Cleric

Victoria Hennessee's page

547 posts. Organized Play character for GM Aarvid.


Full Name

Victoria Hennessee

Race

Aasimar Sorc 9 AC17/T13/F14 +1 all /CMD14 |HP 74/74 | Fort:+9;Ref:+9;Will+9 |Percept.+11 (darkvision) | Init.+9

Classes/Levels

(0/1 shirt, electric arcs 0/7 used) (Whirlwind 0/1) {Mage armor}

Gender

Female

Size

Medium

Age

74

Alignment

NG

Deity

Shelyn

Location

Homeland: Oppara, Taldor

Strength 10
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 10
Charisma 22

About Victoria Hennessee

Victoria Henessee
Female aasimar sorcerer 9
NG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +11

Defense:

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 74 (9d6+36)
Fort +9, Ref +9, Will +9 (+6 bonus vs. mind-affecting effects)
Resist acid 5, cold 5, electricity 20

Offense:

Speed 30 ft.
Melee cold iron longspear +4 (1d8/×3) or
. . morningstar +4 (1d8)
Ranged light crossbow +7 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron longspear)
Special Attacks electricity ray (1d6+4 electricity)
Spell-Like Abilities (CL 9th; concentration +15)
. . 1/day—daylight
Sorcerer Spells Known (CL 9th; concentration +15)
xx. . 4th (5/day)—dragon's breath[APG] (DC 21), minor creation, summon monster IV
xx. . 3rd (7/day)—fly, haste, lightning bolt (DC 20), communal resist energy[UC]
x. . 2nd (8/day)—create pit[APG] (DC 19), glitterdust (DC 19), invisibility, mirror image, scorching ray
xx. . 1st (8/day)—charm person (DC 17), feather fall, mage armor, magic missile, protection from evil, shocking grasp
. . 0 (at will)—acid splash, detect magic, disrupt undead, mending, open/close (DC 16), prestidigitation, ray of frost, read magic
. . Bloodline Djinni


Victoria [dice=range touch]1d20+7[/dice]
for [dice=acid dmg]1d3[/dice]
Victoria [dice=range touch]1d20+7+1[/dice]
for [dice=Fire dmg]4d6[/dice]
Vicoria [dice=longspear, haste, flank]1d20+4+1+2[/dice]
for [dice=dmg]1d8[/dice]

Statistics:

Str 10, Dex 16, Con 16, Int 12, Wis 10, Cha 22
Base Atk +4; CMB +4; CMD 17
Feats Augment Summoning, Combat Casting, Elemental Focus[APG], Eschew Materials, Improved Initiative, Spell Focus (conjuration), Steadfast Personality[ACG]
Traits reactionary, sacred touch
Skills Bluff +12, Diplomacy +13, Disguise +16, Fly +8, Intimidate +8, Knowledge (arcana) +6, Knowledge (planes) +6, Linguistics +2, Perception +6, Perform (sing) +10, Spellcraft +9, Survival +0 (+2 to avoid becoming lost), Use Magic Device +15; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Auran, Celestial, Common, Osiriani, Draconic
SQ whirlwind

Gear:

lesser extend metamagic rod, spellguard bracers[UE], unfettered shirt[UE], wand of cure light wounds, wand of lesser restoration (7 charges), wand of magic missile, wand of shock shield (50 charges), acid, weapon blanch (silver)[APG]; Other Gear cold iron longspear, crossbow bolts (10), light crossbow, morningstar, belt of physical might +2 (Dex, Con), boots of the cat[UE], cloak of resistance +3, handy haversack, hat of disguise, headband of aerial agility (cha +2)[UE], ring of eloquence[ACG], wayfinder[ISWG], bedroll, bell, chalk, custom container, flask, inkpen, journal[UE], mirror, powder[APG], scarf[UE], scroll case, sunrod (2), twine (50')[APG], waterskin, wrist sheath[UE], Eyes of Eagle, Rod Metamagic Persistence (lesser), 32 pp, 6 sp, 4 cp

wand CLW: 30-0. wand MM:50-0

Purchase:

Special Abilities:

Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Djinni You were born with the power of air genies, and the magic of the djinn is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's d
Electricity Ray (1d6+4 electricity, 9/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this a
Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (20) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Whirlwind (9 rounds, 1/day) (Su) At 9th level, you gain the ability to turn into a 10-foot-high whirlwind once per day for 1 round per sorcerer level (see page 306 of the Pathfinder RPG Bestiary).
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, 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 (see Seeker of Secrets page 51).

.

With hair streaked with gold, held back with a colorful, feathered headband, and eyes flashing with blue lightning, the young woman before you betrays her unworldly heritage. She wears a stylish robe of rainbow hues and a necklace of strange, decorative bird around her neck. Only the longspear she carries seams out of place with rest of her raiment.

Tori ponders for a moment at the question posed to her and her fellows.

"I was drawn to be a Pathfinder as the history of our ancient civilizations and the power and artwork draws a bee to a flower. I desire to see the wonders of the world and traveling with the Society to help uncover untold beauty appeals to my nature. Not being from a house of high standing, I hope to earn a position in society that would grant me access to libraries, museums, and cultural events that I would otherwise never see. "

Adventures:

Confirmation
PFS 00-01 Silent Tide
PFS Devil We Know - Part 3
PFS #00-14 The Many Fortunes of Grandmaster Torch (Tier 1-7)
PFS 06-10 The Wounded Wisp
Dragons Demand (x4)
Judge a Soul: The Lost Legacy
Glories of the Past - part 1
Glories of the Past - part 2
Glories of the Past - part 3
Sealed Gate

Personality:

Modeled After: Legally Blond + Anna
Speech Pattern: says "dear, honey, awesome, marvelous"
Actions: loves clothes, art and music, culture - compliments other's clothes/assessories