Showing posts with label Florida PFS. Show all posts
Showing posts with label Florida PFS. Show all posts

Saturday, August 24, 2024

Cindrana @ 15th Level


Years later and most likely never to be played again, 




Cindrana Longpath, Venture Captain of Korvosa
Female tiefling loremaster 1/pathfinder field agent 1/evoker (admixture[APG]) 13 (Pathfinder Player Companion: Pathfinder Society Primer, Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +24
Aura elemental manipulation (30 ft.)
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Defense
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AC 25, touch 14, flat-footed 23 (+5 armor, +2 deflection, +2 Dex, +2 natural, +4 shield; +2 deflection vs. evil)
hp 108 (15 HD; 14d6+1d8+45)
Fort +9, Ref +10, Will +14; +2 resistance vs. evil
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee +1 club +7/+2 (1d6+1)
Ranged mwk light crossbow +9 (1d8/19-20)
Special Attacks intense spells (+6 damage)
Spell-Like Abilities (CL 15th; concentration +17)
   3/day—dancing lights
   1/day—darkness
Evoker Spells Prepared (CL 15th; concentration +27)
   8th—empowered disintegrate (DC 26), stormbolts[APG] (DC 29), summon monster VIII
   7th—empowered fire snake[APG] (DC 26), empowered extended greater false life[UM], limited wish, greater teleport
   6th—disintegrate (2, DC 26), empowered intensified fireball (DC 24), extended life bubble[APG] (DC 25), extended overland flight, extended planar adaptation[APG]
   5th—fire snake[APG] (DC 26), empowered fireball (DC 24), empowered lightning bolt (2, DC 24), quickened true strike (2), empowered vampiric touch
   4th—black tentacles, emergency force sphere, intensified fireball (2, DC 24), intensified force punch[UM] (DC 24), extended haste, intensified lightning bolt (DC 24)
   3rd—battering blast (DC 24), intensified burning arc (2, DC 23), intensified burst of radiance (DC 23), dispel magic, fireball (DC 24), communal resist energy[UC]
   2nd—burning arc (DC 23), mirror image, resist energy, scorching ray, scorching ray, see invisibility, intensified snowball[UW]
   1st—liberating command[UC] (2), magic missile, magic missile (2), protection from evil (2), snowball[UW]
   0 (at will)—detect magic, prestidigitation, ray of frost, read magic
   Opposition Schools Illusion
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Statistics
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Str 10, Dex 14, Con 14, Int 30, Wis 12, Cha 10
Base Atk +6; CMB +6; CMD 20
Feats Alertness, Cunning, Empower Spell, Extend Spell, Improved Familiar, Intensified Spell[APG], Maximize Spell, Opposition Research[UM], Quicken Spell, Skill Focus (Knowledge [arcana]), Spell Focus (evocation), Toughness, Varisian Tattoo[ISWG]
Traits focused mind, tomb raider
Skills Acrobatics +5, Appraise +16, Craft (tattoo) +30, Diplomacy +13, Disable Device +8, Fly +11, Intimidate +15, Knowledge (arcana) +34, Knowledge (dungeoneering) +19, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +28, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (planes) +28, Knowledge (religion) +28, Linguistics +28, Perception +24, Sense Motive +18, Spellcraft +28, Stealth +8, Survival +1 (+3 to avoid becoming lost), Use Magic Device +18; Racial Modifiers +4 Fly
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Hallit, Ignan, Infernal, Kelish, Orc, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian, Vudrani
SQ arcane bond (Riffle [Familiar], faerie dragon), pathfinder training (greater casting), prehensile tail[ARG], secret (secret health), versatile evocation, wayfinder upgrade, wayfinder upgrade (daylight)
Combat Gear lesser extend metamagic rod, lesser selective metamagic rod[APG], pearl of power (1st level) (3), potion of cure moderate wounds (2), potion of gaseous form, potion of protection from evil (4), reach metamagic rod[APG], spell tattoo of Infernal Healing, wand of channel the gift (CL 6th, 50 charges), wand of mage armor (50 charges), wand of shield (50 charges), alchemist's fire (3), antiplague[APG] (3), antitoxin (3), tangleburn bag[UE] (2), tanglefoot bag (6), thunderstone (2); Other Gear +4 comfort cushioned glamered restful silken ceremonial armor[UC], +3 mithral buckler, +1 club, crossbow bolts (7), mwk light crossbow, amulet of natural armor +2, belt of mighty constitution +2, cloak of resistance +3, dweomer's essence (2), efficient quiver, first aid gloves, handy haversack, headband of vast intelligence +6, manual of bodily health +1, ring of protection +2, tome of clear thought +1, wayfinder[ISWG], adventurer's sash, cleats[APG], climber's kit, earplugs[APG], everburning torch, explorer's outfit, familiar satchel[UE], flint and steel, grappling hook, ink (4), inkpen (4), masterwork tool, noble's outfit, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pocketed scarf[UE], scroll box[UE], signet ring, silk rope (50 ft.), spell component pouch, trail rations (10), traveling spellbook[APG], whetstone, winter blanket, diamond dust (stoneskin/comm stoneskin; 1800 gp) (worth 1,800 gp), diamonds (2, limited wish; 1500 gp each) (worth 3,000 gp), 21,789 gp, 4 sp, 5 cp
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Special Abilities
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Admixture Associated School: Evocation
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Manipulation (13 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus:  You gain the Alertness feat while your familiar is within arm's reach.
Greater Casting (Evoker) The Pathfinder field agent gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She doesn’t gain other benefits of that class other than spells per day, spells known, a
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+6 damage) (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).
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
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.
Wayfinder Upgrade (Wayfinder [empty]) The chosen wayfinder grants extra abilities when equipped.
--------------------


So, pathfinder first edition, has pretty much died here in Jacksonville, so I figured I’d do up my mage and Venture captain Cindrana. She was fun to play and a well balanced character. She was equal parts, glass, Canon and Buffer for any party she was in. I Once enabled a party of six, including two halflings and two humans to go through the entire dungeon without a single torch, thanks to communal dark vision spell. 

As you may have noticed she is very Interested in Meta rods, Gems and Feats. I one time cast an intensified empowered fireball at 15th level as a caster. Sadly, the bad guys we are fighting took 185 points of damage to the chin. ;)

As soon as I got access to limited wish, I had lots of fun with that so. I put the components pricey gems, into her horns so she could have a little vanity while  casting a powerful limited wish. The reason, I went with the Pathfinder agent and loremaster Prestige classes was the pump up my skills and add some features that the wizard class doesn’t have.

Tuesday, May 13, 2014

Cindrana @ 12th Level

Introducing the Jax Lodge's first 12th Level Character.  She made 12th in November with the completion of 'The Waking Rune'. She and five others killed the Runelord of Sloth, Krune, in what can only can be called an epic 5 1/2 hour fight.

Tactics: She has some practices that she likes to do and few that she hasn't quite used but has in place. Some of them are 'common sense' elements any PFS player should consider, others are things I like to do with her.
-Buffing: She has a 'core set' of buffs for herself. Extended Mage Armor (24 hours), Extended Bullet Shield (240 minutes), Extended Greater False Life (24 Hours) and Extended Overland Flight (24 hours). Most of the rest of her buffs tend to be Communal spells to enable her to help out the rest of her party (like Resist/Protection from Energy, Darkvision, or Stoneskin or spells that spread the wealth to others like Haste, Life Bubble. Then the last mix are things like Liberating Command, See Invisibility and such.
-Multi-role spells. Most of the transmutation school have spells that give short term bonuses to multiple things. AC, Attributes, special abilities or such. Best example: Form of Dragon 1, you got attribute bonuses, flight (along with other possible movement methods), resistances, a potent breath weapon and multiple attack methods. Geniekind, Angelic Aspect, Monstrous Physique(s) and such. NOTE: come prepare with notes and entries for the forms you take. It, like bringing notes on your summons, helps the GM keep the game running smoothly.
-The Hammer. Cindrana is an evoker. She hits HARD and often. The record at this point is 124+ with an Empowered Intensified Reach Shocking Grasp. Critical hit, Assassin went from full health to smoking boots in one critical confirmation roll. That is 20d6 (x1.5)+ 6. LOTS of dice. Don't stick to one type of spell though. Shop for variety. Multiple elemental effects, force effects, and so on. Most wizards (and understandably Sorcerers) like to stick to one type of spell type. Magic Missile, Lightning, Acid, Fire, Force or whatever. Each spell has it's strengths and weaknesses.  Reflex save = Evasion critters WILL laugh at you. Your 20+ DC won't matter for @#$@ with their +15 (or higher) reflex save. Range Touch requires you to hit their touch, be aware of melee/soft cover. I find flight of any sort helps with the cover issues. Touch attacks require you (or your familiar) to get in close.
-'Set up spells'. I've found a surprising amount of folks think Evoker means you're a glass cannon and nothing else. You can pick some evocations that really mess up the foes or set them up for the party. Battering Blast, Chain of Perdition, Force Punch and ANY of the Hand spells all do other things. Knocking enemies prone, entangle, direct trick, bull rush an so on.
-Crowd/Battlefield control: I put this in a separate category from 'set up' because these set the battlefield conditions/crowd maneuvers. Wall spells, Black Tentacles, and such. These could simply set up things to make it hard to move, do more like hammer in damage, separate mobs to make them more easily managed. You can slow, entangle, hurt, block and so on the enemy and make them either not come to the group or come in manageable groups. Casters working in coordination here are terrifying. You're talking about things like a wall spell and cloud kill on the now trapped crowd.
-Counter-Caster: some spells are really good for this. You have things like Obscuring Mist (hides the group), Hostile Levitation, Mad Monkeys, Enemy Hammer (cause throwing another enemy at a guy is just cool.) Don't forget counterspelling if you got a good mix of spells and a spellcraft skill. Even Dispel Magic can make your character very good at denying the OTHER guy his spells.
-Contingency: This is 'technically' another buffing spell but it is, to me, so important that it requires it's own category. Think very carefully for the set up on this one. Not just the spell you're putting in it but the CONDITIONS. Be very precise. Things like 'falling more the 20 ft, moving more than 20 ft in any direction against my will, when I say the word 'favror' or pull of the onxy ring on my left pinkie'. Be specific. Let the GM know. Be aware which of your actions are free actions, things others can do to trigger it and such. I typically use Emergency Force Sphere with the conditions of 'losing more than 20% of my HP, a command word (Free Action) and such. Another player uses Greater False Life with the conditions of losing his current GFL, taking more than 30% damage in one round, or a verbal command.
-Surprise Spells: While technically those spells fall into other categories: Buff, Hammer, assist and such. I haven't used them yet, or just got them. Getaway. A definite fun teleport spell. We used it to 'fall back and recover' during our fight with Krune. Sign of Wrath. Using long lost Runelord magic to 'blow up' anyone adjacent to you AND throw a bull's rush at them. With a 25+Int Bonus as my CMB, it can literally throw folks away from me.
-Metamagic: This is the wizard's strong point. They can put in spells 'tweaked' for a variety of purposes. It is a very very feat intensive option but with extras like Metamagic Rods and Metamagic Gems, you can spend for even more variety. Cindrana has four metamagic feats (Empower, Extend, Intensified and Maximize) and a few rods (Lesser Extend, Lesser Reach, and Lesser Selective). The mix lets her do some 'out of hand' smashes AND some on the fly. Casting (via rod) an Extended Communal Darkvision on a handful of non-darksight players makes it easier to move about in darkness. A Lesser Reach Rod can put a variety of low level 'close in spells' into something nasty at a range. Imagine.. Force Punch showing up from 85 ft away or a Battering Blast out to 230 feet out. The list goes on. I got a Reach Rod for my cleric to allow things like Slay Living from 85 ft and Breath of Life at the same range.
-Be Prepared. As a former Eagle Scout, this comes to mind a lot. I leave spells open to keep the option to toss out spells that I might not have prepared. No rogues/evasion beasts in the initial mix? Add in more hammering spells with REF saves. Undead of the incorporeal type? Add in a few more force effects. Bring Pathfinder Chronicles to boost your (or others) skill checks. Carry extra weapons of a type that others might needs (like Cold Iron or Alchemical Silver) which can become magical really quickly with a Greater Magic Weapon. Went in expecting demons but got devils? A simple silver weapon with a single spell can give the unprepared fighter a +3 weapon that will last for HOURS.
After all most of my wizards don't actually use much of the contents of their Efficient Quiver. A handful of arrows with Magic Weapon can help out when the archer has blown through 80+ arrows in a fight.

Cindrana Longpath
Female Tiefling Wizard 12
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +21
Aura elemental manipulation


Defense


AC 21, touch 13, flat-footed 19 (+4 armor, +3 shield, +2 Dex, +1 natural, +1 deflection)
hp 62 (12d6+12)
Fort +7, Ref +8, Will +11
Resist cold 5, electricity 5, fire 5


Offense


Speed 30 ft., fly 5 ft. (good)
Melee +1 club +7/+2 (1d6+1)
Ranged masterwork light crossbow +9 (1d8/19-20)
Spell-Like Abilities (CL 12th; concentration +14)
   3/day—dancing lights
Tiefling Spell-Like Abilities (CL 12th; concentration +14)
   1/day—darkness
Wizard Spells Prepared (CL 12th; concentration +22):
6th—empow inten lightning bolt [S] (DC 22), globe of invulnerability
5th—empow inten burning arc [S] (DC 21), overland flight, teleport
4th—extend haste, inten fireball [S] (DC 22)
3rd—battering blast (DC 22), extend bullet shield, fireball (DC 22), lightning bolt (DC 22)
2nd—see invisibility, spontaneous immolation [S] (DC 21), touch of idiocy
1st—hydraulic push [S], liberating command, protection from evil, snowball (DC 19), unseen servant
0 (at will)—detect magic, prestidigitation, ray of frost, read magic


Statistics


Str 10, Dex 14, Con 13, Int 26, Wis 12, Cha 10
Base Atk +6; CMB +6; CMD 19
Feats Empower Spell, Extend Spell, Improved Familiar, Intensified Spell, Maximize Spell, Opposition Research, Spell Focus (evocation), Spell Penetration, Varisian Tattoo
Traits focused mind, tomb raider
Skills Acrobatics +5, Appraise +14, Craft (tattoo) +21, Diplomacy +8, Fly +11, Knowledge (arcana) +23, Knowledge (dungeoneering) +17, Knowledge (history) +16, Knowledge (local) +23, Knowledge (nature) +16, Knowledge (planes) +20, Knowledge (religion) +16, Linguistics +23, Perception +21, Sense Motive +11, Spellcraft +23; Racial Modifiers +4 Fly
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Hallit, Infernal, Kelish, Orc, Osiriani, Osiriani, Ancient, Shoanti, Skald, Sylvan, Thassilonian, Tien, Undercommon, Varisian, Vudrani
SQ arcane bonds (arcane bond [familiar]), intense spells, opposition schools (illusion), prehensile tail, specialized schools (admixture), versatile evocation
Combat Gear extend metamagic rod (lesser), feather token (tree) (2), pearl of power (1st level), pearl of power (1st level), pearl of power (1st level), potion of cure light wounds (6), potion of cure moderate wounds (2), potion of protection from evil (4), reach metamagic rod (lesser), scroll of stoneskin, communal, selective metamagic rod (lesser), spell tattoo of Feather Fall, spell tattoo of Infernal Healing, wand of mage armor (50 charges), wand of magic missile, wand of shield (50 charges), wand of spectral hand (50 charges), wand of sure casting (50 charges), alchemist's fire (3), antiplague (3), antitoxin (3), tangleburn bag (2), tanglefoot bag (6), thunderstone (2); Other Gear +3 silken ceremonial armor, +2 mithral light steel shield, +1 club, crossbow bolts (7), masterwork light crossbow, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, efficient quiver, first aid gloves, handy haversack, headband of vast intelligence +4, ring of protection +1, wayfinder, adventurer's sash, blanket, winter, cleats, climber's kit, earplugs, everburning torch, explorer's outfit, flint and steel, grappling hook, ink, black (4), inkpen (4), masterwork tool, noble's outfit, pocketed scarf, scroll box, signet ring, silk rope, spell component pouch, trail rations (10), travelling spellbook, whetstone,


Special Abilities


Admixture Associated School: Evocation
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Manipulation (12 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Extend metamagic rod (lesser) (3/day)
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +6 (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).
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Reach metamagic rod (lesser) (3/day)
Selective metamagic rod (lesser) (3/day)
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
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.

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)
--------------------
Statistics
--------------------
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

--------------------
Special Abilities
--------------------
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.

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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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Tuesday, March 19, 2013

Megacon, a survivors tale.

It is said with age comes wisdom. The old saw leaves out that wisdom comes from a list of mistakes you vow to ever repeat again. Like spending the entire convention in one room.

My Convention Rules are:
-Preorder tickets. MONTHS ahead.
-Know EXACTLY where you're going to sleep
-Bring fluids.
-Bring cough drops, spare shirts, pens, body spray and soap. (Everyone stinks by mid afternoon)
-Be patient. People will be gawking. That means standing around, sudden stops, weird turns, bumping into folks. AND spilling things, so don't wear your favorite shirt unless you can handle a stain. We are ALL here for fun, so help out. Hold a door, point out that someone dropped something, ect.
-Set a limit. (Daily and overall) Once you hit it, WALK away.
-Talk to the folks at booths. Not just the ones you are looking for. Never know when you might discover something new in life. (Found a local author at the con, lovely lady)

NEW Rule. Set time aside for other things. Just because there are FOUR slots of games don't mean you play/GM them all. Wander around. See other places. Take photos, do new things.

The pictures are of Kristy the VC getting a commendation challenge coin. One of two folks who have earned it in the greater Florida area.

Fun was had by all.

And like Kristy said..,"Pathfinders roll for initiative."