Ceridwen Halfblood
Female Half-Orc Incanter 1 Aegis 1 - Gestalt 1
Neutral Good Medium Humanoid (Orc, Human, Humanoid)
Initiative; +2 Perception +1
Daily Abilities:
--------------------
Defense
--------------------
AC 20 touch 13 flat-footed 17 - Base +10 - Armour +6 - Dexterity +2 - Deflection +1 - Shield +1
hp 33
Fort +5, Ref +4, Will +4
--------------------
Offence
--------------------
Speed 20 ft.
Melee
Large Greatsword - +6 to hit - 4d6+7 damage - Slashing - 19-20 x 2 Crit.
--------------------
Magic
--------------------
Casting Tradition
- Focus Casting - Casting is significantly more difficult without the staff.
- Magical Signs - Eyes flash bright blue.
- Vocal Casting - Casting requires a vocal component.
- Protection - Protected Soul - Can only use Aegis abilities on self.
Caster Level 1
Spell Points 5
Difficulty Check 14
Magic Skill Bonus 3
Magic Skill Defence 13
Ranged - Close (30ft) - Medium (100ft) - Long (400ft)
Life Sphere - Allows the use of Healing and Restorative talents.
Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
Cure - For one spell point, heal 1d8 plus your level.
Restore - Removes a variety of ill effects.
- Restore Health - This talent adds an additional 1d8 to all Cures cast, and allows Restore to affect Diseases and Poisons.
Protection Spheres - Use various abilities to protect.
Ward - Creates a protective barrier that blocks movements and attacks.
Aegis - Adds a +1 to AC per five caster levels, and lasts for one hour per caster level.
- Armoured Magic - Enhance AC by 3+1 or a 1+1 shield bonus for every five levels after five.
Divination Sphere - Sense magic and various other affinities.
Divine Life - Sense living creatures, with varying strength depending on how healthy they are.
Divine Protection - Divine how strong creatures defences are.
Sense Magic - Detect location, strength and type of magic.
- Fast Divination - Reduce the time to Divine to one minute.
Astral Suit
Astral Skin Form - +0AC - Swift Action Form.
- Nimble x 2 - Add ten feet to movement.
- Agile - +2 to Dexterity.
Astral Armour - +6 AC - Max Dex +2 - ACP -4 - Standard Action to Form.
- Brawn - Gain +2 Strength.
- Improved Damage - Increase Weapon Size One Category.
Juggernaut Form - +8 AC - Max Dex 0 - ACP - 6 - Full Round Action to Form.
- Hardy - Add +2 to Con.
- Fortification - 25% Chance to ignore Crits and Sneak Attack.
Customizations - 4 points
- Powerful Build - 2 points - Wield large weapons without penalty and function as a larger character when advantageous.
- Brawn - 2 Points - Gain a +2 bonus to Strength.
--------------------
Statistics
--------------------
Str 16(20) Dex 14, Con 12, Int 16, Wis 11, Cha, 12
Base Atk +1; CMB +5; CMD 17
Feats
1st - Extra Customization
Bonus Feats - Combat Expertise, Deadly AimImproved Unarmed Strike, Power Attack, Weapon Finesse
Traits Numerian Archaeologist Fate’s Favoured, Artisan
Drawbacks Overprotective
Racial Traits Burning Assurance, Fey Thoughts, Sacred Tattoos, Skilled
Skills Acrobatics +6, Climb +7, Diplomacy +6, Intimidate +6, Knowledge (Arcana) +7, Knowledge (Local) +7, Perception +1, Sense Motive +4, Swim +7
Bonus Skills Craft (Tattoo) +9, Knowledge (Histroy) +7.
Languages Common, Draconic, Giant, Androffan
Combat Gear Aegis, Masterwork Greatsword
Other Gear
Money 180gp
--------------------
Special Abilities
--------------------
Artisan - Gain a +2 to one Craft.
Astral Repair - Repair 2 hp to a damaged item as a standard action.
Burning Assurance - Gain +2 to Diplomacy.
Fate’s Favoured - Increase all Luck Bonuses by 1.
Form Astral Suit - Allows the creation of an Astral Suit
Fey Thoughts - Gain Diplomacy and Bluff as class skills.
Incanter Specializations - Special techniques an Incanter can learn.
- Divination - Abilities that help perceive threats and dangers, and grants the Divination Sphere.
-- Forewarned - Can act in the Surprise round, and gain a bonus to Initiative equal to half Incanter Level.
-- Diviner’s Fortune - As a standard action grant a bonus equal to half the Incanter’s Level to hit, skill checks, ability checks and saving throws. Last for one round.
- Psychic Bloodline - Mental based abilities.
-- Precognition - Gain a +2 to damage, skills or saving throws. Usable for 3+Intelligence each day.
Overprotective - Take a -2 penalty is further than 10ft from a downed ally.
Sacred Tattoos - Gain a +1 Luck bonus to all saves.
Skilled - Gain an additional skill point each level.
World is Square - A set of feats designed to eliminate certain prerequisites.
- Combat Expertise - Reduce chance to hit for additional defence.
- Weapon Finesse - Use dexterity rather strength to hit.
- Power Attack - Sacrifice the chance to hit for more damage.
- Deadly Aim - Sacrifice accuracy for damage.
Favoured Class Bonus ⅙ New Talent.
Female Half-Orc Incanter 1 Aegis 1 - Gestalt 1
Neutral Good Medium Humanoid (Orc, Human, Humanoid)
Initiative; +2 Perception +1
Daily Abilities:
--------------------
Defense
--------------------
AC 20 touch 13 flat-footed 17 - Base +10 - Armour +6 - Dexterity +2 - Deflection +1 - Shield +1
hp 33
Fort +5, Ref +4, Will +4
--------------------
Offence
--------------------
Speed 20 ft.
Melee
Large Greatsword - +6 to hit - 4d6+7 damage - Slashing - 19-20 x 2 Crit.
--------------------
Magic
--------------------
Casting Tradition
- Focus Casting - Casting is significantly more difficult without the staff.
- Magical Signs - Eyes flash bright blue.
- Vocal Casting - Casting requires a vocal component.
- Protection - Protected Soul - Can only use Aegis abilities on self.
Caster Level 1
Spell Points 5
Difficulty Check 14
Magic Skill Bonus 3
Magic Skill Defence 13
Ranged - Close (30ft) - Medium (100ft) - Long (400ft)
Life Sphere - Allows the use of Healing and Restorative talents.
Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
Cure - For one spell point, heal 1d8 plus your level.
Restore - Removes a variety of ill effects.
- Restore Health - This talent adds an additional 1d8 to all Cures cast, and allows Restore to affect Diseases and Poisons.
Protection Spheres - Use various abilities to protect.
Ward - Creates a protective barrier that blocks movements and attacks.
Aegis - Adds a +1 to AC per five caster levels, and lasts for one hour per caster level.
- Armoured Magic - Enhance AC by 3+1 or a 1+1 shield bonus for every five levels after five.
Divination Sphere - Sense magic and various other affinities.
Divine Life - Sense living creatures, with varying strength depending on how healthy they are.
Divine Protection - Divine how strong creatures defences are.
Sense Magic - Detect location, strength and type of magic.
- Fast Divination - Reduce the time to Divine to one minute.
Astral Suit
Astral Skin Form - +0AC - Swift Action Form.
- Nimble x 2 - Add ten feet to movement.
- Agile - +2 to Dexterity.
Astral Armour - +6 AC - Max Dex +2 - ACP -4 - Standard Action to Form.
- Brawn - Gain +2 Strength.
- Improved Damage - Increase Weapon Size One Category.
Juggernaut Form - +8 AC - Max Dex 0 - ACP - 6 - Full Round Action to Form.
- Hardy - Add +2 to Con.
- Fortification - 25% Chance to ignore Crits and Sneak Attack.
Customizations - 4 points
- Powerful Build - 2 points - Wield large weapons without penalty and function as a larger character when advantageous.
- Brawn - 2 Points - Gain a +2 bonus to Strength.
--------------------
Statistics
--------------------
Str 16(20) Dex 14, Con 12, Int 16, Wis 11, Cha, 12
Base Atk +1; CMB +5; CMD 17
Feats
1st - Extra Customization
Bonus Feats - Combat Expertise, Deadly AimImproved Unarmed Strike, Power Attack, Weapon Finesse
Traits Numerian Archaeologist Fate’s Favoured, Artisan
Drawbacks Overprotective
Racial Traits Burning Assurance, Fey Thoughts, Sacred Tattoos, Skilled
Skills Acrobatics +6, Climb +7, Diplomacy +6, Intimidate +6, Knowledge (Arcana) +7, Knowledge (Local) +7, Perception +1, Sense Motive +4, Swim +7
Bonus Skills Craft (Tattoo) +9, Knowledge (Histroy) +7.
Languages Common, Draconic, Giant, Androffan
Combat Gear Aegis, Masterwork Greatsword
Other Gear
Money 180gp
--------------------
Special Abilities
--------------------
Artisan - Gain a +2 to one Craft.
Astral Repair - Repair 2 hp to a damaged item as a standard action.
Burning Assurance - Gain +2 to Diplomacy.
Fate’s Favoured - Increase all Luck Bonuses by 1.
Form Astral Suit - Allows the creation of an Astral Suit
Fey Thoughts - Gain Diplomacy and Bluff as class skills.
Incanter Specializations - Special techniques an Incanter can learn.
- Divination - Abilities that help perceive threats and dangers, and grants the Divination Sphere.
-- Forewarned - Can act in the Surprise round, and gain a bonus to Initiative equal to half Incanter Level.
-- Diviner’s Fortune - As a standard action grant a bonus equal to half the Incanter’s Level to hit, skill checks, ability checks and saving throws. Last for one round.
- Psychic Bloodline - Mental based abilities.
-- Precognition - Gain a +2 to damage, skills or saving throws. Usable for 3+Intelligence each day.
Overprotective - Take a -2 penalty is further than 10ft from a downed ally.
Sacred Tattoos - Gain a +1 Luck bonus to all saves.
Skilled - Gain an additional skill point each level.
World is Square - A set of feats designed to eliminate certain prerequisites.
- Combat Expertise - Reduce chance to hit for additional defence.
- Weapon Finesse - Use dexterity rather strength to hit.
- Power Attack - Sacrifice the chance to hit for more damage.
- Deadly Aim - Sacrifice accuracy for damage.
Favoured Class Bonus ⅙ New Talent.
--------------------
Appearance
--------------------
Tall for a half-orc and a woman, Ceridwen is not as massively built as her father, but is still bigger than most people. She stands at nearly seven feet tall and has moderately heavy build, with strong arms and legs, but her frame seems smaller than her height might suggest. She still towers over most people, however.
Small but noticeable tusks protrude from her lower lip, and her skin is a dark shade of green. She shares her father's dark hair and her mother's blue eyes. Her right arms, hand, shoulder and the upper part of her back are covered in tattoo-like markings of silver that stand out brightly against her skin.
Most of them time, she wears her suit in one form or another, although in more social situations it might well be hidden in it’s Astral Skin form. She typically wears loose, easy to move in clothing of simple colours and plane make. For more polished wear she wears the formal robes and silk tunics of Khatapesh. She typically wears Cinnamon perfume and white gold jewellry.
Appearance
--------------------
Tall for a half-orc and a woman, Ceridwen is not as massively built as her father, but is still bigger than most people. She stands at nearly seven feet tall and has moderately heavy build, with strong arms and legs, but her frame seems smaller than her height might suggest. She still towers over most people, however.
Small but noticeable tusks protrude from her lower lip, and her skin is a dark shade of green. She shares her father's dark hair and her mother's blue eyes. Her right arms, hand, shoulder and the upper part of her back are covered in tattoo-like markings of silver that stand out brightly against her skin.
Most of them time, she wears her suit in one form or another, although in more social situations it might well be hidden in it’s Astral Skin form. She typically wears loose, easy to move in clothing of simple colours and plane make. For more polished wear she wears the formal robes and silk tunics of Khatapesh. She typically wears Cinnamon perfume and white gold jewellry.
--------------------
Personality
--------------------
Calm and collected, Ceridwen balances aggression and defence in combat. Although she has magical abilities, she prefers to rely on her swordwork - another gift of her father. Relatively outgoing friendly, if somewhat oblivious on occasion and not especially perceptive, Ceridwen gets on with most people.
Ceridwen is also loyal, determined and honest. She won’t break her word and won’t abandon those she fights with. Her reputation for honesty is helpful but not entirely accurate - it turns out she’s mostly just a terrible liar rather than having anything against lying, per say, but she doesn’t like doing it unless necessary.
Personality
--------------------
Calm and collected, Ceridwen balances aggression and defence in combat. Although she has magical abilities, she prefers to rely on her swordwork - another gift of her father. Relatively outgoing friendly, if somewhat oblivious on occasion and not especially perceptive, Ceridwen gets on with most people.
Ceridwen is also loyal, determined and honest. She won’t break her word and won’t abandon those she fights with. Her reputation for honesty is helpful but not entirely accurate - it turns out she’s mostly just a terrible liar rather than having anything against lying, per say, but she doesn’t like doing it unless necessary.
--------------------
History
--------------------
One of the children of the infamous Fighter Zhen Halfblood, Ceridwen was raised as much by nannies and carers as her parents, who were often called away for various adventures and business dealings. Ceridwen never blamed them for that, as they were important people. Instead she valued the time she spent with them, and enjoyed her time with her siblings and step parents.
As she grew, and showed that she was likely to grow to a similar size as her father, Ceridwen wa taught the fine art of fighting. As with her father, she ended up wielding a greatsword, even if she couldn’t fight with the huge version he prefered. Still, she proved adept with the heavy blade, and inherited her mother’s gift for healing and protective skills.
Growing up surrounded ancient art and artefacts rescued from various cursed dungeons and undead tombs, Ceridwen found herself fascinated by the odd history of Golarion. She became especially fascinated by the odd nation of Numeria, and its history from beyond the stars. When she reached the age of maturity she chose to leave, her parents paying her way to Numeria as a parting gift.
As she travelled the country, looking in a variety of odd tombs, she developed an understand of the odd technology that littered the nation, and the odd tongue Androffan. Relying on that, she attempted to try and enter an especially odd tomb. No one had returned and she soon found out why - a strange liquid coated the place. It had changed the other people who had entered the ruins, but Ceridwen’s huge size and limited exposure meant she was able to escape.
Fleeing, she made it to Torch before succumbing to the techno-infection. There the wizard, Khonnir Baine, was able to help her overcome it.
She discovered that the illness had left her with odd marks, and granted her the ability to call up set of armour. When the ‘infection’ was active she more powerful, stronger. She could wield a vast slab of iron from one of the down vessels, sharpened and shaped into a massive greasword, and then enhance it even further.
Having just returned from her first journey since her illness, she discovers the flame of Torch has died...
History
--------------------
One of the children of the infamous Fighter Zhen Halfblood, Ceridwen was raised as much by nannies and carers as her parents, who were often called away for various adventures and business dealings. Ceridwen never blamed them for that, as they were important people. Instead she valued the time she spent with them, and enjoyed her time with her siblings and step parents.
As she grew, and showed that she was likely to grow to a similar size as her father, Ceridwen wa taught the fine art of fighting. As with her father, she ended up wielding a greatsword, even if she couldn’t fight with the huge version he prefered. Still, she proved adept with the heavy blade, and inherited her mother’s gift for healing and protective skills.
Growing up surrounded ancient art and artefacts rescued from various cursed dungeons and undead tombs, Ceridwen found herself fascinated by the odd history of Golarion. She became especially fascinated by the odd nation of Numeria, and its history from beyond the stars. When she reached the age of maturity she chose to leave, her parents paying her way to Numeria as a parting gift.
As she travelled the country, looking in a variety of odd tombs, she developed an understand of the odd technology that littered the nation, and the odd tongue Androffan. Relying on that, she attempted to try and enter an especially odd tomb. No one had returned and she soon found out why - a strange liquid coated the place. It had changed the other people who had entered the ruins, but Ceridwen’s huge size and limited exposure meant she was able to escape.
Fleeing, she made it to Torch before succumbing to the techno-infection. There the wizard, Khonnir Baine, was able to help her overcome it.
She discovered that the illness had left her with odd marks, and granted her the ability to call up set of armour. When the ‘infection’ was active she more powerful, stronger. She could wield a vast slab of iron from one of the down vessels, sharpened and shaped into a massive greasword, and then enhance it even further.
Having just returned from her first journey since her illness, she discovers the flame of Torch has died...