Lonicera

Valkyrja's page

56 posts. Organized Play character for PatheticWretch.


Full Name

Valkyrja

Race

Human

Classes/Levels

Sorcerer 3 | HP 23/23 | AC 17; Tch 12; FF 15 | F +3; R +3; W +2 | CMB-1; CMD 11 | Speed 30 ft | Init +6 | Spiked Gauntlet: -1 (1d4-2) | Perc +10

Age

32

Strength 7
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 8
Charisma 19

About Valkyrja

Valkyrja
Female Human Sorcerer (Tattooed Sorcerer) 3
CG Medium Humanoid (Human)
Init +6 (Familiar); Senses Perception +10 (Alertness)
Languages Common, Draconic
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DEFENSE
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AC 17, touch 12, flat-footed 15
    (+4 mage armor, +2 Dex, +1 natural)
hp 23 (3d6, +6 Con, +3 favored*)
Fort +3, Ref +3, Will +2
Defensive Abilities Dragon Resistances, Energy Resistance 5 (electricity)
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OFFENSE
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Speed 30 ft. (6 squares)
Melee Spiked Gauntlet (cold iron) -1 (1d4-2)
Ranged Sling +3 (1d4-2)
Base Atk +1; CMB -1; CMD 11
Special Attacks Bloodline Arcana (+1 lightning dmg per die rolled)
Bloodline Draconic Dragon Type Bronze
Known Sorcerer Spells (CL 3, concentration +9):
    1st (6/day) - burning hands (DC 17, CL 5), color spray, grease, mage armor
    0th (at will) - dancing lights (3/day), detect magic, ghost sound, jolt, mage hand, read magic
Scrolls: air bubble, animate rope, ant haul, comprehend languages, disguise self, expeditious excavation, hold portal, obscuring mist, protection from evil, touch of the sea, ventriloquism
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STATISTICS
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Abilities STR 7, DEX 14, CON 14, INT 13, WIS 8, CHA 19
Feats Spell Focus (Evocation), Mage's Tattoo (Evocation)*, Spell Specialization (Burning Hands), Alertness*, Greater Spell Focus (Evocation)
Traits Magical Lineage (lightning bolt), Strength of the Sun
Skills Acrobatics +2, Bluff +12, Climb -2, Diplomacy +5, Disguise +5, Escape Artist +2, Fly +6, Heal -1, Intimidate +9, Knowledge (Arcana) +5, Perception +10, Perform (Untrained) +5, Ride +2, Sense Motive +1, Spellcraft +5, Stealth +2, Survival -1, Swim -2, Use Magic Device +11
SQ Bloodline Powers
Combat Gear wand of mage armor [50/50], wand of infernal healing [48/50], potion of cure light wounds, acid flask (x2) Other Gear spiked gauntlet (cold iron), dagger (cold iron), sling, bullets (10), haramaki, outfit (cold-weather), MW backpack, rations (trail/per day)(x3), bandolier, rope (silk/50'), bedroll, waterskin, spell component pouch (x2), scroll case (x3), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), smoked goggles, earplugs, torch (x3), vermin repellent (x2), spring-loaded wrist-sheath (loaded with wand of infernal healing), tindertwig (x2), MW perception tool, MW bluff tool, 2,382 gp

FAMILIAR:

Fafnir (alertness, improved evasion, share spells, empathic link)
Compsognathus
N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 5 (1d8)
Fort +4, Ref +4 (improved evasion), Will +2

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +3 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Perception +5, Spellcraft -1, Swim +10,

The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

SPECIAL ABILITIES:

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.
*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.
Bloodline Arcana Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.
Bloodline Tattoos 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 Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Draconic Bloodline (Blue) At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Familiar Tattoo 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.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.This ability replaces her 1st-level bloodline power.
Mage's Tattoo At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
This ability replaces her Eschew Materials bonus feat.
Precocious Spellcaster Benefit: Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Strength of the Sun During the day, you gain a +1 trait bonus on all Charisma-based checks.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

BACKGROUND:

An Ulfen woman has been listening intently. Her beauty is primal and almost god-like, having the best features of her race and gender. She is in her early thirties, and has hair almost the color of burnished bronze. She looks up in the sky as if looking for something, or perhaps she is listening.

One of her slender, bare arms is dominated by a realistic, bronze and black tattoo of a dragon. It seems almost too real, as if it were moving or watching. She speaks to the others, and a small spark of electricity races across her teeth.

"I am Valkyrja," she says. "I am a master of the primal elements, and will use them against any adversaries we might encounter. I can also help with any diplomatic interactions, and am skilled in the use of magical devices. I am confident we will accomplish this mission."

She follows a religious sect called The Ancients. These, she believes, are the eldest and most powerful of all the spirits. They are the spirits that give life to dragons and giants. Though she is a sorceress, in her sect the females are the religious leaders, and she considers men to be beneath her. Valkyrja can stop others in their tracks with just a look.

Valkyria’s mother, Haela, was also a priestess of The Ancients. When Valkyrja was born, Haela prophesied that Valkyrja would someday play an important role in keeping The Ancients at rest. However, those prophesies, which were written, were later lost. Valkyria does not know what they said, and her mother disappeared mysteriously over a decade ago after stopping the activities of an evil cult.

Valkyrja feels that The Ancients are disturbed, and is tied to them through some binding contract. Something is waking them, and they are restless. Though she can innately feel something is wrong, the restlessness of The Ancients manifests in Valkyrja with uncontrollable powers. When The Ancients are the most disturbed, a flicker of fire might be seen in her eyes, or perhaps a spark of electricity might run across her teeth. She is having an increasingly difficult time controlling these elemental manifestations. Though they do not harm her, she is worried about what she might do to others if she can’t learn to control this. Her primary objective is to learn what disturbs The Ancients and stop it.

While near a river after a mighty storm has passed through, Valkyrja discovered a waterlogged old chest, sealed and weighted with stones. Upon opening the chest, she discovered the limp, bedraggled, and apparently drowned form of a young creature. The chest looked as if it had been underwater for years, yet the animal was but recently dead. Moments later, the creature's eyes opened and it began to calmly and casually clean and preen itself. Valkyrja had acquired an unusual pet, which became her familiar.

When Valkyrja was 17, a bolt of lightning struck the top of a hillside where members of her sect worshiped at a cairn. This lightning struck her and several others, killing all of them but her. After the lightning passed, she saw writing on the cairn, and was able to interpret what it meant. It was in a language she did not speak or write, but she was able to understand it.

PFS:

Boons and Vanities:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it of your Chronicle sheet.
Impressive Find: A representative from the Pathinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a ield agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
Well-Earned Reward: Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp).

PFS# 132,076-14
XP 6
Prestige/Fame 4/8
Faction The Exchange
-Faction Card [0 goals]
Scenarios Completed
*The Confirmation [1 XP, 2 PP, 430 gp, 1 gp day job]
-Bought wand of infernal healing [-2 PP], MW perception tool [-50 gp], potion of cure light wounds [-50 gp], level-1 scrolls (x10)[-250 gp]
*Master of the Fallen Fortress [1 XP, 1 PP, 479 gp]
*Phantom Phenomena [1 XP, 1 PP, 500 gp]
-Bought MW bluff tool [-50 gp], wand of mage armor [-2 PP]
*Crypt of the Everflame [3 XP, 4 PP, 1398 gp]

[/ooc]

Level Progression:

Level 1:
Class Taken: Sorcerer
Class Feature Gained: bloodline power, cantrips, eschew materials
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1+1): bluff (1), perception (1), spellcraft (1), use magic device (1)
Feats: spell focus (evocation), mage's tattoo (evocation)*, spell specialization (burning hands)

Level 2:
Class Taken: Sorcerer
Class Feature Gained:
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1+1): bluff (1), intimidate (1), spellcraft (1), use magic device (1)

Level 3:
Class Taken: Sorcerer
Class Feature Gained:
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1+1): knowledge (arcana)(1), fly (1), perception (1), use magic device (1)
Feat: greater spell focus (evocation)

Dice:

[dice=ranged touch]1d20+3[/dice]

[dice=Jolt, ranged touch]1d20+3;1d3+1[/dice]