About Sheela KolphanPFS# 133608-14
Sorcerer Spells:
Level 0 DC 15, 5 known, At Will Daze (Compulsion, DC +2) Detect Magic Disrupt Undead Mage Hand Message Mending Acid Splash Level 1 DC 16, 3+1 known, 8/day
Level 2 DC 17, 2 known + 1 Bloodline, 5/day
Level 3 DC 18, 1 known, 2/day
Spell Reference:
Spell 0 Acid Splash - [/url=https://aonprd.com/SpellDisplay.aspx?ItemName=Acid%20Splash]Acid Splash[/url] Daze (Compulsion, DC +2) Detect Magic Disrupt Undead Mage Hand Message - [/url=http://www.d20pfsrd.com/magic/all-spells/m/message]Message[/url] Mending - [/url=http://www.d20pfsrd.com/magic/all-spells/m/mending/]Mending[/url] Spell 1
Spell 2
Spell 3
Bot me!:
One of Sheela's favorite tricks is to cast Hideous Laughter to disable them. DC 20 She may also cast Unnatural Lust to force them to provoke AoOs like crazy as they approach. DC 20 Sheela will cast Summon Monster 2 (She prefers horses and felines) to flank with her melee allies. Sheela loves using the Daze spell. It's a DC 17 Will Save to resist. If someone else is in melee, Sheela will try to use her Laughing Touch to disable the enemy. It's a touch attack made at +2. If all else fails, she'll use her crossbow. +4 attack, 1d8 damage
Background:
Sheela's pretty full of herself. Not her fault people like her so much. Grandma (or great grandma?) told her she descended from azatas. Plus, she joined choir and quickly became lead when she was young. Whatever, the Kolphans are pretty rich, anyway. What better way to show the Kolphan's might than to help the Pathfinder Society? In reality, Sheela's beauty combined with her endless curiosity has gotten her in a lot of trouble. For her, she enjoys experiencing life and its experiences to the fullest, until it blows up in her face and she's running from an angry or jealous husband, wife, and nobleman. It has helped her overall health, though- she's as weak as a twig otherwise.
Role: She's an enchantress who works on mesmerizing her foes so they don't touch her. She doesn't do well against mindless foes. XP : 17
Saving Throws:
Fort 2 Con + 2 Sor + 2 Great Fortitude + 1 Cloak = 7 Ref 3 Dex + 2 Sor + 1 Cloak = 6 Will 0 Wis + 5 Sor + 1 Cloak = 6 Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Defenses:
HP 6 Sor + (4 * 5 Sor) + (2 * 6) Con + 1 (Favored Class) = 39 AC 10 + 3 Dex + 1 Armor = 14 T 10 + 3 Dex = 13 FF 10 + 1 Armor = 11 CMD 10 + 0 Str + 3 Dex + 3 BAB = 16 Init 3 Dex + 2 Reactionary Trait = 5 Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Offense:
BAB 3 CMB 3 BAB + 0 Str = 3 Melee
[dice=Light Mace]1d20+3[/dice] [dice=Damage]1d6[/dice] Crit Range: 19-20/x2 1d4 [dice=Dagger]1d20+3[/dice] [dice=Damage]1d4[/dice] Ranged
Attack: 3 BAB + 3 Dex + 1 Masterwork = 7
Range: 10 ft Crit: 19-20/x2 1d4 Attack: 3 BAB + 3 Dex = 6 [dice=Dagger]1d20+6[/dice] [dice=Damage]1d4[/dice] Skills:
Includes 4 Preferred Class Bonus Bluff 5 Cha + 3 In Class + 4 Rank = 12 Climb 0 Str + 1 Rank = 1 Diplomacy 5 Cha + 2 Racial + 5 Rank = 12 (minimum 12) Knowledge(Arcana) 1 Int + 3 In Class + 1 Rank = 5 Knowledge(Nature) 1 Int + 3 Bloodline + 4 Rank = 8 Intimidate 5 Cha + 3 In Class + 1 Rank = 9 Perform(sing) 5 Cha + 2 Racial + 2 Rank = 10 Spellcraft 1 Int + 3 In Class + 1 Rank = 5 Swim 0 Str + 1 Rank = 1 Use Magic Device 5 Cha + 3 In Class + 1 Rank = 10 Sheela has 60 feet of Darkvision. Languages: Common, Celestial, Sylvan Practiced Diplomat Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals you have completed. Hat of Disguise +10 to Disguise checks.
Magic Consumables:
Scrolls and Wands from this Chronicle Wand of Cure Light Wounds (20 charges, 2 PP)
Feather Step (On Bard list, UMD 21 required) Level 1 Scrolls
Level 2 Scrolls
Level 3 Scrolls (Costs 375)
Spell-like ability:
Glitterdust, 1/day (CL 5, DC 16) [/url=http://aonprd.com/SpellDisplay.aspx?ItemName=Glitterdust]Glitterdust[/url] Sorcerer:
Spells: Concentration Check: 5 Cha + 5 Sor = 10 Bloodline Arcana: Compulsion spells have their DC increased by +2. Spell Focus (Enchantment): Increases the DC of enchantment spells by +1. This means Compulsion spells have +3 total to their DC. Spell Penetration: +2 to SR checks to overcome spell resistance. Summon Monster Statblocks:
Master list Level 2
Water Elemental
Small Earth Elemental [/url=http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Small%20Earth%20Elemental]Clay the Studded, Small Earth Elemental![/url] Small Fire Elemental [/url=http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Small%20Fire%20Elemental]Flamie, the small Fire Elemental[/url] Horse [/url=http://www.d20pfsrd.com/bestiary/monster-listings/animals/horse/summoned-creature-horse]Queen Rainbowprances, the Celestial Horse[/url]
Level 1
Pony [/url=http://www.d20pfsrd.com/bestiary/monster-listings/animals/horse/pony/summoned-creature-pony-horse]Princess Sparkletrot, the Celestial Pony[/url]
Class Features:
Fey Bloodline Laughing Touch, 7/day [/spoiler=Laughing Touch]At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect. Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Traits:
Feats:
Equipment:
Consumable Gear:
Gear:
Faction Goals (2 goals achieved)
Sovereign Court:
(1/3) Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). The Jarlsblood Witch Saga (1/1) Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure.
(0/2) Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level. (1/2) Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal.
(0/1) Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level. (1/1) Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
(0/1) Participate in an adventure that takes place in Taldor or that involves a prominent organization based in Taldor, such as the Lion Blades or the Ulfen Guard. (2/3, 0/2) Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. The Confirmation, The Traitor's Lodge
Chronicles
The Devil We Know, Part 1:
The Devil We Know, Part 2:
(GM Credit) CORE Twisted Circle:
The Devil We Know, Part 3:
(GM Credit) The Confirmation:
(GM Credit) The Traitor's Lodge:
20 Character Point Build Check:
I'm making sure Sheela was built with 20 points and not 15. Muse Touched get +2 Dex, +2 Cha Base Stats: Str 8 (-2)
Str 10 (0)
Str 10
Str, Dex changed significantly.
10. 4-11 The Disappeared:
Gameplay Boon: House Thrune's Favor:
Sheela has bunch of money so it's time to spend, spend, spend! Bracers of Armor +1 (1000)
I will buy the wand of Burning Hands from This Chronicle for 180. Aaaand scrolls! Feather Step 25 Comprehend Languages 25
Alter Self 150
For a grand total of 1907. I'll take it out of my funds now. More stuff to buy
Faction Goals completed:
(0/1) Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure. (0/2) Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal.
I'm Level 4!:
Attribute Increase: +1 Cha (now 18) Leve 4 Fey Sorcerer
Spells Known: 1 additional level 0 and 1 level 2 spell (noted)
Skills: 2 + 1 Int + 1 FCB = 4 new skill points
11. 5-09 The Traitor's Lodge:
Thread (0/1) Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
Confirmed by the GM on the following post 2 Faction Goals - benefit unlocked!
12. 5-22 Scars of the Third Crusade :
Thread Purchases
Boons
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
13. (GM)Ungrounded but Unbroken:
I'm Level 5!:
Level 5 sorcerer Feat: Great Fortitude (Now Fort +6) HP: d6 + 2 Con = 6 more HP (33 total) FCB: +1 Skill Points
Magic:
14. 9-11: The Jarlsblood Witch Saga:
Thread Spent 6 gp on a Cold Weather Outfit
Faction Goal
Boons
Rare Weapons You have recovered several exotic weapons, both of which appear in the available items below. These appear on page 8 of Pathfinder Player Companion: Adventurer's Armory 2, and their abilities are provided below. You can spend 2 Prestige Points to replace one of your feats with Exotic Weapon Proficiency (butchering axe) or Exotic Weapon Proficiency (orc hornbow). When you do so, you may change the weapon or weapon group selected for any other feat or class feature you have (e.g. Weapon Focus or a fighter's weapon training) for 2 Prestige Points each. Butchering Axe: This axe has an oversized head bristling with spikes. If your Strength is less than 19 (or 17 for a Small or smaller butchering axe), you take a -2 penalty on attacks with it. A butchering axe deals 3d6 slashing damage, deals x3 damage on a critical hit, and weighs 25 pounds. Orc Hornbow: This bow is made of the horns of great beasts. Any effect that applies to longbows or shortbows also applies to orc hornbows. An orc hornbow deals 2d6 piercing damage, deals x3 on a critical hit, weighs 7 pounds, and has a range increment of 80 feet. Orc hornbows are composite bows and can be modified to benefit from high Strength scores in the same way as other composite bows; when you purchase the orc hornbow below, you can increase its Strength modifier by paying an additional 100 gp for each point of Strength bonus. Personal Guard(Sovereign Court Faction): You have earned the service of a loyal Ulfen bodyguard who accompanies you on your adventures. This character functions as a follower vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60), not taking any space on the battlefield or otherwise serving as a combatant. The bodyguard grants you a constant +1 bonus to your AC against attack rolls to confirm critical hits. If you would take damage from a critical hit or sneak attack, you can choose for your bodyguard to absorb 20 points of damage from the attack, though this kills the follower. You can spend 4 Prestige Points between adventures to recruit a new bodyguard. Post Game purchases
This increases my Cha to 20 Skill checks increase:
Concentration Check +1 (now 10)
Laughing Touch is now 8 per day
Spending 4 PP on boons.
15. 4-03 The Golemworks Incident (apply credit when you hit level 7:
16. Dawn of the Scarlet Sun:
Thread Boons
I'm Level 6:
4 HP + 2 Con = (39 total) 2 + 1 Int skills + 1 FCB
BAB +1 (now +3)
Spells Per day: 1 more 2nd, 3 more 3rd (+1 more 3rd due to high charisma)
APPLY WHEN LEVEL 7: 7-15 The Deepmarket Deception:
Chronicle Curious Pipefox: Yrishi the pipefox wishes to continue adventuring with you. A spellcaster of at least 7th level may take Yrishi as a familiar with the Improved Familiar feat. You must provide a copy of Pathfinder (RPG Bestiary 4) as if pipefoxes were available as in the Additional Resources document.
Marnarius’s Blade: You defeated Tseka and claimed the blade that Marnarius gifted to her. You may purchase a lesser sword of subtlety (see page 21). A lesser sword of subtlety is a +1 shortsword that provides a +2 bonus on its wielder’s attacks and damage rolls when he is making a sneak attack with it. If you played this scenario in Subtier 6–7, you may purchase either a lesser sword of subtlety or sword of subtlety. Yekai Deathhand’s Marvel: Yekai Deathhand invented the flask of reconcoction, a device that duplicates potions. With his notes, you can refine his invention over time. The flask grows in power as you gain levels. If you purchase this item, you earn less treasure to compensate for its increased abilities. So long as you own the flask, reduce all gold you earn on Chronicle sheets by 5% (rounded down) until you reach 14th level.
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