Harrow Warden

Seven Fortuna's page

No posts. Organized Play character for Zero the Nothing.


Full Name

Seven Clover Fortuna

Race

Human

Classes/Levels

Varisian Pilgrim 1 / Archaeologist 5

Gender

Female

Alignment

Chaotic Neutral

Deity

Lady Luck

Occupation

Xp: 15/18 Gp: 1,482.82

Homepage URL

109210-8

Strength 11
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 16
Charisma 16

About Seven Fortuna

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Seven Clover Fortuna is an "treasure hunter" from Varisia. Named after the number 7 shaped birthmark on the left side of her face, she's sometimes known as "Lucky Seven" or "Ms. Fortune."

Character:
Traits
• [ Faith ] Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
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• [ Race ] Deathtouched: At some point you were tainted with the corruption of the undead, and you have gained some of their defenses. You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice).
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Race: Human
Racial Traits
• Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

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Class(es): Cleric(Varisian Pilgrim), Bard(Archaeologist)
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1st +0 +2 +0 +2 Aura, Variant Channel Energy 1d6 Luck, Domains: Chaos, Luck, Orisons
1st +0 +0 +2 +2 Bardic knowledge, cantrips, Archaeologist’s Luck +1
2nd +1 +0 +3 +3 Clever Explorer, Uncanny Dodge
3rd +2 +1 +3 +3 Trap Sense +1
4th +3 +1 +4 +4 Rogue Talent
5th +3 +1 +4 +4 Archaeologist’s Luck +2, Lore Master 1/day
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6th +4 +2 +5 +5 Clever Explorer(Take 10 & Magical Traps), Trap Sense +2, Evasion
7th +5 +2 +5 +5 -
8th +6/+1 +2 +6 +6 Rogue Talent
9th +6/+1 +3 +6 +6 Trap Sense +3
10th +7/+2 +3 +7 +7 Jack-of-all-trades,
11th +8/+3 +3 +7 +7 Archaeologist’s Luck +3, Lore Master 2/day
12th +9/+4 +4 +8 +8 Advanced Rogue Talent, Trap Sense +4
13th +9/+4 +4 +8 +8 —
14th +10/+5 +4 +9 +9 -
15th +11/+6/+1 +5 +9 +9 Trap Sense +5
16th +12/+7/+2 +5 +10 +10 Advanced Rogue Talent
17th +12/+7/+2 +5 +10 +10 Archaeologist’s Luck +4, Lore Master 3/day
18th +13/+8/+3 +6 +11 +11 Trap Sense +6
19th +14/+9/+4 +6 +11 +11 -
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Feats
[01] Weapon Finesse*
[B1] Defiant Luck[Human]
[03] Inexplicable Luck[Defiant Luck, human]
[05] Domain Strike(Chaos Domain)*[Domain class feature, Improved Unarmed Strike]
[Talent|05] Ninja Trick: Unarmed Combat Training: Improved Unarmed Strike*
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[07] Arcane Strike*[Ability to cast arcane spells] OR Lingering Performance[Bardic performance class feature] OR Extra Rogue Talent[Rogue talent class feature]
[09]
[Talent|09]
[11]
[13]
[Adv. Talent|13]
[15]
[17]
[Adv. Talent|17]
[19]
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Extra Rogue Talent[Rogue talent class feature]
Bestow Luck[Defiant Luck, Inexplicable Luck, human]
Extra Performance[Bardic performance class feature]
Steadfast Personality
Racial Heritage[Human]
Dodge*[Dex 13]
Mobility*[Dodge]
Dauntless Destiny[Cha 13, Fearless Curiosity, Intimidate 10 ranks, human]
Blind-Fight*
Improved Iron Will[Iron Will]
Improved Lightning Reflexes[Lightning Reflexes]
Strong Comeback
Lucky Halfling[Halfling]
Fearless Curiosity[Cha 13, human]
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Rogue Talents(Non-Unchained Version)
[04] Ninja Trick: A rogue with this talent can choose a trick from the ninja trick list. The rogue cannot choose a ninja trick with the same name as a rogue talent. The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. The rogue cannot choose a ninja trick with the same name as a rogue talent.
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Card Sharp: The rogue gains Deadly Dealer (see page 15) as a bonus feat, even if she does not meet the prerequisites. Thrown cards are treated as darts, but the rogue cannot imbue cards with additional power unless she has the Arcane Strike feat. This talent otherwise functions as the Deadly Dealer feat.
Charmer: Once per day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).
Expert Leaper: When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
Founders' Blessing[Advanced]: The rogue can call upon the mystical legacies of the Council. Once per day, she can choose a skill in which she has no ranks. After she spends 10 minutes communing with these mystical spirits, they grant her a luck bonus equal to her rogue level with that skill, and she can attempt checks with that skill as if she were trained in its use. The effects of founder’s blessing last for 8 hours.
Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Got Your Back: Once per round as an immediate action, you may expend an attack of opportunity to attempt an aid another check to improve an ally’s attack. You and your ally must both be flanking the same opponent. This counts as an attack of opportunity.
Heads Up: When you make a Perception check, as an immediate or swift action you can allow one adjacent ally to act as if they had also made a Perception check with the same result.
Wall Climber: A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
Unbalancing Trick: The rogue gains Improved Trip as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites of Greater Trip (although she must take the feat as normal to gain its benefits).
Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
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Gear:
Weapons
Armor
Mithral Shirt 1,100
>> +1 Enhancement Bonus 1,000
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Starsong Mail 3,460
Lucky Drunk's Mail 4,840
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Shields
Darkwood Buckler 203
>> +1 Enhancement Bonus 1,000
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Wondrous
[Shoulders] Cloak of Resistance (+1) 1,000
[Ring 1] Ring of Protection (+1) 2,000
[Eyes] Eyes of the Eagle 2,500
[Neck] Amulet of Mighty Fists +1 4,000
[Belt] Belt of Incredible Dexterity +2 4,000
[Headband] Headband of Inspired Wisdom +2 4,000
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[Chest] Vest of Escape 5,200
[Headband] Headband of Fortune's Favor 7,700
[Shoulders] Cloak of Good Fortune 12,500
[Wrists] Swallowtail Bracers 27,000
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Misc.
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Pyxes of Redirected Focus 1,000
Four-leaf Clover 3,750
Lucky Horseshoe 6,800
Desna's Coin 8,000
Banner of the Ancient Kings 18,000
Stone of Good Luck (Luckstone) 20,000
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Ioun Stones
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Incandescent Blue Sphere (Normal) Ioun Stone 8,000
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