Monday, April 1, 2013

Cindrana Longpath, Tiefling Wizard (Admixture) 9


Cindrana is my first PFS Wizard, courtesy of this years updated Organized play changes that allowed for Tiefling PCs. She's an admixture wizard after her first run, Quest for Perfection Pt. 1, introduced her to an elemental specific vulnerability while she only had one fire spell. She tends to go for surgical strikes, admixing elmental effects and hammering in precision strikes with single target spells and things like Burning Arc to slam in elemental effects while the melee types close in. Add in a few spells like Burning Disarm, Battering Blast, and Chain of Perdition to hinder the foes. Mix in a few communal spells, buffs (Enlarge Person, Bear's Strength, ect) and so on, and she is a good rear line fire support.
(Ask Baron Jacquo Dalsine's cousin, just bring a Speak with Dead spell).
Thanks to a recent change in the way wizards buy spells, her spell book has gotten quite fat and more often than not I typically hold back one or two spells a level for 'scenario specific' issues. (Such as packing in a few different types of pellets for Pellet Blast if she expects demons/devils, extra proteciton spells or such.)
She was born in Korvosa to a Chelaxian merchant family and a Varisian scholar who attended the Acadamea. Her life had been planned by her father till her Chelaxian family heritage cropped up her second year as she changed from 'apparently human' to a Tiefling. Her grandfather was killed as a 'lesson' in not deceiving her bethrothed family and her father quickly disowned her to recover what prestige they had. She took up with her mother's clan and finished her studies as a Wizard at her grandmother's tutelage. Once her apprenticeship was done, she was introduced to a family friend in the Pathfinder Society. From there she entered into the service of Osirion and the Ruby Prince where she has worked to help recover artifacts and pursue knowledge.

Cindrana Longpath
Female Tiefling Wizard 9
CG Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 18, touch 13, flat-footed 16 (+2 armor, +2 shield, +2 Dex, +1 natural, +1 deflection)
hp 47 (9d6+9)
Fort +6, Ref +7, Will +9
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee  Light Shield Bash +0 (1d3/x2) and
   Masterwork Club +5 (1d6/x2)
Ranged Masterwork Light crossbow +7 (1d8/19-20/x2)
Spell-Like Abilities Dancing Lights (3/day), Darkness (1/day), Light (At will)
Wizard Spells Prepared (CL 9):
5 (2/day) Overland Flight, Fire Snake (DC 24), Fireball, Empow (DC 22)
4 (4/day) Black Tentacles, Burning Arc, Empow (DC 21, x2), Darkvision, Communal, Extend, Burning Disarm, Empow, Inten (DC 19)
3 (5/day) Fireball (DC 22, x2), Bullet Shield, Extend, See Invisibility, Extend, Battering Blast (DC 22), Resist Energy, Communal
2 (6/day) Scorching Ray, Burning Disarm, Inten (x2) (DC 19), Mage Armor, Extend, Snowball, Inten (DC 19), Burning Arc (x2) (DC 21)
1 (6/day) Magic Missile, Hydraulic Push, Burning Hands (DC 20), Enlarge Person (DC 19), Protection from Evil, Burning Disarm (DC 19), Snowball (DC 19)
0 (at will) Ray of Frost, Read Magic, Detect Magic, Prestidigitation (DC 18)
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Statistics
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Str 10, Dex 14, Con 12, Int 26, Wis 12, Cha 10
Base Atk +4; CMB +4; CMD 17
Feats Empower Spell, Extend Spell, Improved Familiar, Intensified Spell, Spell Focus (Evocation), Spell Penetration, Varisian Tattoo (Evocation)
Traits Focused Mind, Tomb Raider (Perception)
Skills Appraise +14, Craft (tattoo) +20, Diplomacy +6, Fly +10, Knowledge (arcana) +18, Knowledge (dungeoneering) +17, Knowledge (history) +15, Knowledge (local) +20, Knowledge (nature) +15, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +20, Perception +16, Sense Motive +11, Spellcraft +20, Survival +1 (+3 to avoid becoming lost)
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Hallit, Infernal, Kelish, Osiriani, Osiriani, Ancient, Shoanti, Skald, Sylvan, Thassilonian, Tien, Undercommon, Varisian
SQ arcane bonds (Riffle [familiar], dragon, faerie), arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, intense spells +4, opposition schools (illusion, necromancy), prehensile tail, share spells with familiar, speak with familiar, specialized schools (admixture), versatile evocation (13/day)
Combat Gear: Pearl of power (1st level x3) , Potion of barkskin +2, Potion of cure light wounds, Potion of protection from evil, Rime metamagic rod (lesser) (3/day), Selective metamagic rod (lesser) (3/day), Spell Tattoo: Feather Fall (Wrist Equipment Slot), Spell Tattoo: Infernal Healing (Ring Equipment Slo, Spell Tattoo: Vanish (Hands Equipment Slot), Wand of Mage Armor, Wand of magic missile, Wand of Shield, Alchemist's fire (3), Tanglefoot bag (2), Thunderstone (2); Other Gear +1 Silken ceremonial armor, +1 Mithral Light steel shield, Amulet of natural armor +1, Cloak of resistance +2, Handy haversack (67 @ 75.2 lbs), Headband of vast intelligence +4, Ring of protection +1, Wayfinder

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Special Abilities
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Admixture Associated School: Evocation
Arcane Familiar: Faerie Dragon
Artisan's Shop: +1 to Craft for Day Job rolls and 5% discount on items of same type.
Damage Resistance, Cold (5) , Electricity (5) , Fire (5)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Manipulation (9 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Restricted Schools: Illusion/Necromancy: 2 slots to cast spells from the Illusion/Necromancy school.
Intense Spells +4 (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rime metamagic rod (lesser) (3/day)
Selective metamagic rod (lesser) (3/day)
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (13/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Introducing....


Allow me to introduce myself.. I'm a man of wealth and fame...

Actually Borgrin isn't..he's a dwarf of violent and loud tendencies. Rude and obnoxious (to date he's insulted six of the eight faction leaders to their face), he tends to be an 'in yer face cause that is where mah BOOM-STICK needs ta be!' sort of lad.
Boom-stick, as he is known to friends, enemies, rivals and anyone in earshot, is a larger than life dwarven boy come down from the mountains to explore the world. He has found his calling in service to the greatest of all human gods, Cayden Cailean. A god whose sacrement is a pint is just his sort of god. Add in that god calling for him to go out and get into trouble for the 'greater good' is just his sort.
The fact he can drink while doing it is just icing on the cake.

Favored moments of play:
-To a certain Andoran Faction Leader. "Nice hat mistah.. does yer mummy know yer wearing it?"
-To a particular Cheliaxian Paracountess. "Lady yer more twisted than a wee pretzel..and about as cute a sewer rat."

Borgrin 'Boom-Stick' McCracken
Male Mountain Dwarf Gunslinger (Gun Tank) 1/ Inquisitor (Spellbreaker) 1
CG Medium Humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 19, touch 11, flat-footed 18 (+7 armor, +1 shield, +1 Dex)
hp 19 (1d10+1d8+4); judgement of sacred healing 1
Fort +6, Ref +4, Will +4; +2 trait bonus vs. fear
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire); SR 7
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Offense
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Speed 30 ft.
Melee Dwarven waraxe +2 (1d10+1/x3)
Ranged Blunderbuss +3 (1d8/x2)
Special Attacks: agile feet (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor (Spellbreaker) Spells Known (CL 1):
1 (2/day) Expeditious Retreat, True Strike
0 (at will) Disrupt Undead, Stabilize, Detect Magic, Brand (DC 12)
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Statistics
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Str 13, Dex 15, Con 14, Int 12, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 13
Feats: Gunsmithing, Point Blank Shot
Traits: Good Natured, Reactionary
Skills: Acrobatics -5, Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb -6, Craft (alchemy) +5, Craft (firearms) +6, Diplomacy +5, Escape Artist -5, Fly -5, Intimidate +5, Knowledge (arcana) +5, Knowledge (local) +6, Perception +7 (+9 vs. flying creatures), Ride -5, Sense Motive +8, Stealth -5, Swim -6
Languages: Common, Dwarven, Orc
SQ deed: deadeye, deed: gun tank's resolve (25%), deed: quick clear, domains (travel), greed, grit, judgement (1/day), mountaineer, sky sentinel, slow and steady, strong-willed

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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Artisan's Shop: +1 to Craft for Day Job rolls and 5% discount on items of same type.
Darkvision (60 feet): You can see in the dark (black and white vision only).

Deeds:

  •  Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
  •   Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
  •   Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.

Good Natured: You have an unusually sunny spirit, and it takes serious doing to dampen your mood. You gain a +2 trait bonus on all saving throws against fear effects.
Greed: +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grit (Ex): Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing: You can use a gunsmithing kit to craft/repair firearms and ammo.
Inquisitor (Spellbreaker): Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.

  • Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
  • Judgement of Sacred Healing 1 (Su) Fast Healing
  • Judgement of Sacred Justice +1 (Su) Attack bonus
  • Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
  • Judgement of Sacred Protection +1 (Su) AC bonus
  • Judgement of Sacred Purity +1 (Su) Save bonus
  • Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
  • Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
  • Judgement of Sacred Smiting (Magic) (Su) DR bypass

Mountaineer: Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Point Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sky Sentinel: +1 to attack/+2 to AC Gain bonus to att/AC vs flying foes. Foes gain no bonus for high ground, +2 Perception vs flying.
Slow and Steady: Your base speed is never modified by encumbrance.
Spell Resistance (7): You have Spell Resistance.
Strong-Willed (Ex): At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. 
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Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.