Windfell Academy Sheets

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Windfell Academy Sheets

Post by Ferret on Tue Aug 14, 2018 3:12 pm

WINDFELL ACADEMY of MAGIC

Headmaster: Heirophant Mardoc

Dear Mr/Ms. [Surname],

We are pleased to inform you that you have been accepted to the Windfell Academy of Magic's class of 4722. Please find enclosed a list of all necessary books and equipment.

Term begins 1st Rova. We await your response by no later than 31st Erastus.

Yours sincerely,
Tocs Witherpool
Deputy Headmaster

Welcome to Windfell Academy, an elite and exclusive school of magic located on a floating island that orbits the planet of Golarion. While notable for its expansive four year program covering every sphere of magic and its remarkable teaching staff gathered by Headmaster Mardoc, the greatest and most powerful druid to ever live, Windfell is most remarkable for its unusually rigid acceptance requirements: one must be a young individual who has already demonstrated remarkably powerful magic. You have met these requirements, and recieved an invitation to join the incoming freshman class. Be advised though: attendance at Windfell Academy always comes with risk. Students have been known to disappear, at least one professor has previously attempted world domination, and failure on the weekly tests can easily lead to expulsion.
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Re: Windfell Academy Sheets

Post by Shinigami02 on Tue Aug 14, 2018 5:18 pm

Sera Moon:
Stats:
CN Ifrit Summoner (Spherecaster) 3

Size: Medium, Gender: Female, Age: 14, 5'0", 99 lbs.
Burnt Orange eyes, Firey-Red hair with Cold-Fire flaming tips, Slightly Golden-tinted skin
Init: +2, Perception: -1

Defenses
HP 24, AC: 15, Touch: 12, Flat Footed: 13
Fort: +2, Ref: +3, Will: +2
Armor: Studded Leather
Fire Resist 5

Offenses
Speed 30
Flame Touch: +4 Touch (1d6 or 2d6, see Spherecasting (x2)) Destruction Sphere Power
Flame Shot: +4 Ranged Touch (1d6 or 2d6, see Spherecasting (x2)) Destruction Sphere Power
Survival Knife (Dagger): +4 (1d4-1 (19-20/x2)) 10'

Stats
STR: 9 (-1)
DEX: 14 (+2)
CON: 12 (+1)
INT: 10 (+0)
WIS: 8 (-1)
CHA: 20 (+5)
BAB: 2, CL: 2, CMB: +1, CMD: 13

Racial Abilities
Energy Resistance: Gain Fire Resistance 5
Spell-Like Ability: Gain Burning Hands (15' Cone, 3d4 Fire Damage, Ref DC 16 Halves) as a 1/day SLA
Fire Affinity: Fire-Elemental Bloodline Sorcs gain +2 effective Cha for Sorc class features, Fire Domain Clerics gain +1 Caster Level for Spells and Domain Powers
Darkvision: See in mundane Darkness to a range of 60 Feet

Class Abilities
Sphere Casting: Cast using Spheres of Power. Casting Stat is Charisma, Mid-Caster
Spell Points: Gain a pool of points to fuel Spherecasting. Pool refreshes once per day after approximately 8 hours of rest
SoP Eidolon: Gain Conjuration as a Bonus Sphere and use full Summoner Level instead of Summoner CL as Caster Level for Conjuration (interacts with Multiclassing as normal.) In addition, declare one Companion to be Eidolon for class features and relevant effects
Life Link: When Eidolon takes enough damage to be banished, can sacrifice own HP to negate damage to Eidolon on a 1:1 exchange. This can prevent Eidolon being banished. Eidolon and Summoner are bound by distance. Within 100 feet Eidolon is at full power. Between 100 feet and 1,000 feat Eidolon's Current and Max HP are halved. Between 1,000 feet and 10,000 feet Current and Max HP are reduced by 75%. Beyond 10,000 feet Eidolon is immediately banished. Current HP lost this way are not restored if distance is closed, but Max HP is adjusted appropriately
Summon Mastery: Gain a free Conjuration talent at every odd level

Spherecasting:
Spell Points Per Day: 10, Caster Level: 2, Conjuration Caster Level: 3
Effective Spell Level: 1, Conjuration Spell Level: 2
Spell Save DC: 16, Conjuration Spell Save DC: 16
Magic Skill Bonus: +3, Magic Skill Defense: 14

Ranges
Close: 30, Conjuration: 30
Medium: 120, Conjuration: 130
Long: 480, Conjuration: 520

Drawbacks:
General: Emotional Casting: When subject to a non-harmless magical effect that invokes an emotion (such as Fear effects, Emotion effects, or Charms such as Fear and Hostility) become incapable of using magic
General: Magical Signs: Use of magic is accompanied by tell-tale signs (Hair flames grow in intensity, eyes glow orange, and veins of cold flame spread across body.) All nearby creatures can tell when I'm using magic and the nature of the magic being used.
Destruction: Energy Focus [Fire]: Can only make Blasts of the Fire type. Can only take Blast Type talents from the Fire Blast Type Group
Conjuration: Constant Link: Maintaining a Companion requires constant concentration. I cannot spend a spell point to maintain a summoned companion without concentration, and cannot take any talents to do so
Weather: Focused Weather [Heat]: I can only affect the Heat category of Weather (I can decrease Cold, but cannot increase it, other than reducing Heat to a minimum of Heat 1.) I cannot take Weather talents that alter any aspect of the weather other than Heat
Light: Touch of Light: I cannot apply Glow effects at range, and if I take the Area Glow talent I have to center the effect on myself

Destruction Sphere:
Talents:
Destructive Blast (Base), Fire Blast (Type) [Drawback], Damage Control, Sculpt Blast

Sphere Powers:
Fire Blast
Casting Time: 1 Standard Action
Range: Touch or Close
Duration: Instantaneous
Save: Reflex Partial
Description: As a Touch attack or Ranged Touch attack (Ray) can deal 1d6 per odd Caster Level points of Fire damage to a target. Targets damaged by this attack must make a Reflex Save or be lit on fire. Targets on fire take 1d6 points of Fire damage per round until flames are extinguished (a successful Reflex save, which can be attempted once per round.) Rolling on the ground or using a blanket to smother the flames (either takes a full round action) grants a +4 bonus to that round's Reflex save.
Special: Can spend 1 Spell Point to increase damage to 1d6 per Caster Level.




Controlled Fire Blast
Description: This in all ways functions as a normal Fire Blast, but damage is both Fire and Nonlethal (interacts with any vulnerabilities, resistances, or immunities as Fire damage, but adds to Nonlethal total rather than reducing normal HP.) Alternatively I can choose to do no damage to instead perform minor effects, such as creating a Spark.




Sculpted Fire Blast
Cost: 1 Spell Point
Save: Reflex Partial
Description: This functions as a Fire Blast, but instead of a Touch attack or Ray the blast takes the form of either a Close-range Cone or Medium-range Line. Targets in the area can attempt a Reflex save to half damage. All damaged targets must attempt Reflex saves to avoid being ignited as normal for a Fire Blast.
Special: This can also be made nonlethal (as Controlled Fire Blast) through the use of the Damage Control talent.

Conjuration Sphere:
Talents and Companions:
Summon (Base)

Aodhan: Elemental Creature (Fire), Altered Size (Large), Extreme Adaptation [Drawback], Resistance (Fire)

Sphere Powers:
Summon Aodhan
Casting Time: 1 Standard Action
Range: Adjacent, Cost: 1 Spell Point
Duration: Concentration
Description: Summons eidolon Aodhan into an adjacent square, ready to act on my next turn. Multiple uses of this Power in the same day do not restore any of Aodhan's HP or Resources, but his HP and Resources are recovered when I rest to recover Spell Points and he can be healed by the Heal skill or magical means. If Aodhan is reduced to 0 HP this power immediately ends. Dismissing Aodhan is a Free Action, and he cannot carry items to or from his Realm unless they are gained through Conjuration talents. See attached stat block for information on Aodhan.

Weather Sphere:
Talents:
Control Weather (Heat) (Base), Heat Lord [Drawback]

Sphere Powers:
Control Heat
Casting Time: 1 Standard Action
Range: Medium
Duration: Concentration (Special)
Save: Special
Description: Can control the level of Heat within all space within Medium range, as long as the default state is between Cold 3 and Heat 4. In an enclosed space such as a building, effect only reaches to edge of the space. I can designate what point I wish the temperature to be within my range, as long as it does not increase Cold beyond Heat 1, and the temperature will move 1 step towards that state per round. I can leave a space of up to 80 feet diameter in the center of the area where the effects of my heat is not felt if I so desire. When spell ends temperature returns to normal at a rate of 1 step per round. Effect follows me if I move.

Levels of Temperature (within range)
Cold 3 (Between 40 F and 0 F): Fort Save each hour (DC 15, +1 per previous check) or take 1d6 nonlethal damage.
Cold 2 - Heat 2 (Between 40 F and 90 F): Normal
Heat 3 (Between 90 F and 110 F): Fort save each hour (DC 15, +1 per previous check) or take 1d4 nonlethal damage.
Heat 4 (Between 110 F and 140 F): Same as Heat 3, but a check every 10 minutes.

Special: Can spend 1 Spell Point to have effect last 1 minute per Caster Level without Concentration. In this situation the effect becomes stationary.

Light Sphere:
Talents:
Glow (Base), Searing Light [Drawback]

Sphere Powers:
Glow
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 minute per Caster Level (Special)
Description: Touch causes creatures or objects to glow as a candle. Applying a Glow to an unwilling target requires a successful Touch attack. Objects or creatures affected by a glow become outlined with light, inflicting a -20 to Stealth checks and negating any bonuss from Invisibility, Blink effects, Darkness, or similar effects.

As a Free Action I can cause a Glow within Medium range to shed light as a Torch, casting Normal light for 20 feet and increasing the light level by 1 step (max Normal) for 20 feet beyond that. Reducing a glow is also a Free Action.

As a Standard Action can increase the light level of a Glow within Medium range to Bright light for as long as I concentrate. This sheds Bright light for 30 feet + 5 feet per 2 Caster Levels, and increases the light level by 1 step (max Normal) for that same distance beyond that. This can be triggered as part of the action to create a Glow. As a Free Action I can spend 1 Spell Point to maintain the Brightness for 1 minute per Caster Level or until the Glow ends, whichever is shorter.

If a Glow interacts with a Magical Darkness effect, I make an opposed Magic Skill Check against the Darkness effect. If I succeed my Glow over-rides the Darkness effect within range of my Light, but if I fail my Glow is suppressed within the effect, including the outline and related effects.




Searing Light
Description: This functions in all ways as Glow, but creatures within the light's area take 1 point of Fire Damage per Caster Level once per round, at the end of my turn. Undead, Oozes, and creatures harmed by sunlight instead take 2 points of Fire damage per Caster Level.

Feats
Extra Magic Talent: Gain an extra Magic Sphere or Talent. This feat can be taken multiple times
Weapon Finesse: Can use Dexterity instead of Strength on attack rolls with select melee weapons. This includes melee touch attacks

Traits
Destined Diplomat: Gain a +2 Trait bonus on Diplomacy checks towards Outsiders and Diplomacy becomes a Class Skill
Possessed: Once per day can attempt a knowledge check even if I am untrained in that skill and it cannot normally be attempted untrained. If it is a check that can normally be attempted untrained gain a +2 Trait bonus to the check
Tainted Spirit: After any combat I must make a Fort Save at DC 10 + the number of rounds I acted in that combat. If I fail the Fort Save I become Fatigued for 10 minutes per round I acted during the combat
Street Wary: Gain a +2 Trait bonus on Sense Motive checks to get a Hunch and Sense Motive becomes a Class Skill

Skills:

Diplomacy (3) +11
Sense Motive (3) +5 [+7 for Hunches]
Lore [Fire Elementals] (BG) +6
Knowledge [History] (BG) +6

Languages
Common, Fire (Ignan)

Gear
Worn:
Hot Weather Outfit, Studded Leather, Common Backpack, Belt Pouch

Adventuring Gear:
Bag of Marbles (In Belt Pouch), Mess Kit, Hip Flask, Bedroll, 4x Feyroot [Can spend 1 Spell Point as a Full Round to 'activate' the root. If eaten within an hour it heals 1d10 HP]

Magic Gear:
None

Wondrous Items:
Head:
Headband:
Eyes:
Neck:
Shoulders:
Body:
Chest:
Wrists:
Hands:
Ring:
Ring:
Belt:
Feet:

Money
18 Gold, 6 Silver, 0 Copper

Flavor:
History:
Sera's father was a demented, power-hungry man. For years before she was born he'd desired nothing but to find some almight source of power, and when he found an ancient ritual he thought for sure he'd found it. A year later, he performed the ritual, attempting to bind a Greater Fire Elemental to his newborn daughter. Unfortunately for him, the ritual worked, but instead of the living magical battery he'd hoped for, he instead found himself face to face with a temperamental little girl with the raw power of Elemental Fire in her veins and none of the Greater Elemental's control. Shortly afterwards she was found in the middle of the resulting city fire, unharmed by the flames raging around her... except for the actively burning tips of her hair, which proved impossible to extinguish. That was when she lost her first family.

Not long after that first event, young Sera found herself in her first orphanage, but it would not prove to be her last, as a few years later the orphanage mysteriously caught fire. While no cause was ever officially proven, the only person to come out unharmed was young Sera. Over the next several years she would travel to four more orphanages, each of which would, eventually, meet the same fate as the first.

Finally, not wanting to see another orphanage go up in flames, and experience all the horrific trauma that entails, the still-young Sera stole a small survival knife from the Guardhouse she was being kept in and slipped away in the night. This was two years ago, and she has wandered the Taldane countryside ever since, occasionally accompanied by a mysterious large figure that tends to disappear when others get close, but the few eye witnesses claim is made from pure flame.

Recently, following a lead from the mysterious (to outside parties) figure "Aodhan", she's found out about the Windfell Academy, and turned her sights on applying there.

Appearance:
Sera is for the most part an average girl, just coming into womanhood. Her most striking features by far are her burnt-orange eyes, which really pop against her faintly golden skin, and the fiery red hair... especially the tips, which constantly dance with a cold flame. Besides these features, she otherwise seems quite normal, favoring plain, light clothing in muted tans.

Personality:
Sera has an unusual charm, but at her worst, she can be and impatient and temperamental hothead, and she often rushes into things without thinking.

When alone (or when she thinks she is) she often speaks with her Companion, she uses the term Soul-mate, the Fire Elemental Aodhan, though an outside observer would note that the Elemental is generally not in the room when she does so.

Aodhan:
Male Fire Elemental Companion (Eidolon) 3
Large Outsider
Init +0; Perception +0
-------------------- 
Defense
-------------------- 
AC 12, touch 9, flatfooted 12
HP 27
Fort +5, Ref +1, Will +3
Resistances Fire 8
-------------------- 
Offense
-------------------- 
Speed 30'
Ranged
None
Melee
2 Slams +8 (1d6+5 Bludgeoning +1d3 Fire (x2)) (Primary Natural)
 - Power Attack +7 (1d6+7 Bludgeoning +1d3 Fire (x2))
Space 10'; Reach 10'
-------------------- 
Statistics
-------------------- 
Str 20
Dex 10
Con 15
Int 7
Wis 10
Cha 11
Base Atk +3; CMB +9; CMD 19
Feats
Power Attack Can take a -1 penalty to attack for the round to gain a +2 bonus to damage
Toughness Gain 3 Hit Points, +1 for every HD above 3
Skills
ACP 0
Knowledge (Planes): +4
Languages
Ignan
Other Gear
None
-------------------- 
Special Abilities
-------------------- 
Evasion Takes no damage on a successful Reflex save against an effect that usually deals half damage on a successful save
Extreme Adaptation Suffers no ill effects in environments between -50 and 140 degrees Farenheit
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Re: Windfell Academy Sheets

Post by leonathemoth on Tue Aug 14, 2018 6:11 pm

Leona
Female CG Hume Sorc, Level 3, Init 4, HP 17/17, Speed
AC 16, Touch 13, Flat-footed 13, CMD 13, Fort 2, Ref 4, Will 3, CMB 0, Base Attack Bonus 1
Dagger +4 (1d4, 19-20 x2)
can spend 1point to upgrade to 3d6 Destructive Blast +4 (2d6, )
Studded Leather (+3 Armor, +3 Dex)
Abilities Str 8, Dex 16, Con 12, Int 10, Wis 10, Cha 18
Condition None

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Re: Windfell Academy Sheets

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