![]()
About The DoormouseDoormouse
Pure of Mind (Su): At 3rd level, you gain a +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor. The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch. Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used. Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). Tricky Spells (Su): Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting. Varisian Tattoo (Ex): At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat. Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs. -----SPELLS----- Spells Per Day
Level 0
Level 1 Snowball
Level 2
Level 3
Level 4
Level 5
-----Gear-----
Combat Gear: spell component pouch, mithril dagger x12, smelling salts, padzahar x2, twitch tonic x2, impact foam, Scroll of Acid Arrow x2, Scroll of Open/Close, Scroll of Ray of Exhaustion, Scroll of Silent Image, Inflict Moderate Wounds potion x2, Cure Moderate Wounds potion x3 Insightful Scroll Case (Restoration x2, Breath of Life, Inflict Moderate Wounds x2) Wand of Magic Missle (21 Charges)
Other Gear: ink and quill, masterwork backpack, Pocket Watch Mule: Jessibel
Boons:
----Boons--- -Grave Blooded: Can play a Dampir -Mantle of the Black Rider +1 to my Charisma Score for 1 minute once per day. -Three Traditions of Torag: +1 dodge bonus vs giants, orcs, and goblinoids. Using a charge, as a free action I can grant myself and all adjacent allies a +1 sacred bonus to AC for 1 round. -Reluctant Guide: Use Rodert's bonuses in place of my own for an single adventure for 1 charge. 2 charges left. +10 Appraise, +10 Knowledge Dungeoneering, +10 Knowledge Local, +10 Survival. -Necromacer's Bane: Expend a charge of this boon as a swift action to give ignore the 50% affect on incorporeal undead creatures for 1 round on your spels and spell like abilities. -Torag's Bulwark: If I am acting to furtur Torag's interests, Torag's highest servitors may intercede on my behalf. By expending the boon, at the beginning of my turn as a non-action, I can recieve the effects of Cure Serious Wounds, Remove Blindness/Deafness, Remove paralysis, Break Enchantment, Breath of Life (all at CL 20). -Elemental Awakening: The Society has cast its gaze upon the Elemental Planes, and as you and your colleagues explore these wondrous realms, you develop a nuanced command of elemental forces and the ability to withstand a fraction of the local hazards. Whenever any of your characters earns a Chronicle sheet that grants the Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity boon, you can include a copy of that sheet with this character’s records and check a box below corresponding to that boon’s element; Chronicle sheets applied to a different character do not grant you any benefit or rewards beyond serving as a record for this boon. So long as you have checked at least one box associated with an element, you gain an ongoing benefit and can cross the entire element’s entry off the Chronicle sheet in order to cast a spell-like ability, treating your caster level as 3 times the number of checked boxes. ▫ ▫ ▫ ▫ Air: You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the air subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast feather fall as a spell- like ability. If you have two or more boxes checked, you can instead cast fly. If you have all four boxes checked, you can cast mass fly (Pathfinder RPG Advanced Player’s Guide 223). ▫ ▫ ▫ ▫ (Used) Earth: You gain acid resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the earth subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast stone shield (Pathfinder RPG Advanced Race Guide 149) as a spell-like ability. If you have two or more boxes checked, you can instead cast stone shape. If you have all four boxes checked, you can instead cast either stone to flesh or stoneskin. ▫ ▫ ▫ ▫ (Used) Fire: You gain fire resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the fire subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast burning hands (DC 16) as a spell-like ability. If you have two or more boxes checked, you can instead cast fireball (DC 18). If you have all four boxes checked, you can instead cast either fire shield or fire snake (Pathfinder RPG Advanced Player’s Guide 222, DC 20). ▫ ▫ ▫ ▫ Water: You gain cold resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the water subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast touch of the sea (Pathfinder RPG Advanced Player’s Guide 250) as a spell-like ability. If you have two or more boxes checked, you can instead cast quench (DC 18) or water breathing. If you have all four boxes checked, you can instead cast either cone of cold (DC 20) or solid fog.\ -Embeth Hound: The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet. -Henbane’s Token: Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action action, you can destroy the flower to disappear completely one round. While you are out of time, you cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet. (USED) -Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may cast either haste or slow as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet. -Aid of the Overwatched: Can take Daosvaria, the wyrmling Nightmare Dragon, as an Improved Familiar. -Runes of Change: Now I am size Small. ----Money---- 1,828.73 gp Familiar:
Daosvaria Figment nightmare dragon, wyrmling CN Tiny dragon (extraplanar) Init +5; Senses Darkvision 60', dreamsight; Perception +12 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 10 Fort +10, Ref +10, Will +7 Immune mind-affecting effects, paralysis, sleep; SR 13 Offense Speed 60 ft., fly 100 ft. (average) Melee bite +6 (1d4+2), 2 claws +6 (1d3+2) Space 0 ft., Reach 0 ft. (10 ft. with bite) Special Attacks breath weapon (30-ft. cone, DC 13, 1d6 acid) Statistics Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 13 Base Atk +2; CMB +4; CMD 13 Feats: Improved Initiative, Multiattack, Skills: Fly +11, Intimidate +12, Knowledge (planes) +11, Knowledge (engineering) +11, Knowledge (arcana) +11, Perception +12, Stealth +11 Languages Common, Draconic Description These hunters of the Dimension of Dreams seek to wreak nightmares on sleepers and make existing bad dreams even more terrifying. Nightmare dragons often work with night hags in their grim collection of sleeping souls. Adventures so far!:
Regional Support Program Gm Incentive #3 Emerald Spire, The Tower Ruins AP #67, The Snows of Summer AP #31, Stolen Land Module Down the Blighted Path (Firebrand Redoubt) Module Down the Blighted Path (Winding into Darkness) PFS #7-99 Through the Maelstrom Rift PFS #7-02 Six Seconds to Midnight Module Down the Blighted Path (The Tower Spite Built) Module Down the Blighted Path (Bonus Sheet) PFS #9-17 Oath of the Overwatched PFS # 4-12 The Refuge of Time The Emerald Spire Superdungeon: Order and Chaos |