Bard

Scott "Lorel" Millerson's page

50 posts. Organized Play character for AceofMoxen.


Full Name

Scott "Lorel" Millerson

Race

Human

Classes/Levels

pactmaker

Gender

Female

Size

Medium

Age

20

Alignment

N

Languages

Common, Goblin

Strength 10
Dexterity 16
Constitution 14
Intelligence 11
Wisdom 10
Charisma 19

About Scott "Lorel" Millerson

Female Human Pactmaker 1
N Medium Humanoid
Init +3 ; Senses Perception +0
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Dex, +3 studded leather , +0 Size)
hp: 11 (1d8 +2 Con +1 favored class)
Fort +4, Ref +3, Will +2
Defensive Abilities:
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Offense
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Speed: 30 ft
BAB: +0
Melee: Sickle +3, 1d6
Ranged: Sling +3, 1d4
Special Attacks:
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Statistics
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Str 10, Dex 16, Con 14, Int 11, Wis 10, Cha 19
Base Atk ; CMB ; CMD
Racial Abilities:

Class Abilities:
Weapon and Armor Proficiency: A pactmaker is proficient with all simple weapons and with light armor.
Bind Spirit: A pactmaker may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactmaker must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pactmaker begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, a pactmaker may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the pactmaker’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 3rd level and every two pactmaker levels thereafter, the pactmaker’s maximum spirit level increases by 1, to a maximum of 9th-level spirits at 17th level. A pactmaker’s binder level is equal to her level. The DC to resist a pactmaker’s supernatural powers is equal to 10 + 1/2 the pactmaker’s binder level + the pactmaker’s Charisma modifier.

Binder Secret: A pactmaker’s greatest power is not within the seals she draws or the spirits she summons, but in the esoteric knowledge she unearths in her pursuit of the secrets of pact magic. At 1st level, a pactmaker gains one binder secret. She must meet all of the binder secret’s prerequisites, if any. At 2nd level and every 3 levels thereafter, the pactmaker gains access to an additional binder secret. She may not select the same binder secret multiple times unless noted otherwise.

Constellation Aspects (Su): Beginning at 1st level, every time a pactmaker makes a good pact with a spirit, she gains an additional supernatural power known as a constellation aspect for the duration of her pact with the spirit. This constellation aspect must be drawn from among those listed as being available to the spirit she sealed a good pact with, based upon its constellation. A pactmaker may possess one constellation aspect per spirit that she is bound to and has sealed a good pact with. A constellation aspect is considered a minor granted ability for the purpose of how it interacts with all effects, including feats, spells, and magic items. A pactmaker may not select an individual aspect more than once and their benefits don’t stack. If a constellation aspect grants the pactmaker a spell-like ability, use the pactmaker’s level as the spell’s caster level. The saving throw DC against a pactmaker’s constellation aspects is equal to 10 + 1/2 of the pactmaker’s level + the pactmaker’s Charisma modifier.

Occult Knowledge (Ex): A pactmaker adds half her class level (minimum 1) to Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (planes) skill checks and may make these skill checks untrained. When making a Knowledge check to fulfill a spirit’s Knowledge Tasks, this bonus equals the pactmaker’s level instead.

Occult Weapon: You bind a spirit onto one of your weapons, transforming it into a conduit of occult power. Benefit: After sealing a pact with a spirit, a pactmaker with this secret can choose to trade one of a spirit’s granted abilities for the benefits of this binder secret instead of the vestigial bond normally available to that spirit. This granted ability is the same one(s) that the chosen spirit trades for its vestigial bond ability. The benefits of occult weapon are considered that spirit’s vestigial bond ability for all purposes, and the pactmaker cannot gain the benefits of another vestigial bond ability while benefiting from this binder secret. As a swift action, the pactmaker grants one weapon that she is holding a +1 enhancement bonus for 1 minute. She can select a natural weapon or her unarmed strikes with this ability. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. This bonus is added to the weapon, stacking with existing weapon enhancement to a maximum of +5. At 5th level, these bonuses can be used to add any of the following weapon properties: conductive, corrosive, corrosive burst, dancing, flaming, flaming burst, frost, ghost touch, icy burst, keen, returning, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the spirit is bound to the weapon and cannot be changed until the next time the pactmaker uses this binder secret. These bonuses do not function if the weapon is wielded by anyone other than the pactmaker. Once the pactmaker has chosen how to allocate this bonus, it lasts for the duration of her pact with the spirit and cannot be changed. A pactmaker can only enhance one weapon in this way at a time, and she cannot enhance multiple weapons simultaneously.

Revelation of Brilliance: Knowledge bequeathed to you by occult spirits augments your book learning. Benefit: A pactmaker with this secret adds her Charisma bonus (if any) on all Knowledge skill checks that she makes. If the pactmaker has the occult scholar archetype, she gains a +2 bonus on all Knowledge checks that she makes and she can attempt all Knowledge checks untrained instead.

Feats:

Weapon Finesse:
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Extra Binder Secret: Through tireless search, you have uncovered a new binder secret. Prerequisite: Binder secret class feature. Benefit: You gain one additional binder secret. You must meet all prerequisites for this binder secret

Traits:

Azlant Fanatic: Your years spent in libraries reading every musty tome you could find about the ancient lost civilization of Azlant have given you insight into the subjects of history and the arcane. You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.

Accidental Clone: Adventuring has been in your blood for as long as you can remember, and this urge to go out and explore the world left you recently in over your head when you (foolishly or bravely, depending on how you look at it) decided to explore an old Thassilonian ruin near your home town. The adventure ended in tragedy when you set off a devastating trap while investigating a statue of a beautiful woman—someone you believed to be one of the ancient runelords of Thassilon. The trap slaughtered your entire party—including you. You woke from death some time later, your memories intact but your body transformed. No longer did you resemble your previous self—you instead looked like the woman depicted in the statue. Now, you’ve joined up with a new group of adventurers; despite your tragic first attempt at dungeon delving, your thirst for adventure has returned stronger than ever. You’re sure that this time you’ll be able to keep your fellow explorers alive, and the strange dreams you’ve been having ever since you came back to life in your new body—a body that your research has revealed was originally intended to be a clone of none other than Sorshen, the Runelord of Lust—have only further solidified in your mind the fact that you and your companions are destined for greatness. Your character must be human if you take this trait (though you may retain your previous gender identity). Your ethnicity is Azlanti, but you are not pure-blooded—you have the standard human ability score adjustments. Your resemblance to Sorshen may have unexpected side effects as the campaign progresses, for good or for ill. In any event, you gain a +1 trait bonus on Bluff and Diplomacy checks, and these skills are always class skills for you. Once per adventure, you can retroactively apply a +20 trait bonus to a saving throw against a mind-affecting effect after you learn the outcome of the roll. A saving throw result of a natural 1 still automatically fails, but if the +20 bonus adjusts the save so that it is successful, you treat the failed saving throw as a successful one

Known Spirits:

Cave Mother
Spirit Level: 1st Alignment: Neutral (N) Constellation: Mage Binding DC: 15 Totems: You gain a +2 totem bonus on binding checks made with Cave Mother if one of the following requirements is met, or a +4 bonus if all requirements are met. » You draw Cave Mother’s seal underground or within a cave. » You are female or have sired a son who witnesses Cave Mother’s manifestation. » You incorporate a variety of acorns and nuts into the mixture that you prepare during Cave Mother’s ceremony, requiring 2 ranks in Survival
Ghoulish Fire: You unleash a 10-foot blast of fire around you as a standard action, causing all targets within 10 feet of you to suffer 1d6 points of fire damage per binder level you possess. Damage caused by ghoulish fire causes creatures and flammable objects to catch on fire. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Your ghoulish fire ignores a number of points of fire resistance up to your binder level.
Deceptive Knack: While you are bound to Cave Mother, you gain an insight bonus on Bluff and Sleight of hand checks equal to half your binder level.
Gather Provisions: While you are bound to Cave Mother, you can cast goodberry as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Beginning at 3rd level, each berry that you transmute with this ability heals 1d8 points of damage + your binder level, and the maximum amount that a creature can be cured by goodberry increases to 10 + your binder level.
Read the Stars: While you are bound to Cave Mother, you always know which direction is north, functioning as a constant know direction effect. In addition, you can cast true strike as a spell-like ability a number of times per day equal to 3 + your Charisma modifier
Undead Bane: While you are bound to Cave Mother, you can grant the undead bane special weapon ability to one weapon that you are wielding as a swift action. You can use this ability for a number of rounds per day equal to your binder level. These rounds do not need to be consecutive.
Physical Sign: Your hands become calloused from work and your body wrinkled, as if from old age. When you activate one of Cave Mother’s granted abilities, your voice become raspy as if you were breathing smoke. Personality Influence: You easily lose patience with those who demand your assistance. You must answer every question with another question, a cryptic remark, or a scathing retort. Favored Allies: Any (living arcane spellcasters) Favored Enemies: Undead (any)
Vestigial Bond (Boon): While you are bound to Cave Mother, you receive a constant unseen servant effect as a spell-like ability. Your unseen servant has a Strength score equal to your binder level + your Charisma modifier (minimum 1) and appears as a spectral, male child. You can summon or dismiss this servant as a full-round action. This granted ability replaces gather provisions

Skills: Bluff (1) +9, Diplomacy (0) +5, Knowledge (arcana) (1) +10, Knowledge (history) (1) +10, Knowledge (the planes) (1) +9, Knowledge (religion) (1) +9
Languages: Common, Goblin
Combat Gear: Sickle, Studded leather, sling
Gold: 19 Silver:4 Copper:
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Tracked Resources
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50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll * 1/1 5 0.1 gp
*= Carried in Backpack