SIENNA WHISPERMIST | LEVEL 10 |
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Female half-elf cleric 4/illusionist 4/rogue 3
CG Medium humanoid (elf, human)
Init +7+2 Dex, +1 Arcane Temper trait, +4 Improved Initiative; Senses low-light vision; Perception +21 (+22 locate traps)
DEFENSE |
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AC 20, touch 14, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +2 natural); +1 vs. traps
hp 71 (4d6+6d8+224d8 cleric, 3d8 rogue, 4d6 wizard, +0 Con, +11 Favored Class, +11 Toughness feat)
Fort +9+6.32 base, +0 Con, +3 cloak of resistance, Ref +11+6.15 base, +2 Dex, +3 cloak of resistance (+1 vs. traps), Will +9+7.0 base, -1 Wis, +3 cloak of resistance; +2 vs. enchantment
Defensive Abilities evasion, trap sense +1; Immune sleep
OFFENSE |
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Speed 30 ft.30 ft. base, -0 ft. armor (6 squares)
Melee
+2 crushing grooved morningstar +10/+5BAB plus +1 Str plus +2 enhancement (1d8+3+1 Str plus +2 enhancement) or
+1 short sword +9/+4BAB plus +1 Str plus +1 enhancement (1d6+2+1 Str plus +1 enhancement/19-20)
Ranged
+2 composite shortbow +11/+6BAB plus +2 Dex plus +1 enhancement (1d6+3+1 Str plus +2 enhancement/x3; increments 105 = thrown/early firearm | 10 = projectile; range 7070 ft. ft.) or
+1 sighted hand crossbow +10BAB plus +2 Dex plus +1 enhancement (1d4+1+1 enhancement/x3; increments 105 = thrown/early firearm | 10 = projectile; range 3530 ft. plus 25% sighted ft.)
Special Attacks channel positive energy 53 plus 2 Cha/day (DC 1410 plus 1/2 cleric level plus 2 Cha, 2d6), sneak attack +2d6
Arcane Spell-Like Abilities (CL 4th; concentration +10wizard level 4 plus +1 Arcane Temper trait plus Int modifier)
83 plus Int modifier/dayblinding ray
Domain Spell-Like Abilities (CL 4th; concentration +10cleric level 4 plus +1 Arcane Temper trait plus Int modifier)
23 plus Wis modifier/dayblast rune (1d6+21 per 2 cleric levels energy damage, 44 cleric levels rounds), copycat (44 cleric levels rounds)
Cleric Spells Prepared (CL 11th; concentration +17caster level 11 plus +1 Arcane Temper trait plus Int modifier)
2ndhold person (DC 17), invisibilityD, nap, silence (DC 17)
1stbless, disguise selfD (DC 16), fate revealed, lesser vigor, resurgence, shield of faith
0 (at will)create water, detect magic, guidance, mending
D Domain spell; Domains Rune, Trickery
Illusionist Spells Prepared (CL 11th; concentration +17caster level 11 plus +1 Arcane Temper trait plus Int modifier)
2nddark way, disguise other (DC 17), see invisibility
1stanimate rope, alarm, jump, magic missile, misleading shadows, shield
0 (at will)mage hand, open/close, read magic, spark
Opposition Schools conjuration, necromancy
STATISTICS |
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Str 1212 base, +0 race, +0 level, Dex 1413 base, +0 race, +1 level, Con 1010 base, +0 race, +0 level, Int 2015 base, +2 race, +1 level, +2 enhancement headband of vast intellect, Wis 88 base, +0 race, +0 level, Cha 1414 base, +0 race, +0 level
Base Atk +7/+2; CMB +8+7 BAB, +0 size, +1 Str; CMD 2210 +7 BAB, +0 size, +1 Str, +2 Dex, +2 deflection, +0 dodge
Traits Arcane Temper, Caretaker
Feats Armor Proficiency (light, medium), Exotic Weapon Proficiency (hand crossbow), Improved Caster Level (x2), Improved Initiative, Martial Weapon Proficiency (rapier, sap, shortbow, shortsword), Scribe ScrollB, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all), Skill Focus (Bluff), Skill Focus (Perception)B, Spell Finesse (Intelligence), Toughness
Skills +166 ranks, +2 Dex, +3 class skill, +5 boots of elvenkind, -0 armor, Appraise +91 ranks, +5 Int, +3 class skill, Bluff +2210 ranks, +2 Cha, +3 class skill, +1 racial, +6 Skill Focus feat, Climb +84 ranks, +1 Str, +3 class skill, -0 armor, Craft (alchemy) +113 ranks, +5 Int, +3 class skill, Diplomacy +93 ranks, +2 Cha, +3 class skill, +1 racial, Disable Device +157 ranks, +2 Dex, +3 class skill, +1 Trapfinding, +2 circumstance masterwork thieves' tools, -0 armor, Disguise +114 ranks, +2 Cha, +3 class skill, +2 circumstance Disguise kit, Escape Artist +105 ranks, +2 Dex, +3 class skill, -0 armor, Fly +61 ranks, +2 Dex, +3 class skill, -0 armor, Heal +72 ranks, -1 Wis, +3 class skill, +1 Caretaker trait, +2 circumstance Healer's kit, Intimidate +20 ranks, +2 Cha, Knowledge (arcana) +135 ranks, +5 Int, +3 class skill, Knowledge (nature) +1611 ranks from headband of vast intellect, +5 Int, Knowledge (religion: Wildspace) +146 ranks, +5 Int, +3 class skill, Knowledge (space) +113 ranks, +5 Int, +3 class skill, Linguistics +124 ranks, +5 Int, +3 class skill, Perception +2111 ranks, -1 Wis, +3 class skill, +2 racial, +6 Skill Focus feat (+22 locate traps), Perform (act) +116 ranks, +2 Cha, +3 class skill, Profession (spacehand) +53 ranks, -1 Wis, +3 class skill, Ride +20 ranks, +2 Dex, -0 armor, Sense Motive +42 ranks, -1 Wis, +3 class skill, Sleight of Hand +105 ranks, +2 Dex, +3 class skill, -0 armor, Spellcraft +124 ranks, +5 Int, +3 class skill, Stealth +127 ranks, +2 Dex, +3 class skill, -0 armor, Survival -10 ranks, -1 Wis, Swim +10 ranks, +1 Str, -0 armor; Racial Modifiers +2 Perception, +1 Bluff, +1 Diplomacy
AcrobaticsLanguages Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Infernal, Orc, Rastipede, Semaphore
SQ arcane bond (ring), aura, elf blood, extended illusions (+21/2 wizard level rounds), gift of tongues, rogue talents (charmer), trapfinding +1
Combat Gear +1 dragon-bane arrow (5), +1 giant-bane arrow (5), oil of fire trap (CL 3rd) (4), potion of blur, potion of cure light wounds (3), potion of cure moderate wounds (11), potion of heroism (2), potion of neutralize poison (2), potion of remove disease (2), potion of rogue's stab (CL 10th), potion of tongues, scroll of cure light wounds (CL 5th) (10), scroll of lightning bolt (2; CL 7th), scroll of shield (CL 6th) (10), wand of invisibility (CL 3rd; 5 charges), wand of knock (CL 3rd; 5 charges), wand of levitate (CL 3rd; 10 charges), wand of lightning bolt (CL 10th; 6 charges), wand of magic missile (CL 3rd; 21 charges), wand of silence (CL 3rd; 10 charges), adamantine weapon blanche, tangleburn bag, tanglefoot bag (2), tindertwig (5)
Other Gear +2 composite shortbow (+1 Str) with 84 arrows, +2 crushing grooved morningstar, +1 short sword, +1 sighted hand crossbow with 50 bolts, +3 haramaki armor, amulet of natural armor +2, boots of elvenkind, cloak of resistance +3, handy haversack, headband of vast intellect +2 (Knowledge [nature]), quick runner's shirt, ring of protection +2, canteen, cold-weather outfit, crowbar, disguise kit (6 uses), flint and steel, grappling hook, hammer, hammock, healer's kit (10 uses), ink, inkpen, manacles with simple lock and key, masterwork backpack, masterwork thieves' tools, mess kit, mirror, paper (10), pitons (5), scroll box, silk rope (50 ft.), silver holy symbol of the Resplendent Order of the Illuminated Path pantheon (worth 25 gp), spell component pouch, spellbook (68 remaining empty pages; worth 225 gp), 3 fiery yellow corundum (worth 1,000 gp each), 1,081 pp, 5 gp, 8 sp, 2 cp
SPECIAL ABILITIES |
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Arcane Bond (Sp) As standard action, 1/day, cast any one spell in your spellbook you are capable of casting (except from opposition school), even if the spell is not prepared, as if you had it prepared. This spell cannot be modified by metamagic feats or other abilities. Also, if you do not have your bonded item, you must make a DC 20 + spell level Concentration check to cast any spells.
Blast Rune (Sp) As standard action, create blast rune in unoccupied adjacent square dealing acid, cold, electricity, or fire damage (your choice) equal to 1d6 plus 1 per two cleric levels. Rune is invisible and lasts a number of rounds equal to cleric level or until discharged. Counts as 1st-level spell for the purposes of dispelling. Can be discovered with DC 26 Perception check and disarmed with DC 26 Disable Device check.
Blinding Ray (Sp) As standard action, fire shimmering ray at any foe within 30 ft. as ranged touch attack. Ray causes creatures to be blinded for 1 round. Creatures with more HD than your wizard level are dazzled for 1 round instead.
Channel Positive Energy (Ex) As standard action, not provoking attack of opportunity, 30-ft. burst centered on cleric affecting either all living or all undead (choose one) in radius curing or inflicting damage respectively.
Copycat (Sp) As move action, create illusory double of yourself in your space and moving with you mimicking movement, sounds, and actions exactly. When attacked or target of a spell requiring an attack roll, if you are hit roll randomly to see if the selected target was you or illusion. If illusion, it is destroyed. If attack misses by 5 or less, illusion is destroyed by near miss. Area spells do not destroy illusion. Spells and effects not requiring an attack roll affect you normally and do not affect illusion. Spells requiring a touch attack are harmlessly discharged if used to destroy illusion. If attacker is blind, this copy has no effect. Cannot have more than one copycat at a time and does not stack with mirror image.
Equipment Descriptions
adamantine weapon blanche When poured on weapon and exposed to flame for full round, allow weapon (or 10 ammunition) to overcome damage reduction as adamantine for one successful hit.
cold-weather outfit Gain +5 circumstance bonus on Fort saves against exposure to cold weather.
crowbar Gain +2 circumstance bonus on Str checks made to force open a door or chest.
crushing mastercraft template Reduce enemy "shield" armor bonus (if any) by 1 (for purposes of resolving this attack only).
grappling hook Requires ranged attack roll, as thrown weapon with five 10 ft. range increments. Objects with ample places to catch the hook are AC 5.
grooved mastercraft template Applied poison lasts two hits but gives +2 circumstance bonus to save; negates poison use and doubles chances of poisoning self.
handy haversack As move action provoking attacks of opportunity, retrieve any specific item stored in bag. Two side pouches can each hold 2 cu. ft. of material weighing up to 20 lbs. Central pocket can hold 8 cu. ft. of material weighing up to 80 lbs. Pack always weighs only 5 lbs.
manacles Can bind Medium creature, DC 30 Escape Artist, or break (DC 26 Str check). Has hardness 10 and 10 hp. Unlock with DC 20 Disable Device.
masterwork backpack Treat Str score as +1 higher when calculating carrying capacity.
quick runner's shirt 1/dayAs swift action, take additional move action on your turn.
scroll box As move action, retrieve scroll. Hold 10; if more crammed inside retrieval becomes full-round action. Case must be destroyed to damage contents (hardness 5 for wood; 5 hp; break DC 20). Is watertight.
tangleburn bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground. Direct hit also deals 1d6 fire damage and target must save (DC 20 Reflex) or catch fire. For 2 rounds, extinguishing these flames is a DC 25 Reflex save, and using water in the attempt causes a burst of flames like alchemist's fire making a direct hit plus splash damage. After 2 rounds, DC 15 Reflex save and water works normally.
tanglefoot bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground.
sighted mastercraft template Increase range increment by 25%.
Extended Illusions (Su) Any illusion spell cast with duration of "concentration" lasts additional rounds equal to 1/2 wizard level (minimum 1).
Evasion (Ex) If subjected to an attack that normally allows a Reflex save for half damage, take no damage if saving throw is successful.
Gift of Tongues Gain +1 bonus on Bluff and Diplomacy checks and learn one additional language for each rank in Linguistics skill.
Improved Caster Level Effective caster level in all spellcasting classes increased by 4 but no higher than character level. Does not affect number of spells prepared or known.
Rogue Talents Only one talent that adds effects to sneak attack (marked with *) can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
Charmer (Ex) 1/dayRoll two dice while making Diplomacy check and take better result. Must choose to use this ability before making check.
Sneak Attack (Ex) Attack deals extra damage anytime target is denied Dex bonus to AC, or when flanking a target. Extra damage not multiplied on critical hit. Ranged attacks must be within 30 ft. Must be able to see and reach a vital spot. Cannot sneak attack a creature with concealment.
Spell Finesse Choose one ability scoreInt, Wis, or Cha. All spellcasting calculations for all classes now based on this ability, including maximum level of spell you can cast, spell save DCs, and bonus spells per day.
Spontaneous Casting "Lose" any prepared cleric spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower.
Trap Sense (Ex) Gain bonus on Reflex saving throws to avoid traps and dodge bonus to AC against attacks by traps.
Trapfinding Add bonus to Perception skill checks to locate traps and to Disable Device checks (factored into Skills section above). Can use Disable Device to disarm magical traps.
SPELLBOOKS |
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0arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, haunted fey aspect, keep dry, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark
1stalarm, animate rope, feather fall, jump, line in the sand, magic mace, magic missile, misleading shadows, shield, silent image, true strike, unprepared combatant, ventriloquism
2nddark way, disguise other, mirrior image, see invisibility
Height 5'3"; Weight 103 lbs.; Hair Blonde; Eyes Green; Skin Caucasian; Age 22; Religion Resplendent Order of the Illuminated Path Pantheon; Homeland Greyspace; Favored Class Cleric, Illusionist, Rogue
Defeated Enemies Drow Raider (3), Gray Scavver
Defining Characteristic Glibness. Sienna believes she has the ability to talk herself out of any situation. She has an uncanny ability to decieve but is also extremely talented at diplomacy and language.
SESSION NOTES |
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Pathfinder® Roleplaying Game Phoenix Gaming Club 2022-2023 | DM Charles W. Plemons III 6 Games Played | Last Played 01/17/2023 | Created 03/19/2022 | Mercenary |