Ezer Hazzebaim

Sidney Moncrief's page

549 posts. Organized Play character for Chainmail.


Full Name

Sidney Moncrief

Race

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity

Classes/Levels

Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Strength 22
Dexterity 12
Constitution 12
Intelligence 7
Wisdom 12
Charisma 16

About Sidney Moncrief

44914-2

PFS Fame/XP:

Fame=24
Prestige=18
XP=12
Adventures Completed: Confirmation, Shades of Ice, Kalkamedes, Risen from the Sands, Goblinblood Dead, Tide of Twilight, Destiny of the Sands 1 and 2, 10-14 Debt to Qual
Total Wealth Acquired 12878=150+430+500+505+510+1217+1237+1173+1183+1190+1282+1272+2229

Target purchase Headband of Alluring Charisma +4 16K
crunch:

Chaotic Good Sorceror 5 (Draconic [Gold] Bloodline)
Worships Cayden Cailean
Young Aasimar (Angelkin)
Languages: Common, Celestial, Terran, Auran, Draconic
STR=20(22)
INT=07
DEX=12
CON=12
WIS=12
CHA=16

Offense:

___________________________________________________________
+4 Initiative (+1 Dex +2 trait +1 cracked dusty rose prism)
+2 BAB

+8 CMB (+2 BAB, +6 Str)
+19 CMD (+2 BAB, +6 Str, +1 Dex, +10)

Mwork Glaive +9 (+2 BAB, +6 Str, +1 mwork) 1d10+9 (x3) reach
+8 Claws (+2 BAB, +6 Str, +1 Amulet) [Damage: 1d4+7]
+8 Mace (+2 BAB, +6 Str)

Defense:

____________________________________________________________
Current hp: 27/27

Max hp: 22 (+6+4+4+4+4; +5 Con)
AC 12 [+1 Dex, +1 nat arm +10]
Flatfoot AC 11 [+1 nat arm, +10]
Touch AC 11 [+1 Dex, +10]

+2 Fort (+1 base, +1 Con)
+2 Ref (+1 base, +1 Dex)
+5 Will (+4 base,+1 Wis)

Racial traits/abilities:

•Ability Score Racial Traits: Aasimar(angelkin) gain +2 Strength, +2 Charisma

•Type: Human subtype AND outsider with the aasimar subtype.
•Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Aasimars have a base speed of 30 feet.
•Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Alternate Traits
•Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
•Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Magical Racial Traits
•Spell-Like Ability (Sp): Aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits
•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

sorcerer/bloodline abilities:

Draconic Bloodline
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill: Perception.
Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type (fire), that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Class Skill: Perception


Spells Known:

Alter Self as Spell Like ability 1/1

0-Level - unlimited
Prestidigitation
Mage Hand
Ghost Sound
Message
Detect Magic
Daze (Will DC13)

1st-Level - 7/7
Enlarge Person
Burning Hands
Summon Monster 1
Grease
Mage Armor (bloodline)

2nd-Level - 5/5
Summon Monster 2
Glitterdust

Skills:

1+FC/lvl (2)/lvl
+1 Acrobatics (Dex +1),
+1 Appraise (Int +1),
+8 Bluff (Cha +3, Ranks 1, +3CS, +1 trait)
+4 Climb (Str +4, Ranks 0)
N/A Craft
+8 Diplomacy (Cha +3, Ranks 1, +3CS, +1 trait)
N/A Disable Device (Dex +3, Ranks 0)
+3 Disguise (Cha +3, Ranks 0)
+1 Escape Artist (Dex +1, Ranks 0)
+5 Fly (Dex +1, Ranks 1, Class Skill +3)
+4 Handle Animal (Cha +3, Ranks 0)
+1 Heal (Wis +1, Ranks 0)
+3 Intimidate (Cha +3, Ranks 0, Class Skill +3)
+6 Knowledge, Arcana (Int -2, Ranks 5, Class Skill +3)
N/A Knowledge, Dungeoneering (Int -2, Ranks 0)
N/A Knowledge, Planes (Int -2, Ranks 0, Class Skill +3)
+4 Linguistics (Int -2, Ranks 1, Class Skill +3, trait +2)
+5 Perception (Wis +1, Ranks 1, +3 CS)
+4 Sense Motive (Wis +1, Ranks 0, +2+1 trait)
N/A Sleight of Hand (Dex +1, Ranks 0)
N/A Spellcraft (Int -2, Ranks 0, Class Skill +3
+1 Stealth (Dex +1, Ranks 0)
+1 Survival (Wis +1, Ranks 0)
+4 Swim (Str +4, Ranks 0)
N/A Use Magic Device (Cha +3, Ranks 0, Class Skill +3)

Traits:

Fashionable: You spent your formative years as a young Taldan and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (diplomacy) becomes a class skill for you.
Reactionary: +2 to initiative

Feats:

Spell focus (conjuration) (Level 1 Feat)
Augmented Summoning (level 3 Feat)
Eschew Materials
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Equipment:

Wayfinder Engraved with name and graduation date[0/1]
Amulet of Mighty Fists (+1) [4000/]
Belt of Giant Strength (+2) [4000/]
Cracked dusty rose prism (initiative +1) [500/] in wayfinder
Spear [5/?]
CLW wand with 32 charges
Wand of magic missiles (6/15 charges) [225/0]
Mwork glaive coated with silver blanch
Basic Essentials Kit
•backpack 2 gp 2 lbs*
•bedroll 1 sp 5 lbs*
•1-pint flask 3 cp 1.5 lbs
•3 days' trail rations 1.5 gp 3 lbs*
Total Cost: 3.63 gp
Weight: 11.5 lbs
Full Dungeoneering Kit
•hooded lantern 7 gp 2 lb
•4 pints of oil 4 sp 4 lbs
•crowbar 2 gp 5 lbs
•5 pitons 5 sp 2.5 lbs
•grappling hook 1 gp 4 lbs
•50-foot hemp rope 1 gp 10 lbs
•3x chalk 3 cp
•10-foot pole 2 sp 8 lbs
•caltrops 1 gp 2 lbs
Total Cost: 13.13 gp
Weight: 37.5 lb
Holy Symbol, Cayden Cailean, wooden x5 (5/-)
Traveler's Outfit, (0/5)
Courtier's Outfit, (80/6)
Pouch, Beltpouch, (1/.5)
Flint and Steel(1/0)
Waterskin, 4 lbs(1/4)
Case, Scroll, (1/.5)
10 pieces of parchment(2/0)
inkpen(.1/0)
.5 ounces of ink(4/0)
three silver blanches, two cold iron blanches, two ghost salt blanches, 4 acid flasks, 6 flasks of alchemical grease, and two alchemical fires
Scroll: Mage Armor (x1) (25/0)
Club (1d6 B x2) (-/3)
Carrying Capacity
Current cost 8909.73
Remaining Wealth: 1739.27
Current Weight: 66 lbs

Light Load: x < 100 lbs.
Medium Load: 100 < x < 200 lbs.
Heavy Load: 200< x < 300 lbs

Wayfinder:

The wayfinder is a blend of artistry, magic, and technology. Reverse-engineered from half-understood artifacts, wayfinders combine the function of a mundane compass with magical utility and—a somewhat guarded secret—the power to enhance the function of ioun stones. Within each wayfinder is a fine lattice of wire, spun of silver, gold, or even more precious metals. This lattice channels and amplifies the natural energy of the ioun stone, extending its benefits to the owner as long as the wayfinder is held or kept close to the body. Inserting or removing an ioun stone is a standard action that provokes attacks of opportunity. Some wayfinders have multiple slots for ioun stones; these usually—but not always—function independently (an enhanced power from the first slot has nothing to do with the enhanced power of the second slot, whether or not another stone is present).

Though any spellcaster with the proper ability can create a new wayfinder, most are decades or centuries old, passed down from mentor to student or through family lines.

Contrary to popular belief, the basic version most associated with the Global Explorerers is not the only type of wayfinder.

Wayfinder (Standard)

Aura faint evocation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.

DESCRIPTION

A small magical device patterned off ancient relics of the a long lost civilization, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.

Appearance:

Sidney looks human except for a single, striking feature--a radiant glow beneath the skin as he taps into natural magic. The rest of Sidney is completely human, and he is an exceptionally comely creature with long, luxurious golden hair that is the envy of many women.
Sidney has been told his piercing, dark eyes are his best feature. Constantly searching for new things and often expressive, his inquisitive eyes hold those looking at them.
Sidney has been taught the clothes make the man. He attempts to dress nicely and avoid violence.

Background:

Sidney was born to divine parents, but appeared have a much larger touch of humanity than his parents. He showed a natural talent for magic, indicative of his great grandfather, a gold dragon. Unable to nurture his talents, his parents sent him to live among human parents.
His surrogate parents chosen for him were Taldan nobility. They allowed him to have access to divine tutors to attempt to teach him to be a paladin or cleric, but he proved a disappointment at this. As a divine creature living among mortals, the unthinkable happened!
Sidney became corrupted by the luxury and leisure of the court. He drank incessantly and sampled the finest foods. Mortal women were enchanted by the comely being with the line 'I came from the heavens, but have never seen anything like you there'.
Then Sidney learned about Cayden. What a life! Why should he work hard when a mortal just drank heavily and lucked into divinity. Rather than complain about it, Sidney embraced it. He became a follower of Cayden and aspires to be like him. Sidney has never been that sharp, so his belief that luck, privilege, and breeding will carry the day shows how living among nobility has warped him.
That explains his break with Taldan nobility and his parents. They want him to mature and grow up, but the noble/divine/dragon-blooded scion plans to have a merry romp through life for a while.

Accumulated PFS abilities and items for purchase:

Back to the Grave: While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.
hand of the mage (900gp)
scroll of cure moderate wounds (150gp)
wand of inflict lt wounds (19 charges for 285gp)
scroll of dispel magic (375 gp)
scroll of remove curse (375 gp)
scroll of searing light (375 gp)
amulet of mighty fists +1 (4,000 gp)
dust of dryness (850 gp)
periapt of health (7,500 gp)
fire elemental gem (2,250 gp)
scroll of invisibility (150gp)
scroll of false life (150gp)
Dormant ring of earth elemental command (5400gp)
Wand of share memory 5 charges limit 1 (450gp)
hand of glory (8,000 gp)
silver sphinx figurine of wondrous power (10,000 gp; variant bronze griffon figurine of wondrous power that becomes a living, falconheaded hieracosphinx when activated [use the stats for a griffon]; Pathfinder RPG Core Rulebook 513).
Confirmed field agent:
Explore, report, cooperate:
Friend of Janira Gavix
Dragonkiller--+1d6 versus true dragons once in the future
Subtle Revenge -- You have spoiled Torch's plans in Osiron, which may cause him to miscalculate in the future
scroll flaming sphere(150gp)
Wand of Magic missile (15charges 225gp) once and used
Wand of CLW (7 charges 105gp) once
Mendevian Weapon Training: Queen Galfrey of Mendev understands both that poorly equipped crusaders are of little use to the ongoing war against demonkind and that an inadequately trained crusader cannot make effective use of good equipment. As a result, those who dedicate themselves to the Fifth Crusade have access to training and equipment that might not otherwise be available. When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item.
Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.