About Seren's SevenSeren's Seven - 104845-10
Adventuring Trophies:The Silverhex, a numerian tech button (Non-functional), a frost goblin's loincloth, homework (unfinished), a dwarf's belt, Kalkamedes's night cap, a Belkan Orc's coin, an urn (used), gold coin, a pirate's eye patch, a parrot feather, fake rune-carved key, General Chak's card, A doofy scholar's hat, a dragon's tooth, The Eldritch's coffin key Chronicle Rewards:
Faction Rewards:
Chronicles
Spirits:
Champion:
Katsumoto the samurai (Male, Tien, Half-elf, NG)
Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves. Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls. Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can’t benefit from effects that increase your caster level. Champion's Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, which you choose each time you channel a champion spirit. Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting.
Archmage:
Zela the witch (Female, River Kingdoms, Halfling, N)
Spirit Bonus: When you channel an archmage, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks. Spirit Aura: All allies within 30ft have their damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target. Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls. Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table 1–4: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components (see page 144). Arcane Surge (Intermediate, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast one of your medium spells known without expending a spell slot. When you do so, the caster level and DC of the spell are increased by 1, and you can’t apply metamagic to the spell.
Guardian:
Dorin the paladin (Male, Taldor, Dwarf, LG)
Spirit Bonus: When you channel a guardian, your spirit bonus applies to AC and on Constitution checks, Fortitude saves, and Reflex saves. Spirit Aura: All allies within 30ft gain a +1 bonus to CMD. Influence Penalty: You are incredibly cautious and guarded in all things, and your caution sometimes gets in the way. When attacking, you always fight defensively, and when casting a spell, you always cast defensively. Because of your focus on defense, you take a penalty on damage rolls equal to your spirit bonus. Guardian's Shield (Lesser, Su): You gain proficiency in heavy armors and shields (including tower shields). Absorb Blow (Intermediate, Su): You gain DR/— and resistance to acid, cold, electricity, fire, and sonic equal to 1/2 your medium level. Add paladin’s sacrifice to your medium spells known as a 2nd-level spell.
Hierophant:
Malsaire, cleric of Abadar (Female, Absalom, Human, LN)
Spirit Bonus: When you channel a hierophant, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and Will saves. Spirit Aura: All allies within 30ft have their healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects. Influence Penalty: Whether the spirit hopes to offer a chance for redemption or to sacrifice foes later on a dark altar, you must strike for nonlethal damage in combat whenever possible. You take a penalty equal to your spirit bonus on all Charisma checks and Charisma-based skill checks involving worshipers of faiths other than the spirit’s, except checks to convince others to convert to the spirit’s faith. Divine Surge (Lesser, Su): This power functions as the archmage arcana spirit power, except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one. Energy Font (Intermediate, Su): You can channel energy a number of times per day equal to 1 + your Charisma modifier. Choose whether you channel positive or negative energy each time you contact a hierophant spirit; this choice must match the spirit’s faith. If you choose positive energy, add cure spells of each level you can cast from the cleric list to your medium spell list and spells known. Otherwise, add inflict spells in the same way. These spells count as divine, as in the divine surge spirit power.
Marshal:
Chaucer the writer (Male, Absalom, Human, CG)
Spirit Bonus: When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check. Spirit Aura: Choose a seance boon from any of the other legends to benefit from. When using the spirit dance class feature, each ally can choose a different boon. Influence Penalty: The time you spend concentrating on your allies prevents you from attending to other important matters. You take a penalty equal to your spirit bonus on Wisdom checks and Wisdom-based skill checks. Additionally, if you are not at least nominally in charge of your present allies, you lose the marshal’s spirit bonus and seance boon. Marshal's Order (Lesser, Su): You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your seance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round. Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action. Inspiring Call: Everyone gets a +2 competence to attack and damage rolls. Spirit Aura: Choose one of the below when within 30ft of Seren
Trickster:
Wynn the acrobat (Female, Osiriani, Elf, CN)
Spirit Bonus: When you channel a trickster, your spirit bonus applies on Dexterity checks, skill checks, and Reflex saves. Spirit Aura: Choose one skill when you are under the effect of Spirit Dance. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you. Influence Penalty: The trickster within you is a protean manipulator, and you begin to see the possibility that everyone around you might have ulterior motives as well. You never count as an ally for the purpose of gaining benefits from another creature’s abilities, nor do you count as a willing target for spells. Anyone attempting to target you with a touch range spell, even a beneficial spell, must succeed at a melee touch attack, though you need not attempt saving throws against harmless spells. You gain no benefit from another creature’s aid another attempts, as you are too busy making sure they aren’t secretly tricking or sabotaging you. Trickster's Edge (Lesser, Su): Choose any two skills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level). Surprise Strike (Intermediate, Su): When you attack an opponent that’s denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours.
Seren is a gutter snipe that looks barely old enough to be working for the society. She is dressed as if she fell through every closet in the Grand Lodge, with mismatched attire meant for everyone from a scholar's frock and Kalkamedes' night cap to a knight's boot on one foot and a well-worn traveling shoe on the other. The only consistency in her clothing are seven colorful scarves tied all over her body. She likewise carries a hodgepodge of equipment meant for every sort of adventurer, including more than one holy symbol and a pair of wakizashi at her waist that have clearly been tied to her belt incorrectly. Around her neck hangs a thick metal chain clasping an expensive looking amber jewel. Single Hand Attack [dice=+1 Wakizashi (Spirit Bonuses)]1d20 + 18[/dice
Two-weapon Fighting [dice=MH +1 Wakizashi (Spirit Bonuses, TWF)]1d20 + 18 - 2[/dice
[dice=OH +1 Wakizashi (Spirit Bonuses, TWF)]1d20 + 18 - 2[/dice
|
