklo, Dwarven, Giant, Acient Osiriani, Sylvan, Polyglot, Undercommon

* Planar Envoy racial trait: Aphorites with this racial trait and a high Intelligence score can choose any languages at character creation (except for secret languages, such as Druidic). They learn two languages rather than one each time they gain a rank in Linguistics.
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-- TEMPORARY GEAR --

NONE

-- GEAR --
MW Adamantine Greatsword (weapon cord attached)
MW Cold Iron Bardiche (weapon cord attached)
Cold iron morning star
Silver morning star
CLW wand, 39 charges
Heavy Wooden Shield
+1 Full Plate
Sling, 32 bullets
2 x holy water
Crowbar
Rope
8 x Ear clear
3 x Acid flask, 1 lbs.
2 x Alchemist fire, 1 lbs.
Backpack
Weapon cord, 0 lbs.
Smoked Goggles
Air bladder, 0 lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Bell string, 0 lbs.
Whistle signal, 0 lbs.
Smelling Salts, 0 lbs.
Familiar satchel
Clearear
Rope, 3 lbs
3 x Vermin repellent, 0 lbs.
2 x Potion of 'Touch of Sea', 0 lbs.
Bladeguard, 0 lbs.
Alchemy lab
2 x Potion of Invigorate, 0 lbs.
Antiplague, 0 lbs
Antitoxin, 0 lbs

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–– XP / PRESTIGE POINTS / FAME ––
TOTAL OVERVIEW:
* Currently: 9 XP / 1 PP / 16 Fame
* Spent: 15 PP

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–– RETRAINING ––
• On 2nd Level: Retrained 3 Hit Points; each HP costs 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 180 gp.
• On 3rd Level: Retrained 2 Hit Points; each HP costs 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.

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–– GOLD ––
TOTAL GOLD:
* Currently: 301 gp

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–– HIT POINTS ––

Lvl 1 - 12 Hit Points: 10 Samurai + 2 Con
Lvl 2 - 11 Hit Points: 6 Fighter + 2 Con + 3 Retraining
Lvl 3 - 10 Hit Points: 6 Samurai + 2 Con + 2 Retraining
Lvl 4 - 8 Hit Points: 6 Samurai + 2 Con

TOTAL – 41 Hit Points

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-- LIMITED ABILITIES --

• Resolve: 2 = Samurai 1st + 1 per two levels
• Challenge 2 = Samurai 1st +1 per three levels

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-- FEATS --
• Lvl 1: IRON WILL
• Lvl 3: FAMILIAR BOND: You have learned a ritual that allows you to gain a familiar. Prerequisites: Iron Will. Benefit: You gain a familiar, as the wizard arcane bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities. Otherwise, your total Hit Dice are used as your wizard level for determining the familiar’s abilities.

-- BONUS FEATS --

• POWER ATTACK

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-- TRAITS --
• FATE’s FAVORED (Faith): Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• CLEVER WORDPLAY (Social): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. [DIPLOMACY] You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
• THE PESSIMIST (Campaign via ‘Favorite of Roslar’s Coffer’ PaizoCon Online Boon): You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar’s Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall. Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.

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-- CLASS ABILITIES --

* CLASS ABILITIES - Fighter (Gloomblade Archetype) *

FIGHTER CLASS DETAILS
GLOOMBLADE ARCHETYPE DETAILS

* CLASS ABILITIES - Samurai (Order of the Tome, Ironbound Sword) *

SAMURAI CLASS DETAILS
IRONBOUND SWORD ARCHETYPE DETAILS
ORDER OF THE TOME
HORSE MOUNT

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— APHORITE RACIAL TRAITS --
• Dex: -2, Str: +2, Int: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
• PLANAR ENVOY: Reflecting their original role as translators and intermediaries, some aphorites are especially skilled at communication. Aphorites with this racial trait begin play speaking Common and either Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Aphorites with this racial trait and a high Intelligence score can choose any languages at character creation (except for secret languages, such as Druidic). They learn two languages rather than one each time they gain a rank in Linguistics. This racial trait modifies languages and replaces skilled.
• URBAN MEMORIES: With vague memories of the Perfect City resting somewhere deep in their minds, aphorites with this racial trait gain a +2 racial bonus on Knowledge (local) checks and can cast urban grace once per day as a spell-like ability (caster level equal to the aphorite’s character level). This racial trait replaces the spell-like ability racial trait.
• APHORITE RESISTANCES (Ex): Aphorites have electricity resistance 5 and a +2 bonus on saves versus poison and mind-affecting effects.
• CRYSTALLINE DUST (Su): An aphorite can manifest a haze of crystalline dust that forms into indistinct runes and glyphs surrounding its body. This effect grants the aphorite a 20% miss chance against melee and ranged attacks. Activating this dust is a move action, but it can be maintained each round as a free action. The effect cannot be disrupted, but it ends immediately if the aphorite is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An aphorite can use this ability a number of rounds per day equal to its Hit Dice, but the rounds do not need to be consecutive.

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— GM Star Reward - Student of Scrolls --

The Master of Scrolls displays an innocent and absentminded curiosity about the world around him, often overlooking such trivial niceties as dressing properly or realizing that someone’s trying to speak to him. Kreighton Shaine’s interests are eclectic, and he encourages his students to study widely. Even though less observant agents quietly snicker at the Master of Scroll’s strange behavior and bizarre hypotheses, the conclusions he eventually reaches are ingenious. You are one of his favorite pupils, which means he is able to recall your name more often than not.

• Diverse Training (1st-Level, 1 Star): Kreighton Shaine’s ability to speak at length about virtually any topic is merely an extension of his years of scholarship and his limitless capacity for extemporaneous theory- crafting. You have a talent for distinguishing his facts from his hypotheses, granting you a rudimentary understanding of countless skills. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).

• Oft-Lectured (3rd-level, 2 Stars): The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars.

• Essential Field Agent (5th-Level, 3 Stars): At Kreighton Shaine’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your wayfinder is decorated with magical silver filigree that does not interfere with the wayfinder’s normal functions and acts as an aegis of recovery (Pathfinder RPG Ultimate Equipment 254) that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.