Seoni

Solstice Rain's page

468 posts. Organized Play character for miteke.


Full Name

Solstice Rain (141936-8)

Race

| Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14

Classes/Levels

| Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Gender

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active)

Alignment

C/N

Deity

Ymeri, Queen of the Inferno

Languages

Common, Inguan, Shoanti

Homepage URL

Google Docs for Solstice

Strength 8
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 10
Charisma 25

About Solstice Rain

Resource Tracking:

Loot:
Scrolls or potions used this chronicle:
Wand of Infernal Healing uses this chronicle:
Wand of Heightened Awareness, uses this chronicle:
Wand of Mage Armor uses this chronicle:
Elemental ray 1d6+7 (11/day) uses:
Elemental Blast uses (1/day), 60’, 14d6, 20’ radius, DC 24 (1/day):
Lesser Metamagic Rod of Toppling uses (3/day):
Lesser Metamagic Rod of Selective uses (3/day):
Metamagic Rod of Piercing uses (3/day):
1st level spell uses (8/day): mage armor
2nd level spell uses (8/day): false life
3nd level spell uses (8/day):
4th level spell uses (6/day):
5th level spell uses (4/day):
Portfolio reroll (1/chronicle):

Standard Operating procedures:

Solstice travels with her lesser metamagic rod of toppling in hand, unless it looks like she is going to be facing something with spell resistance in which case she switches to the metamagic rod of piercing.
Solstice casts heightened awareness on herself from her wand when entering dangerous territory unless it's going to be form more than 10 minutes.

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Solstice was born on winter solstice to the Tamiir-Quah (The Wind Clan) of Shoanti Varisia in the middle of a volcanic eruption. Her parents made much of it, particularly when she developed sorceress powers of fire tied to the storm. All her life she has been fed grandiose lectures about her future. You have to do this Solstice, to prepare for your rise; you can’t do that. And the only powers she has manifested is the ability to heal and squeal. Some powerful sorceress! Its time she stopped playing at being a sorceress and start doing!

Solstice is a mixture of pride stemming from the constant compliments and self-degradation arising from her pathetic level 1 sorceress abilities (at least pathetic compared to what she was led to expect), cynicism brought on by high expectations with no results and optimism because of her recent choice to actually break from her parents and try an adventure. She doesn’t know whether to be a hero or a joke.

Solstice is a northerner, with a moderate Shoanti accent. She bears the earmarks of an ifrit outsider. Her skin is brass in color and her hair is white, but iridescent, almost gnomishly. Rather than the jewelry typical for most of her kind, she sports elaborate and very colorful tattoos more in line with her Shoanti ancestry, though the two small nubbins that poke from her brow are pierced and anchor the two ends of a thin gold strand with small tasteful but glittering dangling jewels.

Note: The jewelry changes from time to time. A girl's got to accessorize.

Main Stats:

Solstice Rain (141936-8) C/N Female Ifrit Sorceress(Elemental/Fire)/10
Faction Sovereign Court

Str 8, -1 {10[race] -2[-2 points spent]}
Dex 14, +2 {12[race] +2[2 points spent]}
Con 12, +1 {10[race] +1[1 points spent] +1[level 4]}
Int 12, +1 {10[race] +0[0 points spent] +2[pendant]}
Wis 10, +0 {8[race] +2[2 points spent]}
Cha 25, +7 {12[race] +8[17 points spentt] +1[level 8] +4[headband]}

HP 76 {+46[10d6] +10[con] +10[favored class] +10[toughness]}
Init +16(12) {+2[dex] +4[Wildfire Heart] +2[reactionary] (+4)[Heightened Awareness]}
Senses Darkvision
Perception +0
Speed 30 ft.
Base Attack +5
Languages Common, Inguan, Shoanti

Defense:

CMD 16 {10 +5[BAB] -1[str] +2[dex]}
AC normal 16, touch 12, flat-footed 14 {10 +2[dex] +4[mage armor]}
Additional AC
Potential Additional AC +4+2[elemental body NA] +1[elemental body dex +1[elemental body size]
Fort +6 {+1[con] +3[sorcerer] +2[cloak]}
Ref +7 {+2[dex] +3[sorcerer] +2[cloak]]}
Will +16 {+7[steadfast personality/cha] +7[sorcerer] +2[cloak]]}
Special:
  • Fire Resistance 20 {Bloodline power and Robe of Arcane Heritage}
  • Immune to cold above 0F, boon from Chronicle 8, keep of the huscarl king.

  • Offense:

    CMB +4 {+5[BAB] -1[str]}
    - Additional CMB

    Normal Attacks

  • +4/1d8-1 Longspear [1d8; 20/x3; P) {+5[BAB] -1[str]/1d8 -1[str]}

    Ranged

  • Elemental ray +6/1d6+7, 30' ranged touch {+5[BAB] +2[dex]/1d6 +5[1/2 lvl] +2[RoAH)}
  • Elemental blast, 60', 20' radius, 14d6 fire, DC 24 {10 5[+1/2 lvl] +7[cha] +2[RoAH]}

    Specials

  • Spells:

    Specials
  • Concentration +21 {+10[class] +7[cha] +1[fire affinity] +3[CoP]}
  • Eschew Materials
  • Bloodline Arcana: May change damage and spell type to fire.
  • Fire affinity: +2 cha for sorceress powers and spells
  • Hypnotic: +1 DC for spells that fascinate
  • Affinity for the Elements: +1 DC fire
  • Elemental Focus (Fire): +1 DC fire
  • Greater Spell Focus (evocation), +2 DC evocation
  • +1 damage if fire[saltpeter]
  • +1 damage if acid[brimstone]

    Cantrips, DC 18 {10 +0[level] +7[cha] +1[fire affinity]}; unlimited/Day

  • Daze: Short Range. Will ST or no actions for one round
  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Flare
  • Mage Hand
  • Message
  • Prestidigitation
  • Read Magic
  • Resistance

    Level 1, DC 19 {10 +1[level] +7[cha] +1[fire affinity]}; 8/Day {6[base] + 2[cha]/Day}

  • B - Burning Hands, 15' cone, reflex ST for half damage, 5d4 {1d4/level, max 5d4} fire damage, DC +4 {+2[Greater Spell Focus] +1[Affinity for the Elements] +1[elemental focus]}
  • Ear-piercing Scream, short range, fort ST for half damage and no daze, 4d6 {1/2 level d6} sonic damage, DC +4(2) {+2[Greater Spell Focus] (+1)[Affinity for the Elements] (+1)[elemental focus]}
  • Feather Fall
  • Hypnotism Replaced with Magic Missile at 4th level
  • Mage Armor, gained via page of spell knowledge
  • Magic Missile, medium range, 4 {(level+1)/2} x 1d4+1 missiles
  • Monkey Fish
  • Vanish, 5 {1/level, max 5} rounds invisibility

    Level 2, DC 20 {10 +2[level] +7[cha] +1[fire affinity]}; 8/Day {6[base] + 2[cha]/Day}

  • Burst of Radiance, long range, 10' radius, DC +2 {+2[Greater Spell Focus]} reflex ST or blinded for 1d4 rounds, dazzled for 1d4 rounds if save made. 5d4 {1d4/level, max 5d4} damage to evil creatures with no save, DC +2 {+2[Greater Spell Focus]}
  • False Life, personal, 1 hour/level, 1d10 +9[lvl,max 10] HP
  • Pyrotechnics Replaced with Oppressive Boredom at 6th level
  • Invisibility, touch (no more that 11 lbs/level if object), 1 min/level
  • Oppresive Boredom, close, one creature, 1 r/lvl, Will ST each round, prevents any actions
  • B - Scorching Ray, close range, 2 {(level+1)/4} 4d6 rays, DC +4 {+2[Greater Spell Focus] +1[Affinity for the Elements] +1[elemental focus]}

    Level 3, DC 21 {10 +3[level] +7[cha] +1[fire affinity]}; 8/Day {6[base] + 2[cha]/Day}

  • Chain of Perdition; close, 1 rnd/lvl, AC 18 {10 +7[cha] +1[fire affinity]}, CMB +17 {+9[lvl] +7[cha] +1[fire affinity]}, DC +2 {+2[Greater Spell Focus]}
  • Haste, close range, 1 min/lvl, one creature per level, targets within 30' of each other
  • B - Protection from Energy
  • Lightning Bolt, 120' range and line, 1d6/lvl (max 10), DC +4(2) {+2[Greater Spell Focus] (+1)[Affinity for the Elements] (+1)[elemental focus]}

    Level 4, DC 22 {10 +4[level] +7[cha] +1[fire affinity]}; 6/Day {4[base] + 2[cha+fire affinity]/Day}

  • Acid Pit, creation/acid, medium range 10x10' hole, 10' deep/2 levels (max 100'), 1 round + 1 round/lvl +1 round[darkwood], falling damage into yielding surface plus 2d6 per turn. Exposed items may be harmed. DC 30 climb, reflex ST to avoid falling, DC (+2) {(+1)[Affinity for the Elements] (+1)[elemental focus]}
  • Greater Aggressive Thundercloud, medium range, 1 round/lvl, 6d6, 5' sphere, reflex ST to avoid damage, fort save to avoid being stunned, DC +4(2) {+2[Greater Spell Focus] (+1)[Affinity for the Elements] (+1)[elemental focus]} replaced with Enervation at level 10
  • B - Elemental Body I, personal, 1 min/lvl, small fire elemental (+2 dex, +2 natural armor, darkvision 60', resist fire 20, vulnerability to cold, and the burn ability
  • Enervation

    Level 5, DC 23 {10 +5[level] +7[cha] +1[fire affinity]}; 4/Day {3[base] + 1[cha+fire affinity]/Day}

  • Wall of Sound

    Wanted

  • Ablative Barrier
  • Slow
  • Stinking Cloud
  • Magic Vestment
  • Enervation
  • Truespeak
  • Teleport
  • Icy Prison
  • Life bubble
  • Overland flight
  • Break Enchantment
  • Planar Adaptation, Mass

  • Skills:

    Skill Ranks 20 = {2+0[int])*10[sorceress level]}

    Acrobatics +2 {+0[ranks] +2[dex]}
    Appraise +0 {+0[ranks] +0[int] +3[class]}
    Bluff +14 {+1[ranks] +7[cha] +3[CoP] +3[class]}
    Climb -1 {+0[ranks] +0[str]}
    Craft +0 {+0[ranks] +0[int] +3[class]}
    Diplomacy +12 {+2[ranks] +7[cha] +3[CoP]}
    Disable Device N/A {+0[ranks] +2[dex]}
    Disguise +10 {+0[ranks] +7[cha] +3[CoP]}
    Escape Artist +2 {+0[ranks] +2[dex]}
    Fly +6 {+1[ranks] +2[dex] +3[class]}
    Handle Animal +11 {+1[ranks] +7[cha] +3[CoP]}
    Heal +0 {+0[ranks] +0[wis]}
    Intimidate +15 {+2[ranks] +7[cha] +3[CoP] +3[class]}
    Knowledge
    - arcana +4 {+1[ranks] +0[int] +3[class]}
    - dungeoneering N/A {+0[ranks] +0[int]}
    - history N/A {+0[ranks] +0[int]}
    - nature N/A {+0[ranks] +0[int]}
    - planes N/A {+0[ranks] +0[int]}
    - religion N/A {+0[ranks] +0[int]}
    - local N/A {+0[ranks] +0[int]}
    - engineering N/A {+0[ranks] +0[int]}
    - geography N/A {+0[ranks] +0[int]}
    - nobility N/A {+0[ranks] +0[int]}
    Linguistics +1 {+1[ranks] +0[int]}
    Perception +3 {+3[ranks] +0[wis]}
    Perform(sing) +17 {+7[ranks] +7[cha] +3[CoP]}
    Profession N/A {+0[ranks] +0[wis] +3[class]}
    Ride +2 {+0[ranks] +2[dex]}
    Sense Motive +0 {+0[ranks] +0[wis]}
    Sleight of Hand N/A {+0[ranks] +2[dex]}
    Spellcraft +4 {+1[ranks] +0[int] +3[class]}
    Stealth +3 {+1[ranks] +2[dex]}
    Survival +0 {+0[ranks] +0[wis]}
    Swim -1 {+0[ranks] -1[str]}
    Use Magic Device +23 {+1[ranks, retrained] +10[pendant of IQ][ranks] +7[cha] +3[class] +3[CoP]}

    Notes:

  • [CoP]: Circlet of Persuasion, +3 to all charisma rolls.
  • Gear:
    See spreadsheet at Google Docs for Solstice for cost and weight details.

    Muleback Cord (+8 str to carrying capacity)
    Backpack
    Belt pouch
    Flint and steel
    Pendant of Vast Intelligence, +2, UMD (Beacon Below Chronicle)
    Headband of Alluring Charisma, +4
    Circlet of Persuasion, +3 competence bonus on Charisma-based checks
    Cloak of Resistance, +2
    Lesser Metamagic Rod of Toppling
    Lesser Metamagic Rod of Selective
    Metamagic Rod of Piercing (-5 spell resistance)
    Robe of Arcane Heritage
    4 scrolls of Shield
    1 Scrolls of 5 Lesser Restoration
    1 Scroll of Breath of Life
    4 Scrolls of Comprehend Languages
    Wand of Infernal Healing (45 ch)
    Wand of Mage Armor (41 ch)
    Wand of Heightened Awareness (42 ch)
    Page of Spell Knowledge (Mage Armor)
    Potion of Lesser Restoration
    Black Powder (1 doses), +1 energy damage evocation
    Brimstone (2 doses), +1 acid damage
    Darkwood (5 doses), +1 CL duration conjuration
    2 Dweomer’s Essence (-5 spell resistance)
    2 Saltpeter (1 dose), +1 fire damage
    Antiplague
    Antitoxin
    Air Crystals
    Sun rod
    Traveller's Any-Tool
    Wayfinder
    1,144.00 gp

    Pack Pony with
    Bit and bridle
    Saddle bags
    4 days of pony feed
    Medium tent
    Sorcerer's kit
    Climber's Kit
    Waterskin
    Explorer’s outfit
    Cold-weather outfit
    5 day trail rations
    Jar of Maple Syrup
    5 Mug of Linnorm Mead
    Jar of Honey
    Bar of Chocolate

    Traits:

    Racial Traits
  • Native Outsider
  • Fire Affinity - Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
  • Languages (Inguan)
  • Hypnotic (replaces spell-like ability)
  • Wildfire Heart (replaces fire resistance)

    Starting Traits

  • Affinity for the Elements (Religion, ISG, must worship elemental lord) - Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have either the air, earth, fire, or water descriptor, depending on which elemental lord you worship. You must choose a single elemental lord when you take this trait; once chosen, it cannot be changed.
  • Reactionary - +2 init

  • Class Abilities:

    Class Abilities
  • Bloodline Powers
  • - Elemental Ray, 30' ranged touch, 1d6+7 {1d6 +5[1/2 lvl] +2[RoAH]}; 11/day {3 + 7[cha] + 1[Fire Affinity]}
  • - Fire Resistance 20 (Robe of Arcane Heritageadds 4 levels)
  • - Elemental Blast 14d6 {10d6[lvl] + 4d6[RoAH]}, DC 25 {10 +5[1/2 lvl] +2[RoAH] +7[cha] +1[Fire Affinity]}
  • Bloodline Arcana - Convert damage and spell type to fire
  • Bloodline Spells
  • - 3) Burning Hands
  • - 5) Scorching Ray
  • - 7) Protection from Energy
  • - 9) Elemental Body I
  • - 11) Elemental Body II
  • Eschew Materials

  • Feats:

    Feats
  • 1S - Eschew Materials
  • 1 - Toughness
  • 3 - Spell Focus (Evocation)
  • 5 - Steadfast Personality
  • 7S - Improved Initiative
  • 7 - Greater Spell Focus (Evocation)
  • 9 - Elemental Focus (Fire)

  • Chronicles:

    See Google Docs for Solstice for chronicle images/pdfs