Greenclaw's Pathfinder Characters
John Morgan
Australia
North Parramatta
NSW
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Here is a list of the characters I have created and the games they have been involved in.




Name Class/Level Faction

Thoriel Magus 9.2 Sovereign Court
Seldanna Witch 10.1 The Concordance
Garmit Rogue 10.1 The Exchange
Zyneste Monk 7.1 Grand Lodge
Stugbu Paladin 6.2 Silver Crusade
Pethwen Cleric 6.1 Liberty's Edge
Boftil Barbarian 6.2 The Exchange
Desini Sorcerer 6 Dark Archives
Nelenna Gunslinger 3.1 Grand Lodge
Morsha Shaman 3.1 Dark Archives
Hildan Monk 3.1 Liberty's Edge
Tanto Swashbuckler 3.1 Sovereign Court
Covadil Occultist 3.1 Silver Crusade
Tuuli Wizard 3 The Concordance
Prakriti Oracle 6.2 Silver Crusade
Seedy Alchemist 1.2 Grand Lodge

Lenik Technomancer 2.1 Wayfinders

Dotka Fighter 1

Losseniel Druid 8
Jandar Bard 2
Ospar Alchemist 2
Greyshadow Ranger 4
Keelie Brawler 1

Cerulana Nano 1
Codius Shrike Stormtrooper 1
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1. RPG Item: Path of the Magi [Average Rating:4.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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'Marquise'
Thoriel Liltamael (74677-1)
Elf Magus (Spell Dancer) 9
Favoured Class Magus
CN Medium Female Age 148 Humanoid (Elf)
Faction: Sovereign Court
Deity: Calistria
XP: 24 Fame: 37 PP: 26
Init: +8; Senses: Perception +9, Lowlight Vision

--------------------
Description
--------------------
A rare forlorn elf in Taldor, Thoriel was raised as a child by Taldan merchants who had found the poor girl wandering the streets of Absalom as a youth stealing for food.

After her adopted parents inevitable death, Thoriel was again back on the streets of a strange city. By now coming of age, she was noticed by a priestess of Calistria who took the girl in as a sacred prostitute in her temple.

Thoriel's rare elven beauty and natural graces made her a favourite amongst the temple's 'worshippers', but it was soon realised she had more talents than could be put to use simply satisfying those seeking carnal pleasures.

It was apparent that her natural elven talents for the arcane and her now well trained graces in the art of dance and seduction could be better put to use as a Taldan spy. Combining the art of dance and her spellcasting abilities, she has become a disciple of the 'spell dance' and has been sent out into the world as a Pathfinder to further the cause of her adopted but declining nation.

--------------------
Defense
--------------------
AC 29, touch 19, flat-footed 23 (+9 armor, +1 Natural, +6 Dex, +1 Deflect, +2 Insight)
hp 57
Fort +8, Ref +10, Will +6 (+8 enchantment, immune sleep)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Cold Iron Keen Scimitar(+1) +14/+9 (1d6+7/15-20/x2)
-------------Silver Mace, Light +12/+7 (1d6+1/20/x2)
-------------Sap +12/+7 (1d6+1/20/x2)
Ranged Masterwork Composite Longbow +13/+8 (1d8+1/20/x3) 110ft
Prepared Spells
0-Detect Magic, Ghost Sound, Open/Close, Prestidigitation, Read Magic
1-Frostbite, Grease, Ray of Enfeeblement, Shocking Grasp, Shocking Grasp, Vanish
2-Bear's Endurance, Frigid Touch, Glitterdust, Mirror Image, Shocking Grasp (Intensified)
3-Haste, Heroism, Slow, Vampiric touch
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 12, Int 18, Wis 8, Cha 7
Base Atk +6; CMB 7; CMD 26
Concentration Check +15
Feats Weapon Finesse, Dervish Dancer, Weapon Focus (Scimitar), Intensified Spell, Lunge
Traits Calistrian Prostitute (+1 Sense Motive, +1 Diplomacy to gather information), Reactionary +2 INIT
Skills Acrobatics +16, Appraise +4, Bluff -2 Climb +3, Craft (alchemy, armor,bows,trapmaking ,weapons) +4, Diplomacy +3 (+4 gather info, +5 gather about nobles govt officials, at high society events, +6 noble elves etc.), Disable Device +5, Disguise -2, Escape Artist +4, Fly +15, Heal -1, Intimidate -2, Knowledge (arcana, dungeoneering, planes) +11, Knowledge (Nobility) +5, Linguistics +5, Perception +9, Perform (act) -2, Perform (dance) +3, Ride +4, Sense Motive -1 (+0 to gather information), Sleight of Hand +5, Spellcraft +13 (+15 Identify prop of magic), Stealth +5, Survival -1, Swim +3, Use Magic Device +2
Languages Abyssal, Common, Celestial, Draconic, Elven, Kelish, Sylvan
Combat Gear Masterwork cold iron keen scimitar +1 on weapon cord, Silver Light Mace, Sap, Masterwork composite longbow +1, arrows, normal (33), arrows, blunt (18), arrows, cold iron (20), Celestial Armor, Belt of Incredible Dexterity (+2), Cloak of Resistance +1, Headband of Vast Intelligence (+2/Fly), Ring of Protection +1, Amulet of Natural Armor +1 Other Gear Wand of Infernal Healing (39)- on weapon cord in spring loaded wrist sheath, Wand of Shield (38) - on weapon cord in spring loaded wrist sheath, Wand of True Strike (48), Wand of Grease (45) Outfit - Traveller's, Potion of Cure Light Wounds (2)-1 in arcanolembic, Potion of Darkvision, Potion of Protection from Evil (2), Pearl of Power (Level 1-Shocking Grasp), Pearl of Power (Level 2-Frigid Touch), antiplague, antitoxin, Handy Haversack, belt pouch, earplugs, ink, inkpen, oil of bless weapon, paper (5), Scroll of Dispel Magic, Scroll of Lesser Restoration, Scroll of Comprehend Languages, Scroll of Air Bubble, smelling salts, smoked goggles, spell component pouch, spellbook, vermin repellent, waterskin, wayfinder (neck) 549gp,5sp,7cp
--------------------
Special Abilities
--------------------
Weapon and armor A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Celestial Armor: Use fly 1/day
Low light vision Elves can see twice as far as humans in conditions of dim light.
Keen senses Elves receive a +2 racial bonus on Perception checks.
Elven immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Lunge: Increase reach of melee attacks by 5' by taking -2 penalty to AC until next turn. Decide before attacks are made.
Arcane focus +2 racial bonus on concentration checks made to cast spells defensively.
Arcane pool The magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
9/9 remaining
Magus arcana
Arcane Accuracy: You can expend 1 point as a swift action to grant yourself a +3 insight bonus on all attack rolls until the end of your next turn.
Empowered Magic: Cast any spell as if it were modified with empower magic feat. Does not increase casting time or level of spell. All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.Saving throws and opposed rolls are not affected, nor are spells without random variables. Once per day.
Spell Shield: Spend a point as immediate action to get +3 shield bonus to AC until end of next turn.
Spell Blending: Select one spell from Wizard list (Heroism).
Intensified Spell: +5 levels to damage of spell. Must have sufficient caster levels. No other variables of spell are affected. Only works with spells whose damage is affected by level. +1 spell slot.
Spell combat A magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Improved Spell Combat +2 bonus on concentration check, in addition to any bonus granted by taking a penalty on the attack roll.
Spellstrike When a magus casts a spell with a range of 'touch' from the magus spell list, she can deliver the spell through any weapon she is weilding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with her weapon (at her highest base attack bonus) as part of casting this spell.
Spell dance Expend 1 point from arcane pool as a swift action to gain a +30 enhancement bonus to movement rate and a +6 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. Once per spell dance as a swift action, may use one of the following on self as a swift action: blur, fly, or haste, dimension door. These abilities last for 1 round.
Arcane Movement Whenever casts a magus spell, gain a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell’s level until the beginning of next turn.
Spell Recall Magus learns to use his arcane pool to recall spells she has already cast. With a swift action she can recall any single magus spell that she has already prepared and cast that day by expending a number of points from her arcane pool equal to the spell's level.
Knowledge Pool When prepare spell, spend 1 or more arcane pool to treat one spell from magus list as if it were in his spellbook. If not used before next time prepare spells then the spell is lost.
Dance of Avoidance While wearing light or no armour, +2 insight bonus to AC.
Spells
0-Spellbook
prep 5/(all)
1-Spellbook
prep 5/(color spray, floating disk, frostbite, grease, hydraulic push, magic weapon, ray of enfeeblement, shield, shocking grasp, true strike; burning hands, expeditious retreat, feather fall, magic missile (Icebound Outpost); chill touch, enlarge person, obscuring mist, reduce person, silent image, unseen servant, vanish (52678-6))
2-Spellbook
prep 5/ (bear's endurance, frigid touch, glitterdust, mirror image, pyrotechnics, scorching ray;spider climb, web (52678-6))
3-Spellbook
prep 3/ (displacement, dispel magic, fly, haste, slow, vampiric touch, heroism)

Boons
Noble Title (Fame 20, 1 PP) You gain the title: marquise. Among the many hereditary nobles in Taldor, your title means little and grants you few benefitsother than an official writ declaring it alegitimate title inthe Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
Height of Fashion (Fame 20, 2 PP): Your contacts among the Taldan
aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style—be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
Kobold Killer-Anytime you face a kobold in the future, you may designate one such creature as a free action. You gain a +1 bonus on attack and damage rolls against that single target for the duration of the combat. When you have used this boon, cross it off the Chronicle sheet. This ability does not stack with multiple instances of itself.
You Be Goblins!-You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate and Sense Motive checks made against goblins.
Jalmeray Coin: When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or knowledge (any) skill check. You may only use this coin once per scenario.
Prediction of Future Peril-Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter.
When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
• You gain a +5 bonus on a Knowledge check to identify a creature.
• You gain a +2 bonus on any single saving throw.
• You gain a +2 bonus to AC against any single opponent.

Unidentified Ungent-As a move action that does not provoke AoO, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine effects. 1-2 you rage as per rage spell but are sickened for 1 round after the effect ends. 3-4 your natural reach increases by 5 feet but you take 1d2 points of Dex damage when effect ends. 5-6 you gain ability to, as a standard action, breath a a single 15 foot line of acid dealing 4d6 points of acid damage (reflex 15 for half) but dealing 2d6 to you when effect ends. When you use, cross the boon off your CS.
Arcanolembic-Holds one potion. When consumed the potion is treated as if its caster level were 2 higher than usual minimum for a potion of its level. Placing a potion in the device is a full round action that provokes AoO.
Noqual Ore You may purchase equipment made from this rare skymetal.
Proud but Discouraged Increase bonus of any aid another action you receive from a member of the Taldor faction by 2.
Echoing Paradox A future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a saving throw or a skill check, a copy of you appear either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid actions you gain this as a bonus instead. Copy also shares all of your teamwork feats. After the attack etc. the copy fades away and you are shaken until the end of your next turn by the unsettling paradox. When you use this boon, cross it off the CS.
Unexpected Discovery+4 Circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level of lower. If you already have a bonus on such a check, the bonus instead increased by 2.
Driven by Glory +2 bonus on any skill check attempted to further Taldor Faction's goals, including faction missions from earlier seasons and goals listed in Faction Notes of a scenario. 1 year from date of this CS.
Impressive Influence Impressed following people: Lady Dyrianna of House Avenstar, Lord Rothos of House Vastille, Lady Darchana of House Madinani, Grand Ambassador Dremdhet Salhar.
Rune of Power (Defense) 1/day, as immediate action, +5 deflection bonus to AC that lasts until beginning of your next turn.
Student of Thassilon When building a new PFS character, you may make use of the Thassilonian magic rules on pg. 17 of Inner Sea Magic.
Blaispear Hero: he people of Karcau have agreed to create a statue in your image to display here. If your Fame score is lower that twice your XP total when you gain this boon, your Fame score increases by 1. DONE
The Court Grows: Choose either Knowledge (nobility) or one Perform skill. That skill becomes a class skill for you. If it is already a class skill, once per adventure when you roll an unmodified result of 5 or lower on that skill’s check, you can re-roll the die and must use the second result.
Taldan Courtier (Sovereign Court Faction): You gain a +1 bonus on Diplomacy checks to gather information regarding nobles and government officials, as well as on Diplomacy checks to gather information during high-society. social events. If you have at least 20 Fame, you may spend 1 Prestige Point to become one of Eutropia’s trusted courtiers, gaining a minor noble title in her court should she ascend Taldor’s throne. Knowledge (nobility) becomes a class skill for you. If Knowledge (nobility) is already one of your class skills (or later becomes one), you gain a +1 competence bonus on all Knowledge (nobility) checks. If you already had a noble title in Taldor or later gain one, she promises to increase your rank and help shield you from the risks of opposing Prince Stavian. In this case, you may use Knowledge (nobility) to make Day Job rolls, representing the proceeds of your estate.
Glorymane Resplendent: If you have intelligent shield Glorymane on a CS belonging to any character, that character can upgrade the shield by spending 15,000gp. This upgrade increases the shield's enhancement bonus from +2 to +4. In addition, it gains a +4 bonus on attack rolls with its bite attack and the damage dealt increases to 2d10.
Political Aspiration:
Senatorial Candidate: Spend downtime and 2PP in order to check 1 of the three boxes. When check third box, become hereditary senator of Taldor. Immediately gain 4 Fame, though this cannot increase your Fame total higher than twice your XP. In addition, you can check one or more of the second 3 boxes when expending PP to reduce the cost of any purchase by 4 PP for each box checked (minimum 0).
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2. RPG Item: The Witch [Average Rating:0.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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Seldanna Marzanna (74677-2)
Human Witch 10
Favoured Class Witch
CN Medium Female Age 21 Humanoid (Human)
Faction: The Concordance
XP: 27 Fame: 52 PP: 29 Init: +9; Senses: Perception +10/+12 (if familiar within arm's reach)

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Description
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Seldanna was born to Andoran traveling merchants. At a young age whilst the family was traveling through Ismer on their way to Druma for trade they were ambushed by raiding bandits. Her father, unwilling to see his family’s livelihood fall into the hands of thieves, put up a fight. Tragically, however, in the ensuing melee he and his wife were killed.

Seldanna managed to escape though, fleeing into the woods and eluding the bandits who were more concerned with obtaining and running off with their spoils.

Coming across a reclusive witch’s cabin in the woods, she was taken in by the old crone who recognized in her the spark of the arcane. Raising her as her own she taught Seldanna the mysterious ways of her craft.

Although the witch cared and raised for her, Seldanna never fully came to terms with the hag’s cannibalistic and evil ways. Once she came of age she took the opportunity to flee from the witch’s home and head out on her own, with her closest friend and trusted familiar the talking raven, Lonan.

Seldanna is a stunning and extremely intelligent young woman with long flowing red hair, pale skin and dazzling green eyes. She has a dark edge to her personality, however, gained from her witch’s upbringing, and can come across as intense and intimidating to those who first meet her. She has a noticeable issue with authority or people trying to tell her what to do, and is particularly unsure how to relate with men.

Her patron of choice is Time, as she has spent her whole life pondering on the past and what would have happened if she had not lost her parents at such a young age or spent so much time living with evil. She feels as if the loss of her youth and innocence was the price she had to pay for being granted her powers.

A former member of the Shadow Lodge faction due to its opposition of abusive authority she is extremely curious and hungry for knowledge, so has recently joined the Scarab Sages faction to find out more about the true nature of her soul, her powers and the world itself.
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Defense
--------------------
AC 18(21 Mage Armor), touch 15, flat-footed 15(18 Mage Armor) (+1 armor, +2 Natural Armor, +3 Dex, +2 Deflect)
hp 56 (10d6 +10 CON, +4 FC)
Fort +6, Ref +8, Will +9
Concentration: +18
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Cold Iron Dagger +6 (1d4/19-20/x2)
Ranged Masterwork Crossbow, Light +9 (1d8/19-20/x2) 80ft and Dagger +7 (1d4/20/x2) 10ft
Spells:
0-Stabilise, Detect Magic, Light, Read Magic
1-Air Bubble, Cause Fear, Charm Person, Command, Ear Piercing Scream, Enlarge Person,
2-Blindness/Deafness, False Life, Glitterdust, Hold Person, Silence, Vomit Swarm
3-Eldritch Fever, Haste, Howling Agony, Ray of Exhaustion, Stinking Cloud
4-Black Tentacles, Confusion, Death Ward, Fear, Summon Monster IV
5-Baleful Polymorph, Summon Monster V, Teleport
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 27, Wis 10, Cha 7
Base Atk +5; CMB 5; CMD 20
Feats Improved Initiative, Extra Hex, Extra Hex, Accursed Hex, Spell Focus (Necromancy), Greater Spell Focus (Necromancy)
Traits Dangerously Curious: +1 UMD, Reactionary +2 INIT
Skills Acrobatics +3, Appraise +11, Bluff -2 Climb +0, Craft (alchemy) +20, Craft (armor,bows,trapmaking ,weapons) +8, Diplomacy -1, Disguise -2, Escape Artist +11, Fly +16, Heal +4, Intimidate +11, Knowledge (arcana, planes) +19 (+21 constructs), Knowledge (history) +17 (Osirion +20, Magnimar +19), Knowledge (local) +10 (Magnimar +12), Knowledge (nature) +18, Knowledge (dungeoneering, engineering, geography, nobility, religion) +9 (+12 Osirion, +11 Magnimar), Linguistics +16, Perception +10, Ride +3, Sense Motive +0/+2 if familiar within arm's reach, Sleight of Hand +2, Spellcraft +21 Stealth +3, Survival +0, Swim +4, Use Magic Device +9
Languages Common, Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Elvish, Draconic, Dwarven, Gnome, Goblin, Halfling, Infernal, Orc, Osiriani, Sylvan, Tengu, Thassilonian
Combat Gear Wand of CLW (16) in spring loaded weapon sheath (left hand), Dagger in spring load weapon sheath (right hand); Masterwork Crossbow Light, Bolts, normal(49), Bolts, cold iron(19) Wand of Mage Armor (32) Other Gear Masterwork Silken Ceremonial Armor, Outfit - Traveller's, Amulet of Natural Armor +2, Cloak of Resistance +2, Potion of Cure Light Wounds, Oil of Bless Weapon, Masterwork backpack, antiplague, antitoxin, bedroll, belt pouch, Belt of Incredible Dexterity +2, candles (10), chalk (10), earplugs, flint and steel, Headband of Vast Intelligence (+4/Fly, Escape Artist), ink, inkpen, iron pot, mess kit, Pearl of Power (1st), Pearl of Power (2nd), Ring of Protection +2, Scroll of Air Bubble, smelling salts, smoked goggles, Scroll of Breath of Life, Scroll of Delay Poison, Scroll of Lesser Restoration, Scroll of Protection from Evil (2), Scroll of Comprehend Languages, soap, spell component pouch, trail rations (5 days), vermin repellent, waterskin, Mask of the Tiger's Eye (+2 Intimidate), Wayfinder 27,708 gp, 5sp, 6cp
--------------------
Special Abilities
--------------------
Witch familiar Raven (see stats below). +3 bonus on appraise checks
Witch patron Time
Proficiencies Proficient with simple weapons. Not proficient with any type of armor or shield
Accursed Hex If creature succeeds at saving throw you can target again before end of next turn. If fails twice cannot target for 1 day.
Hexes
Agony: One creature within 60' caused to suffer intense pain. Target nauseated for 10 rounds. FORT negates. If failed, target can attempt a new save each round to end the effect.
Cackle: Cackle madly as a move action. Any creature that is within 30ft that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the cackler has the duration of the hex extended by 1 round.
Evil Eye: Cause doubt to creep into the mind of a foe within 30ft. The target takes a -4 on one of the following: AC, ability checks, attack rolls, saving throws, or skill checks. Lasts for 8 rounds.A will save reduces this to just one round.
Flight: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Fortune: Creature reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Healing: Heal those you touch for 2d8+level. Once per day per creature per 24hrs.
Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Spells Known
0-4 per day/all
1-6 per day/Air Bubble, Cause Fear, Charm Person, Command, Ear-Piercing Scream, Enlarge Person, Ill Omen, Mage Armor, Obscuring Mist, Sleep, Unseen Servant, Ventriloquism
2-6 per day/Blindness/Deafness, False Life, Glitterdust, Hold Person, Silence, Vomit Swarm, Web
3-5 per day/Eldritch Fever, Haste, Howling Agony, Ray of Exhaustion, Stinking Cloud, Summon Monster III
4-5 per day/Black Tentacles, Confusion, Death Ward, Dimension Door, Fear, Summon Monster IV, Threefold Aspect
5-3 per day/Baleful Polymorph, Feeblemind, Magic Jar, Summon Monster V, Teleport

Boons
Jalmeray Coin: When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or knowledge (any) skill check. You may only use this coin once per scenario.
TaxFest 4713AR: You gain the benefit of bless. Increase to 10/min level if pay 10% of scenario wealth as a tax.
Evenhanded Investigator: +2 circumstance bonus on Diplomacy checks when dealing with guards or city officials within Absalom.
Mendevian Commendation: For every commendation you have, gain a cumulative +1 bonus on Charisma-based skill checks to influence crusader of Mendev (maximum +3).
Pawn of the Grandmaster +1 to Intelligence
Well Informed +2 bonus on Intimidate checks against Pathfinders.
News of the Diamond Sage Next time you travel to Rahadoum for a Pathfinder Society mission, Amenopheus gives you a single item worth 250gp. You don't have to choose the item until the mission begins.
Seeking the Sages (x2) Having this boon contributes to events later in the Destiny of the Sands storyline.
Subtle Revenge You chose to undermine Torch's schemes in Osirion, and it seems he never found out about it. This may lead him to miscalculate a risk or fail at an important scheme in the future.
Diverse Training Once per scenario you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to 3 plus your GM Stars (2) and is modified by no other modifiers.
Retributive AbjurationOnce per scenario as a swift action, siphon away harmful energy and redirect it. This is supernatural ability that functions as spell draconic reservoir except lasts for a number of rounds equal to number of GM stars (2) and can only absorb 3 pts of energy damage per GM star.
Extra Hours When you a apply a Chronicle Sheet earned through GM credit to this character the character is allowed to make a Day Job check.
Mythic LegacyWhen activated as free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain benefits of the mythic version of that feat as if you had also expended one use of mythic power. When used, cross off Chronicle Sheet.
Saviour of the SagesYour effective Constitution score for determining when you would die from hp damage increases by1 and gain a +1 bonus on CON checks to stabilise. In addition you gain +1 on Know (History) and Know (religion) checks regarding Osirion and its gods. For each seeking the Sages boon you have increase these bonuses by 1. (2)
Scrutiny of the StarsThe haunting certainty that someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behaviour in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dreames with terrifying visions, as per the nightmare (DC17) spell. Cross this off if you are the target of a heal spell while under the effects of nondetection.
Mantle of the Black Rider (Unleashing the Hut) 1/day before rolling INIT you may gain +1 insight bonus on check. For every additional Mantle of Black Rider boon the bonus increases by +1.
Sky Key Component (Hao Jin Tapestry) Recovered one of five pieces of Sky Key, one belonging to Naldak.
Tanbaru's Respect Use one of following as spell-like ability once, Dispel Magic, Fog Cloud, Invisibility, Mirage Arcana or Stone Shape. Cross off boon once used.
Wayang's Favor +2 bonus to charisma based checks with wayangs. May be used in conjunction with other boons to grant wayang related options.
Pathfinder's Excellence (Magic) Before spell or spell-like ability, check one of 2 boxes to roll twice for caster check to overcome SR or concentration to cast in impeded area. Aspis get -2 on saving throw. Alternatively, check 2 boxes to recall spell cast that day. 1/2
Pathfinder's Excellence (Skill) Before attempting skill check, check box to roll check twice and take best result. If during encounter with Aspis or their employ gain bones equal to half your char level. 0/2
Elemental Saturation (Earth) Before you begin adventure you can expend 20PP and check box that precedes this boon to permanently transform yourself into an oread. Must retrain any race-related options associated with your original race at no cost. If any of your PCs possess Oread's favour boon, halve PP cost.
Expert Negotiator Cross this boon off to gain +4 bonus on one Diplomacy, Bluff or Intimidate check. If using to influence genie or any creature with air, earth, fire or water subtype you may also roll check twice and take best result.
Friend of Kadadei+2 bonus to Know (local, history, nobility) relating to Magnimar. +2 on CHA based checks with good-aligned NPC in Magnimar.
Hero of the Day+2 Know (arcana) to identify constructs. Once per scenario ignore construct's hardness and DR for one attack. Declare before roll.
Recovered Treasures Purchase Amulet of the god caller (6,000gp)
Exemplar of the Order Fulfill and check up to 2 boxes on Scarab Sages Faction Journal Card. If you have fulfilled at least 10 goals across these cards and have either earned the Honored Acolyte boon or purchased Anamnesis, you can spend 30PP to gain the Jeweled Sage (30PP) boon.
Jeweled Sage (30PP) +3 insight bonus on Kn. History and Linguistics check, and all Kn. skills are class skills for you. 1/day when attempting Know skill check, you can roll twice and take higher result. Additionally you can comprehend languages 1/day as a spell-like ability (CL 15th). You are recognised as a leading scholar in many fields and gain a +2 circumstance bonus on Bluff, Diplo, and Intimidate checks when dealing with other scholars and experts.
Saviour of Knowledge 1/scenario when adventuring in Absalom or Osirion, a sage can offer advice on any subject, granting you +5 insight bonus on one knowledge skill check. Check a box to instead receive direct attention from a sage anywhere. Sage attempts a trained KN. skill check for you, with a bonus equal to twice character level, and provides info through mental magical communication.
Torch's Respect When interacting with Torch or his agents, gain +2 circumstance bonus on Bluff, Diplo, Intimidate checks. If you would die while fighting Grandmaster Torch or his agents, you can cross this boon off your CS to return to life with 0 hp at the end of the encounter. You can cross this boon off your CS to cross off the Reckless Revenge boon off another CS.
Against the Grain Apply both when your character did not agree with the decision that the group made, and when the CS reflects the decision in the form of possible boons or PP rewards. Before the end of the adventure, you may declare you are using this boon in order to receive any boon or different number of PP that corresponds to your character's decision instead of the group's decision. If using this boon would alter your rewards, cross the boon off CS; don't cross if your choice would not result in different rewards. Doesn't allow you to gain PPor boons due to group's failure to complete and objective, such as when alternate boons represent different levels of success, even if you disagreed with how the group handled the objective.
Chartered PillarsBorrow copy of VC Balentiir's map of Pillars of the Sun when travelling there. +2 know (geography) and Survival when navigating that area.
Honored Acolyte Choose one Knowledge skill and record it below. While jewel in possession, treat chosen skill as though it were a class skill. If already a class skill, you can use this boon 1/scenario to roll 2 dice and take better result.
Relic Guardian 1/scenario, when an unattended object within your reach is targeted by an offensive spell, attack or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If opponent succeeds at combat manuevre check to sunder an object in your possession, you can cross this boon off your CS to force the creature to reroll the attack with -5 penalty.
Aquel’s Favor: You may check both boxes that precede this boon to surround yourself in holy radiance as a standard action, gaining the benefits similar to an angel’s protective aura for 1 round per character level you have. Against attacks made by or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of you. Otherwise, it functions as a magic circle against evil effect with a radius of 20 feet and a caster level equal to your character level. If you are an undine, if you have the Water domain, or if you are a paladin with the pearl seeker archetype.
Water Affinity: This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes.
▫ ▫ Welcome in the Boundless Sea: You gain a +1 bonus on Diplomacy check against undines and creatures with the water subtype. You may check one of the boxes that precedes this boon to requisition an elixir of swimming, or two boxes to gain a potion of water breathing or three elixirs of swimming. You may also check two of the boxes to purchase a necklace of adaptation for 8,250 gp, a helm of underwater action for 23,250 gp, or a suit of nautilus coral armor (see below) for 6,750 gp.
Elixir of dragon’s breath (brine dragon) (Price 2,000 gp; CL 10th; aura moderate evocation) : This vial contains a swirling current of luminescent blue liquid. A creature that drinks the elixir can breathe out a single blast of energy that deals 10d6 points of acid damage in a 30-foot line, plus an additional 1d6 points of acid damage
for each Water Affinity boon you have earned on any of your characters. The magic of the elixir ends after one use of the breath weapon or after 1 hour has passed, whichever comes first.

Lonan
Raven 10
Neutral Male Tiny
Init +2; Senses Perception +21
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Defense
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AC 19, touch 14, flat-footed 17 (+5 natural armour, +2 Dex, +2 size)
hp 28
Fort +2, Ref +5, Will +9
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Offense
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Speed 10 ft. and 40ft. flying
Melee Bite +9 (1d3-4/20/x2)
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 10, Wis 15, Cha 7
Base Atk +4; CMB 4; CMD 10
Feats Weapon Finesse, Skill Focus (Perception)
Skills Acrobatics +6, Appraise +0, Bluff -2, Climb +2, Diplomacy -1 Escape Artist +10, Fly +19, Heal +3, Intimidate +8, Kn (arcana, planes) +8, Kn (dungeon, engineering, geography, nobility, religion) +1, Kn (history) +5, Kn (local) +2, Kn (nature) +6, Linguistics +7, Perception +21, Sense Motive +2, Sleight of Hand +2, Spellcraft +10, Stealth +19, Survival +2, Swim +2, Use Magic Device +5
Combat Gear ; Other Gear
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Special Abilities
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Alertness When a familiar is within arm's reach, the master gains the alertness feat
Improved evasion When subjected to an attack that allows a reflex saving throw for half damage, a familiar takes no damage if it makes a succesful saving throw and only half damage if the saving throw fails.
Share spells Witch may cast a spell with a target of 'you' on this familiar. Witch may cast spells on this familiar even if the spells normally do not affect familiar type.
Emphatic link The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Becauses of the the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Master bonus The master of a Raven familiar gains a +3 bonus on Appraise checks.
Deliver Touch Spells: If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.
Speak with Master: A familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of its Kind: Can communicate with animals of approximately same kind as itself (including dire varieties). Such communciation is limited to INT of other creatures.
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3. RPG Item: Swordmaster [Average Rating:0.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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"Trade Prince" Garmit Kee-ow (74677-3)
Tengu Rogue (Swordmaster/Scout) 9
Favoured Class Rogue
CN Medium Male Humanoid (Tengu)
19yo 4'9'' 92lbs
Faction: The Exchange
XP: 26 Fame: 48 PP: 38
Init +8; Senses Perception +17 (+22 traps)
, Low-light vision
--------------------
Description
--------------------
With black shiny feathers, powerful talons and a broad beak, Garmit appears similar to the rest of his crow-like race. As a distinguishing feature, however, he has taken to painting the cheeks on both sides of his face with yellow.

He grew up in the slum district of Absalom well below the surface of civilised society. There he learnt to rely on his quick tongue, his talents with the blade and his luck with the dice to survive.

Even more impulsive than the rest of his kind he ended up falling in with an underground cult of halfling assassins devoted to the worship of the evil halfling god of greed and opportunity, Thamir Gixx. Garmit soon realised, however, that a life of indiscriminate killing was not his true calling and that he preferred to channel his talents towards less blatantly evil ends. He still holds some belief in the god, however, and retains the sigil of the black dagger with a white circle on the blade embroidered on his clothing.

Upon breaking his ties with the Halflings, Garmit soon joined up with a Half-Orc barbarian named Grung whom he met in an Absalom pub. Simply passing through town, Grung agreed to let Garmit join him in his travels, serving as a scout as they travelled through the wilderness from town to town.

His Half-Orc companion met an unfortunate end, however, when they encountered an Ogre in the forests of Varisia. Escaping the encounter through stealth Garmit found himself alone once again, and has now decided to try and reconnect with his origins, heading down the path of meditation and spiritual connection with the sword. As a means to assist in his path of enlightenment and to continue his perfection of swordsmanship, he has recently joined the ranks of the Pathfinder Society.

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Defense
--------------------
AC 26, touch 20, flat-footed 19 (+5 armor, +1 Natural Armor, +6 Dex, +2 Deflect, +1 Dodge, +1 Insight)
hp 73
Fort +6, Ref +15 (Evasion - save for no damage), Will +9
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Offense
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Speed 30 ft.
Melee Masterwork Cold Iron Agile Wakizashi(+1)(x2) +15/+10(+13/+13, +8/+8)(1d6+7/18-20/x2) and Bite +13(+8) (1d3+1/20/x2)
-----Silver Dagger(x2) +13/+8(+11/+11. +6/+6) (1d4/19-20/x2)
-----Silver Mace, light (x2) +13/+8(+11/+11, +6/+6) (1d6/20/x2)
Ranged Masterwork Composition Shortbow (STR 12) +14/+9 (1d6+1/x20/x3)
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Statistics
--------------------
Str 12, Dex 23, Con 12, Int 13, Wis 14, Cha 8
Base Atk +7/+2; CMB 8; CMD 28
Feats
Weapon Finesse (Rogue Talent): With a light weapon, rapier, whip or spiked chain made for a creature your size category you may use Dexterity modifier instead of your strength modifier on attack rolls. If you carry a shield its armor check penalty applies to your attack rolls.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Weapon Focus (wakizashi): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Combat Trick (Rogue Talent) - Dodge +1 bonus to AC. If you lose DEX bonus, you lose this too.
Resiliency (Rogue Talent) - When below 0hp you gain 9hp for 1min. Immediate action. 1/day
Iron Will +2 WILL saves
Tengu Wings Once per day, sprout a pair of giant black crow's wings. Fly speed 30' (average maneuverability). Otherwise functions like beast shape I.
Offensive Defense (Rogue Talent) - When hit creature with melee attack that deals sneak attack damage, gain +1 dodge bonus to AC for each sneak attack die rolled for one round.
Improved Two-Weapon Fighting Get a second extra attack with 2nd weapon at -5 penalty.
Opportunist (Rogue Talent) Once per round, make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Traits
Reactionary: +2 INIT
Backstabber (Thamir Gixx): Pledging your faith to Norgorber's lethal shadow gives you the skill to make a brutal attack against an opponent who cannot fully fend you off. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit).
Skills Acrobatics +19, Appraise +7, Bluff +5, Climb +5, Craft (alchemy, armor, bows, trapmaking , weapons) +1, Diplomacy +9 (+10 gnomes), Disable Device +19 (+26 traps), Disguise -1, Escape Artist +10, Heal +2, Intimidate +3 (+4 gnomes), Knowledge (local) +6, Knowledge (nature) +5, Linguistics +17, Perception +16 (+21 traps), Perform (Act) -1, Profession (gambler) +11 (+13 Day Job), Ride +6, Sense Motive +8, Sleight of Hand +10, Stealth +26, Survival +6, Swim +5, Use Magic Device +8
Languages Auran, Abyssal, Cheliax, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Kelish, Orc, Osiriani, Sylvan, Tengu, Terran, Thassilonian, Tien, Varisian
Combat Gear ; Masterwork Cold Iron Agile Wakizashis (+1) (2), Silver Daggers (2), Silver Light Mace (2), Masterwork Composite Shortbow (STR 1), Normal arrows (17), Blunt arrows (10), Cold Iron (20) Other Gear Amulet of Natural Armor +1, Belt of Incredible Dexterity (+2), Mithril Chain shirt +1, Outfit, pickpocket's, Masterwork backpack, Handy Haversak, antiplague, antitoxin, belt pouch, chalk(10), Quick Runner's Shirt, Elven Rune-cloak +2, earplugs, flint and steel, mirror, Masterwork thieves tools, Oil of Magic Weapon (2), Oil of Bless Weapon (2), Potion of CLW (1)-one in spring loaded wrist sheath, Potion of Levitate, Potion of Protection from Evil (2 1), Ring of Protection +2, Scroll of Lesser Restoration, Scroll of Protection from Evil, Smelling salts, Smoked goggles, Vermin repellent, Wand of CLW (32) in spring-loaded wrist sheath, Wayfinder - Dusty Rose Prism Ioun Stone, 21570 gp 9 sp, 4 cp
--------------------
Special Abilities
--------------------
Low-light vision You can see twice as far as humans in conditions of dim light.
Gifted Linguist Tengu receive a +4 racial bonus to linguistics and learn two languages for every rank of linguistics.
Natural Weapon Tengus possess a bite natural attack [Bite,Small], that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.
Sneaky Tengu receive a +2 racial bonus to perception and stealth.
Swordtrained Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (incl. bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords and two bladed swords).
Evasion You can avoid even magical and unusual attacks with great agility. A succesful reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Must be in light armor or no armor and not helpless.
Sneak Attack Deal 5d6 damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by you. Ranged attacks must be within 30ft to do sneak attack damage.
Swordmaster Trance At 3rd level, a swordmaster learns to focus her martial prowess using an intense meditative trance. Under the influence of a trance, the swordmaster can perform fantastic martial feats. Entering a trance is a full-round action that provokes attacks of opportunity. The swordmaster can maintain the trance for a number of rounds per day equal to 4 + her Wisdom modifier (12/day). At each level beyond 3rd, she can remain in the trance for 1 additional round. She can end her trance as a free action. Following a trance, the swordmaster is fatigued for a number of rounds equal to 2 × the number of rounds she spent in the trance. A swordmaster cannot enter a new trance while fatigued but can otherwise enter a trance multiple times during a single encounter or combat. If a swordmaster falls unconscious, her trance immediately ends.
Monkey Trance As the monkey springs, the swordmaster leaps from the reach of her enemies. While in this trance, a swordmaster can make an Acrobatics check opposed by an opponent's CMD. If she succeeds, she may move 5 feet as a swift action within the opponent's threatened area; this movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Tiger Trance While in this trance can make a Combat Maneuvre check against an opponent within charge range. If succeeds he can charge that opponent and make a full attack against them.
Crane Trance You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Scout's Charge When you make a charge, you deal sneak attack damage as if target flat-footed. Foes with uncanny dodge are immune to this ability.
Skirmisher Whenever move more than 10ft in a round and make an attack action, attack deals sneak attack damage as if target flat-footed. If you make more than one attack this turn, only applies to first attack. Foes with uncanny dodge are immune.
Trapfinding Add +5 to Perception checks to locate traps and Disable Device checks. Can disarm magic traps.
Weapon and armor proficiency All simple weapons, hand crossbow, rapier, sap, shortbow and short sword. All light armor but no shield. When you wear a type of armor in which you are proficient, the armor check penalty for that armor only applies to balance, climb, escape artist, hide, jump, move silently, sleight of hand and tumble checks.
Dagger You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body.

Boons
Kassen's Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after this roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.
Mantle of the Black Rider: Choose one ability score (Dexterity). Once per day as a swift action you may gain a +1 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time.
True Ally of the Lantern Lodge: Whenever you spend 1 PP to gain a +4 bonus on any skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6.
Fool Me Once +2 Sense Motive bonus on checks against current or former Pathfinders.
Pawn of the Grandmaster +1 to Dexterity
Well Informed +2 bonus on Intimidate checks against Pathfinders.
Contraband Dividends Recieve one item of 150gp value of less: Potion of Lesser Restoration.
Koboldfriend Negotiated truce between PFS and Yiddlepode of Sewer Dragons. She gave you a token. When worn around neck (occupying neck magic item slot), the token grants +2 on Diplomacy with humanoids of reptilian subtype.
Twin Tomes Spend 1PP to learn either Infernal or Celestial. Spent to learn Infernal
Accumulating an Army (Riftwardens): This boon is cumulative with any other Accumulating an Army boons that you possess, expands your options when preparing for the expedition, and grant you additional benefits when directly commanding the Riftwardens.
Friend in the Business: Treat your fame score as though it were 1 higher for the purpose of purchasing wondrous items. This boon does not stack with the benefits of any other boon or effect that allows you to increase your effective Fame score when making purchases.
Riftwarden Magic: So long as you possess this boon, all of your Pathfinder Soceity Organised Play characters have access to the following spells: anti-summoning shield, protection from outsiders, and telepathic censure.
Master of Trade: You can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
Ghalcor's Spellcraft: So long as you possess this boon, all of your Pathfinder Society Organised Play characters have access to the following spells: Burst with Light, Detect Demon, Righteous Blood.
Mendevian Commendation: For every Mendevian Commendation you have, you gain cumulative +1 bonus on Charisma based skill and ability checks made to influece crusaders of Mendev (max +3).
Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinders' expedition pays off, certainly the society will remember your contribution.
Expanding Trade Network: You befriended Temel Passad and in doing so began to develop a stronger trade network with the Kalistocrats. You are able to leverage this connection to your advantage with a +2 bonus on all Day Job checks.
Kaer Maga Contract: When using retraining rules presented in UC to retrain skill ranks over a period of 5 days, you may use this boon to retrain those skill ranks for free. When you use this boon, cross it off your Chronicle Sheet.
Old Loyalties: Use this boon to reduce the PP cost of a vanity or prestige award by an amount equal to you Fame divided by 10. This cannot reduce the cost of the a vanity or award below 0. When used cross off chronicle sheet. Used to purchase Expert Entrepeneur for 3 less PP
Efreeti's Wish: Wish for Wealth: You gain an extra 525gp for completing this scenario.
Master Smith's Service: Cross this boon off at end of adventure to repair one item as though you had cast make whole (Cl10th). Alternatively, if you also own the sword Gamin the Misforged you may cross this boon off your CS and spend 5 PP to permanently remove broken condition from that weapon. If you instead spend PP you can also increase Gamin's enhancement bonus to +2. Neither improvement modify market price or resale value.
Oread's Favour: This boon may be used in conjunction with other boons to grant one or more of your characters oread-related options.
Expert Entrepeneur You may reroll Day Job check of 10 or less. Must take second roll.
Local ConnectionWhen purchasing any single-use item worth 100gp or less while in Mwangi Expanse, Rahadoum, Sargave, the Shackles, or the Sodden Lands, reduce item cost by 10%. You must spend at least part of the adventure in one of these countries to use boon - not between adventures. Does not stack with other price reducing effects.
Reading the Threads You have had additional time to study A Thread of Silver. When using as dungeon guide, increase its accuracy bonus by 1 and gain +2 competence bonus on optional skill checks made to increase accuracy further.
Spoils of the SiegeIf bring CS to adventure which Patfinder Society deals with Marnarius or her schemes, you can qualify to receive special boon at end of adventure.
Trusted Pathfinder Check this box to purchase one of following items: Used to purchase Elven rune-cloak
-Armor of luck
-Circlet of persuasive disguise
-Elven rune-cloak
-Lesser versatile metamagic rod

Protector of Whisteledown +1 Charisma checks with gnomes.
Hero of Sothis One use magic item known as the Amulet of Glory. Call upon powers once when making INIT check to receive a +10 bonus on that check. Once used, the amulet dissolves to dust and is no longer usable.
Fire Affinity May interact with other boons or play a role in future adventures, especially those set on elemental planes.
Zjarran Entrepeneur Bonus on Bluff and Diplomacy checks equal to the number of Fire Affinity (1) boons you have earned when interacting with creatures that speak Ignan or Kelish. When a creature that speaks Ignan or Kelish would cause enough damage to kill you, you can check the box that precedes this boon to instead be reduced to -1hp and be stable; the creature spares you death, though if you resume fighting it won't extend the same mercy twice.
[][][]Brass Tycoon Check a box before attempting saving throw against effect that deals fire damage or has fire descriptor to roll the save twice and take highest result; if you can speak Ignan you extend this benefit against the effect to your allies (max one ally per Fire Affinity boon this PC has). Alternatively, when you or adjacent ally cast spell with fire descriptor, you can check box to apply Selective Spell metamagic feat to spell without changing its level or casting time (max one square excluded per fire affinity boon).
Efreeti Arcane Between adventures you can check box to scribe two spells whose levels cannot exceed highest level spell you can cast. You can instead scribe three such spells as long as they have fire descriptor. Alternatively you can cast scorching ray as a spell-like ability
Fire Affinity No mechanical effect but may interact with other boons or play a role in future adventures.
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4. RPG Item: Perfect Archer [Average Rating:0.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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Zyneste Daiku (74677-4)
Human Qinggong Monk (Zen Archer) 6
LN Medium Female Humanoid (Human)
Age: 25 Height: 5'7"
Region: Andoran Deity: Irori
Faction: Grand Lodge
XP: 17 Fame: 34 PP: 28
Init +6; Senses Perception +15

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Description
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The daughter of Andoran farmers, Zyneste was a shy but curious girl, seeking answers and meaning in life. From an early age she was also a handy hunter, unusually adept with the bow.

One day when joining her parents on a trade trip to Absalom she caught the eye of a visiting diplomat from Tian Xia named Juro. The two fell deeply in love, both sharing a passion for wisdom and seeking the path to enlightenment. With reluctant permission from her parents who knew the young girl would always be restless at home, the two returned to Juro's homeland far to the East of the Inner Sea to be married.

After a few short, happy years, however, Juro fell tragically ill. Despite Zyneste's best efforts she could not return him to health, and her young husband passed away in his prime.

Zyneste, distraught and alone, decided to continue her search for enlightenment and spiritual perfection. Entering a secluded tian monastery she devoted herself to the teachings of Irori (the God of Perfection) and to meditation on life. The one thing that helped her stay centred and serene, was an object from her childhood, the bow. Practicing for countless hours as a form of meditiation, her and her weapon have almost become one.

Deciding at last to return to her homeland she found that her parents too were no longer alive, so instead she has joined the Pathfinders in an attempt to bring meaning to her life and to continue her quest for perfection.

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Defense
--------------------
AC 21, touch 21, flat-footed 18 (+7 misc, +1 deflect, +1 dodge, +2 Dex)
hp 45 (6d8 +6 CON +6 FC)
Fort +7, Ref +8, Will +12
--------------------
Offense
--------------------
Speed 50 ft.
Melee Unarmed Strike +6 (1d8+2/20/x2) and Cold Iron Cestus +6 (1d4+2/19-20/x2)
Ranged +2 Composite longbow +12(+12/+12/+7) (1d8+6/20/x3) 110ft
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12 Int 9, Wis 23, Cha 7
Base Atk +4; CMB 6; CMD 27
Feats
Deadly Aim: You may subtract -2 from ranged attack rolls to gain +4 damage. Declare before attack. Does not apply to touch or non-hp attacks.
Dodge: +1 dodge bonus to AC. If you lose your dex bonus, you lose this bonus too.
Extra Ki Gain 2 extra ki.
Improved Initiative: +4 Initiative
Improved unarmed strike: You are considered to be armed even when unarmed, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. No negatives for offhand attacking. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition your unarmed strikes can deal lethal or nonlethal damage.
Perfect Strike: You must declare that you are using this feat before you make your attack roll. A zen archer can use perfect strike with any bow. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll. You may attempt a perfect attack 3/day and no more than 1/round.
Point blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30ft.
Point blank master: No AoO when firing composite longbow while threatened.
Precise shot: You can shoot or throw ranged weapons at an opponent engaged in melee at ranges of up to 30ft without taking the standard -4 penalty on your attack roll.
Improved Precise shot: Ignore AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks
Weapon Focus (Composite Longbow): +1 attack using selected weapon.
Weapon Specialisation (Composite Longbow): +2 damage rolls using selected weapon.
Traits
Dangerously Curious: You gain +1 bonus on use magic device checks and UMD is always a class skill for you.
Wisdom in the Flesh: Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. You make checks with Disable Device using Wisdom modifier instead of the skill's normal ability score. It is always a class skill for you.
Skills Acrobatics +9 (Jump +23), Appraise -1, Bluff -2, Climb +2, Craft (alchemy, armor,bows,trapmaking ,weapons) -1, Diplomacy -2, Disable Device +11 (+13 Mwk Thieves Tools), Disguise -2, Escape Artist +6, Heal +6, Intimidate -2, , Knowledge (History, Religion) +3, Perception +15, Profession (Teacher) +10, Ride +2, Sense Motive +13, Stealth +7, Survival +6, Swim +6, Use Magic Device +3
Languages Common, Tian
Combat Gear ; Cold Iron Cestus, Masterwork Composite Longbow (STR14) +2, Arrows, Normal(20), Arrow, blunt (12), Arrow, Cold Iron (21), Arrows, smoke (5), Arrow, +1 Holy (10), Arrow +1 Human Bane (4), Arrows +1 Seeking (4), Arrow +2 Flaming (2), Cloak of Resistance +1 Other Gear Wand of CLW (46), Wand of Mage Armor (47), Outfit, adventurers ,antiplague, antitoxin, , Masterwork backpack, belt pouch, blanket, earplugs, Headband of Inspired Wisdom +2, masterwork thieves tools, oil of bless weapon, Oil of Magic Weapon (2), potion of cure light wounds(2)-1 in wrist sheath, Potion of Protection From Evil (2) - 1 in wrist sheath, Ring of Protection +1, Scroll of Lesser Restoration, rope, smelling salts, smoked goggles, soap, torches(5), trail rations (5), vermin repellent, waterskin, Wayfinder 3390gp 9sp 7cp
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Special Abilities
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High JumpAdd monk level to acro checks made to jump. Always count as running start. Spend ki point (swift) to add +20 to an acro check made to jump for 1 round.
Ki Pool You gain a pool of Ki points, supernatural energy you can use to accomplish amazing feats.
11/11 day
Ki Arrows Spend 1 ki as swift to change damage dice of arrow to that of unarmed strike. Last until start of next turn.
Monk Ki
-As long a 1 ki in pool can make ki strike. Unarmed attack treated as magic.
-Spend 1 ki as swift action, make 1 additional attack when making flurry of blows attack.
-Spend 1 ki to increase speed by 20ft for 1 round
-Spend 1 ki to give +4 dodge bonus to AC for 1 round.
-Spend 1 ki to increase the range increment for bow by 50 feet for 1 round.
Ki Strike Unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Ki Power
Barkskin The effect grants a +3 enhancement bonus to natural armor bonus. Increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. Stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. (self only, 1 ki point) 10min/level
AC Bonus +5 bonus when unarmored and unencumbered.
Weapon and armor proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movmement and flurry of bows abilities.
Zen weapons and armour Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.
Fast Movement +10ft movement when unarmored and unencumbered.
Flurry of blows You may not make flurry of blows with any other weapon or unarmed attacks. A zen archer does not apply her strength bonus on damage rolls made with flurry of blows unless she is using a composite bow with a strength rating. A monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. Flurry of Bows attack bonus -1/-1
Zen Archery Use wisdom modifier instead of dexterity modifier on attacks roll when using a bow.
Boons
Kayle's Blessing: You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times. 3 left.
Heidmarch's Boon When you purchase a vanity or a Grand Lodge faction prestige award, reduce the Prestige Point cost by 2 (minimum 1). When you use this boon, cross it off your Chronicle Sheet.
Triumph of the Lantern Lodge: +1 Wisdom
Custom Order: You are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment (Holy). You may purchase Holy arrows in sets of 10 instead of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.
Acquainted with Asylum The entity known as Aslynn knows who you are and what you did in Thurl's laboratory.
Thurl's Bane As free action, choose one outsider within line of sight that has extraplanar subtype but no alignment subtype. Gain two of following five bonuses against creature for 1 minute; a +1 bonus on attack rolls against it, bonus on damage rolls equal to 1/3 your char level (round down), +1 dodge bonus to AC against its attacks, +1 bonus on saving throws against its spells and abilities, or a +2 bonus on caster level checks to overcome spell resistance. When used cross off CS.
Trusted in Tamran Spend 1600gp to buy 10 pieces of ammo, or 800gp to buy 5 pieces from list. When used, cross off CS.
Zurnzal's Foe Gain access to unique magic item at listed discount: Slippers of venomous webs 8,000gp
Duskwarden's Favour Cross off to gain ranger favoured terrain ability (+2) in underground environments for rest of scenario.
Air Affinity May interact with other boons or play a role in future adventures.
Elemental Awakening Whenever any of your characters earns a CS with air, earth, fire, water affinity boons, you can include copy of that sheet with these character's records and check box below corresponding to that boon's element. CS applied to different character do not grant you any benefit or rewards beyond serving as a record for this boon. So long as checked at least one box associated with an element, you gain an ongoing benefit and can cross the entire element's entry off the CS to cast a spell-like ability, treating your CL as 3 times the no. of checked boxes.
[][][][]Air:
[][][][]Earth:
[][][][]Air:
[][][][]Air:
Siege–Hardened: You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
Defender of Nerosyan (Overwhelming Victory): While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts
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5. RPG Item: Misfit Monsters Redeemed [Average Rating:7.69 Overall Rank:1623]
John Morgan
Australia
North Parramatta
NSW
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Stugbu (74677-5)
Half-Orc Paladin (Redeemer) 6
LG Medium Male Humanoid 20yo (Half-orc)
Region: Katapesh Deity: Sarenrae
Faction: Silver Crusade
XP: 15 Fame: 27 PP: 17
Init +2; Senses Perception -1
, Darkvision
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Description
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Stugbu was born in violence and has lived in violence most of his life. Born to a poor merchant woman in Katapesh, he was abandoned to the streets as soon as he could fend for himself, taking up with the locals gangs as an enforcer and thug. Forced to grow up hard and fast, he developed quickly into a strapping young lad and before long was recruited into the arena business, forced to fight on a regular basis against fellow gladiators or horrible monsters.

After some time he built up a friendship with the resident cleric of Sarenrae who tended to the wounds of the arena's injured and performed rites for its dead. He began to realise not only his own capacity for good, but also that those considered 'monsters' were not always inherently evil by nature but were sometimes merely misunderstood, or products of circumstance or misfortune.

Becoming more and more devoted to the holy teachings he soon lost heart for the fight and was somewhat reluctantly released from the arena into the custody of the church to be trained as a paladin. He has since devoted his life to redeeming the misunderstood of the world, helping them see the light and turn away from their dark and evil ways, or simply standing up for them and the prejudices that society has built against them.

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Defense
--------------------
AC 21, touch 11, flat-footed 21 (+10 armor, +0 shield, +1 Deflect, +0 Dex)
hp 58 (6d10 + 12 CON +6 FC)
Fort +11 (+12 poison, immune disease), Ref +6, Will +8
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Offense
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Speed 20 ft.
Melee +1 Cold Iron Falchion +13/+8 (2d4+8/18-20/x2) or Silver Dagger +11/+6 (1d4+4/19-20) or Flail +11/_6 (1d8+5/x20 or Sap +11/+6 (1d6+5/x2)
Ranged Masterwork Composite Longbow (STR 3) +7/+2 (1d8+3/20/x3) 100ft
Spells
1 - Bless Weapon, Lesser Restoration
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Statistics
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Str 20, Dex 11, Con 15, Int 7, Wis 8, Cha 16
Base Atk +6/+1; CMB 11; CMD 22
Feats
Power Attack: Take -2 to melee attack rolls for +4 in melee damage bonus (+6 for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary natural weapons). Lasts until next turn.
Weapon Focus (falchion): +1 bonus on all attack rolls using weapon.
Extra Lay On Hands: You can use lay on hands ability additional two times/day
Traits Benificient Touch: Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1), Reactionary: +2 INIT
Skills Acrobatics -6, Appraise -2, Bluff +3, Climb +0, Craft (alchemy, armor,bows,trapmaking ,weapons) -2, Diplomacy +11 (+13 influence monstrous creatures), Disguise +3, Escape Artist -6, Heal -1, Intimidate +5, Knowledge (Religion) +2 (+4 daemons, devils, demons), Knowledge (Planes) -2 (+0 daemons, demons, devils), Perception -1, Perform (act) +3, Ride -5, Sense Motive -1, Stealth -5, Survival -1, Swim +0
Languages Common, Orc, Draconic
Combat Gear ; +1 Masterwork Cold Iron Falchion, Silver Dagger (in spring-loaded wrist sheath), Flail, Sap, Masterwork Composite Longbow (STR 3), Arrows, normal (14), Arrows,blunt (20), Arrow,cold iron (20)Other Gear Wand of CLW (41) in spring loaded wrist sheath, Wand of Endure Elements (50), Outfit, adventurer, Outfit Cold Weather, Full Plate +1, Antiplague, Antitoxin, backpack, belt of giant strength (+2), belt pouch, bedroll, chalk (10), cloak of resistance +1, earplugs, flint and steel, cheap holy text, iron pot, mess kit, potion of lesser restoration, potion of levitate, potion of protection from evil (2), ring of protection +1, rope, smelling salts, smoked goggles, soap, torches (10), trail rations (5 days), vermin repellent, waterskin, Wayfinder (Shining), weapon blanch silver (2), wooden holy symbol, spring loaded wrist sheath (2), 936gp 9sp 4cp
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Special Abilities
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Weapon and armor proficiency Paladins are proficient with all simple and martial weapons, with all types of armor and with shields (except tower shields)
Darkvision You can see in the dark up to 60ft.
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc ferocityOnce per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of its next turn, unless brought above 0 hit points, he immediately falls unconscious and begins dying.
Human blood count as human for any effect related to race.
Half-orc blood count as half-orc for any effect related to race.
Aura of courage Immune to fear (magical or otherwise). Each ally within 10' ganis a +4 morale bonus on saving throws vs. fear effects. This ability functions while paladin is conscious.
Aura of good The power of a paladin's aura of good is equal to 6.
Channel Energy Heal living or harm undead 3d6. 30' radius (DC16 for half). Cost 2 lay on hands.
Code of conduct May ally with an evil creature as long as you feel the creature is capable of redemption. May accept henchmen, followers or cohorts who are not lawful good provided they demonstrate they are willing to follow you and seek betterment under your tutelage.
Divine Bond Standard action 1/day. 6 min duration. +1 bonus or axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful and speed.
Divine Grace You gain a +3 bonus to all saving throws.
Divine Health You gain immunity to all diseases, incl. supernatural and magical diseases.
Lay on Hands Heal 3d6 with a touch, or the same as damage undead. Swift action to heal self. Standard action to heal others. Touch attack to harm undead. 8 times per day.
Mercy When lay on hands the target is no longer shaken. Remove Disease.
Smite evil 2 time/day swift action to choose an evil target. Ignore DR, take +3 attack, +6 damage. If outsider, dragon or undead, damage bonus is +12, but only on first successful attack. Gain +3 deflection bonus to AC vs target while smite is in effect (until target dead or paladin rests).
Merciful smite At 1st level, when a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite).
Monstrous rapport At 1st level, redeemers gain a +2 bonus on Diplomacy checks to influence creatures who are commonly considered monstrous. This includes but is not limited to “monstrous” races such as goblins and orcs, monstrous humanoids, and other intelligent non-humanoid monsters.
Shining Wayfinder A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).

Boons
Beacon of Good The Shining Crusade gives you a shining wayfinder emblazoned with the emblem of a silver dragon. If you lose your shining wayfinder, you can purchase a new one for an additional 2 PP. Members of the Silver Crusade who are caught selling shining wayfinders for their own profit are exiled, and must switch factions.
Resisting the Gossamer King +1 bonus to saves against poisons and diseases.
Heroes of Magnimar While displaying medal received for actions in Ravenmoor receive a +2 bonus to bluff, diplomacy, intimidate checks in Magnimar and in the cities and towns allied with it.
Harvestman's Bane +2 bonus on Intimidate checks against worshippers of Zyphus.
Scholar of the The Gates Ajar +2 Competence bonus on knowledge (planes or religion) checks regarding daemons, demons, and devils.
Former Crusader +1 bonus on saving throws made to resist the spells, spell-like abilities, and special abilities of demons. Additionally, you either become specialised in Knowledge (planes) or learn the Abyssal language for free.
Back to the Grave Swift action. Gain +1 insight bonus on attack rolls v. undead creatures. Each time successfully hit an undead creature, this bonus increases by 1 (max +3). Lasts for 5 rounds. Once used, cross off sheet.
Light of Redemption Whenever received more than one Will save to overcome enchantment (compulsion) effect, gain +1 bonus on the extra Will save against the effect. You can cross off to reduce Prestige Point cost of atonement spell by 2.
Mendevian Commendation Received medal for service to Fifth Crusade and Mendev. +1 bonus on charisma based skill and ability checks to influence crusaders of Mendev (max +3).
Smine's Best Apply to any one weapon made primarily out of metal when you purchase it. Alternatively, spend 2 PP to apply to pre-existing weapon. When wielding weapon, you gain +1 on performance combat checks as well as +1 on Intimidate checks against creatures proficient with that weapon. In addition, increase weapon's hp by 5.
Gift of the Ghaele Use one of following as spell-like ability once, using character level as caster level. After using boon, cross of chronicle sheet. Continual Flame, Dispel Magic, Lesser Globe of Invulnerability, Restoration
Djinni's Admiration You have won the admiration of the captive djinni Jairo. He may be able to repay your kindness in the future.
Force of Good As free action when casting a spell with the good descriptor that deals damage, you can cross off this boon to increase the spell's caster level by 2; however, half of the damage dealt to creatures other than undead and outsiders with the evil subtype is nonlethal damage. Alternatively, may cross off CS to grant a weapon you wield the holy weapon enhancement for 3 rnds, but half of all the weapon's damage dealt to creatures other undead and evil outsiders for 3 rnds is nonlethal damage.
Gnoll tactics So long as you possess this boon, all your PFS characters have accessto the following feats and archetypes from Monster Codex: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.
Martyr’s Shard 2: If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute.
Future Martyr’s Shard boons may unlock additional benefits.
Triumph Over Scales: You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.
Available for purchase:
Lesser Pugwampi Braid (300gp) Immediate action, unravel the braid (which destroys it) to force a target within 5' to roll twice and take a d20 roll. This is mind-affecting effect that does not work on humanoids with gnoll subtype, animals or gremlins. A creature under the effect of a luck bonus is immune to this effect.
Avenging dagger (120,604 gp); functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).
Resources of Redemption: For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame score as 2 higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, flaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination.
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6. RPG Item: Remarkable Races: Muse [Average Rating:0.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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Pethwen Linasar (74677-6)
Aasimar (Musetouched) Cleric (Evangelist) 6
Favoured Class Cleric
CG Medium Female Humanoid 23yo (Aasimar)
Faction: Liberty's Edge
Deity: Ketyphys
XP: 15, Fame: 30, PP: 26
Init +5; Senses Perception +5
Darkvision

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Description
--------------------
Pethwen was born the child of an elven mother and an absent human father. At her birth, music seemed to ring out in the room. Her mother knew she was special, touched with Celestial, azata blood. She is possessed with an unearthly beauty, with diamond-like eyes, hair that turns silver in moonlight and a shadow that is possessed of angel-like wings. Her most remarkable feature, however, is her beautiful voice. When she speaks it is like music, and cannot help but bring joy and courage to those that hear her words. Despite being the pride and joy of her mother, she was shunned by most of her elven kin.

Ever since her youth she had a gift with the bow. She developed a special affinity with hunting, which soon became her favourite pastime and passion. In her adult life this lead her to embrace the elvish side of her heritage even more, becoming a devout follower and evangelist for the elvish god of the hunt, Ketephys.

A free spirit, always joyful and carefree, Pethwen could not stay settled for long. Feeling the need to travel she took to the road as soon as she could, proclaiming to all that would listen the joy of life, of freedom and the thrill of the hunt.

With her beautiful features and voice she brings joy and happiness wherever she goes, but never stays in one place too long. She remains committed to ferreting out evil and corruption in the many places she visits and in the many people she meets, always joyfully, always willingly, with a song in her heart and her voice.

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Defense
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AC 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 Deflect, Natural Armor)
hp 39
Fort +6, Ref +7, Will +8
Concentration Check Bonus +8
Resistances Acid 5, Cold 5, Electricity 5
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Offense
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Speed 30 ft.
Melee
Masterwork Morningstar +7 (1d8+2/20/x2)
Ranged Masterwork Composite Longbow(+1) +9(+10 -30ft) (1d8+3 (+4 -30ft)/20/x3) 110ft
Spells
0-known all/prep 4 (Detect Magic, Enhanced Diplomacy, Guidance, Read Magic)
1-known all/prep 4+1 (Abundant Ammunition, Bless, Sanctuary, *Empty Slot* + Calm animals)
2-known all/prep 4+1 (Protection from Evil(Communal), Silence, Weapon of Awe, *Empty Slot* + Feather Fall)
3-known all/prep 2+1 Prayer, *Empty Slot* + Fly
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Statistics
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Str 14, Dex 19, Con 10, Int 10, Wis 14, Cha 16
Base Atk +4; CMB 6; CMD 21
Feats
Point Blank Shot:+1 attack and damage rolls with ranged weapons at ranges of up to 30ft.
Precise Shot: Shoot or throw ranged weapons at opponent engaged in melee without -4 penalty to attack.
Deadly Aim: –1 penalty on all ranged attack rolls to gain +2 bonus on all ranged damage rolls. When BAB reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Traits
Beacon of Faith: Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.
Reactionary: +2 INIT
Skills Acrobatics +4, Appraise +0, Bluff +3, Climb +2, Craft (alchemy, armor,bows,trapmaking ,weapons) +0, Diplomacy +14, Disguise +3, Escape Artist +4, Fly +5, Heal +2, Intimidate +3, Knowledge (Religion, History) +4, Perform (act) +3, Perform (oratory) +8, Perception +5, Ride +4, Sense Motive +6, Stealth +4, Survival +2, Swim +2
Languages Common, Celestial
Combat Gear Masterwork Morningstar, Masterwork Composite Longbow (STR 2)+1, Arrows-normal (27), Arrows-blunt (19), Arrows-cold iron (13), Arrows-silver (20), Arrows-thistle (10), Mithril chain shirt +1, Wand of CLW in spring-loaded wrist sheath (48) Other Gear Wand of Prot. from Evil (50), Wand of Bless (50), Amulet of Natural Armor, Antiplague, antitoxin, masterwork backpack, belt pouch, Belt of Incredible Dexterity +2, candles (10), chalk (10), cheap holy text, cloak of resistance (+1), earplugs, holy symbol tattoo, ink, inkpen, oil of bless weapon, outfit (traveller's), paper (5), pearl of power (Lvl 1), scroll of comprehend languages (2), scroll of lesser restoration, scroll of abundant ammunition (2), scroll of protection from evil (2), ring of protection +1, smelling salts, smoked goggles, spell component pouch, vermin repellent, weapon cord, spring-loaded wrist sheath (2), 2368gp 5sp 7cp
--------------------
Special Abilities
--------------------
Evangelist Weapons and armor An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.
Aasimar Resistances Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision You can see in the dark up to 60ft.
Angelic Heritage - Azata-blooded (Musetouched) The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals. A musetouched can use glitterdust once per day as a caster of his class levels. Musetouched have a +2 racial bonus on diplomacy and perform checks.
Aura of Chaotic Good A cleric of Ketephys radiates a powerful aura of Chaotic Good.
Channel Energy : Channel positive energy to either heal the living or harm undead for 2d6 (DC16 half). Affects 30' radius from you. Standard action. 6/day. Does not provoke AoO.
Domain Powers The cleric's chosen domain of animal (feather) grants domain powers.
Eyes of the Hawk: You gain a +2 racial bonus on Perception. In addition if you can act during a surprise round you gain a +2 racial bonus on your INIT check.
Forbidden Spell Alignment Spell with evil descriptor are forbidded by your alignment and your deity's alignment. Spells with the lawful descriptor are forbidden by tour alignment and your deity's alignment.
Sermonic Performance An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill.
Shee can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a performance is a standard action, but it can be maintained each round as a free action. Changing a performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A performance cannot be disrupted, but it ends immediately if the cleric is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A cleric cannot have more than one bardic performance in effect at one time.
However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.
17/17 remaining
Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. (2)
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Countersong: Counter magical effects that depend on sound within 30ft. Creatures use the cleric's perform (oratory) check result in place of its saving throw each round countersong is active.
Inspire Courage: +2 morale bonus on saves vs charm and fear and +2 morale bonus on attack and weapon damage rolls to allies who can hear. Mind-affecting.
Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.
Evangelist Public Speaker An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).
Cleric Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. An evangelist can spontaneously cast the spells listed by sacrificing a prepared spell of the noted level or above. 1st: Command
2nd: Enthrall
3rd: Tongues
Spells
0-known all/prep 4
1-known all/prep 4+1
2-known all/prep 3+1
3-known all/prep 1+1

Boons
The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favourable connections with House Cartahegn at a 10% discount.
Honorary Ambassador When you fail a Diplomacy check by 7 or more when attempting to improve a creature's attitude, its attitude only decreases by one step.
Corruption Uncovered Once per scenario before you make a sense motive check you may add +2 to the check.
Mendevian Commendation: For every Mendevian Commendation you have, you gain cumulative +1 bonus on Charisma based skill and ability checks made to influece crusaders of Mendev (max +3).
Budding Friendship If you would earn no PP at end of adventure that included one or more encounters in Absalom, cross off boon and earn 1 PP instead.
Liberty Never Rests Cross off boon before rolling Initiative to roll twice and take better result.
Enlightened Ambassador As a move action you enter a mediative trance. Lasts for 1 hour and can end (no action) at any point to gain one of following benefits: gain +4 insight bonus on saving throw against mind-affecting effect, increase speed by 10' for 1 round, or ignore concealment when making attacks for 1 round. When trance ends cross off CS.
Tar Kuata Initiate When using retraining rules you treat all classes as though they had retraining synergy with monk class. Those that already have retraining synergy with monk class instead reduce number of days required to retrain any class level into monk level by 1. Monk retraining a monk class archetype also reduces time spent by 1 day for every alternate class feature gained or lost.
Elemental Conquest (Water)+1 insight bonus on saving throws vs. spell/spell-like/effects of creatures with water subtype and spells with cold or water descriptor. While adventuring in plane of water, gain +1 insight bonus on all saving throws. As swift action, check box that precedes this boon to get +5 competence bonus on Swim checks and the ability to breathe underwater for 1 minute.
Ranginori's Debt Standard action, check 1 box. Any spell-like ability use character level as your caster level. Any level: recall a spell slot or prepared spell you already cast that day. Spell is prepared again or slot is available for use again as if not used. 5-8: Can cast cat's grace, cure moderate wounds, lesser restoration or shocking grasp, cure serious wounds, fly and lightning bolt.
Eliza's Insight: Cross off to roll twice and take the higher result on a skill check to notice or decipher a clue as part of an investigation.
The Real Lofton's Aid: If sent to jail or otherwise imprisoned, cross boon off to negate the typical cost in PP or gold in securing release.


Fara
Hawk 3
Neutral Female Tiny
Init +2; Senses Lowlight Vision, Perception +9
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+1 Natural Armor, +2 Dex, +1 Size)
hp 16
Fort +4, Ref +5, Will +3

--------------------
Offense
--------------------
Speed 10 ft. land, 80ft fly
Melee Bite +5 (1d4/20/x2) and 2 talons +5(1d4/20/x2)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB 1; CMD 13
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +2, Climb +0, Escape Artist +2, Fly +6, Intimidate -2, Perception +9, Stealth +6, Survival +2, Swim +0
Combat Gear ; Other Gear
--------------------
Special Abilities
--------------------
Low-light vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision.
Link: Cleric gets +4 bonus on Wild Empathy checks and Handle Animal checks on this companion.
Share Spells Can cast target 'you' spells on this animal regardless of whether they can normally affect animal types.
Tricks
Aid Use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able.
Attack (x2) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally an animal will attack only humanoids, monstrous humanoids, giants or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and abberrations) counts as two tricks.
Bombard A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.
Deliver The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)
Entertain The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their animals to perform this trick while they pickpocket viewers or sneak about unnoticed.
Fetch he animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Chalice Champion: At start of chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks made to make progress in the chase or pursuit. Last duration of that chase or pursuit only. Cross off when used.
Infused Extracts" As standard action that provokes AoO, gain one of the following benefits. Check box indicating extract has been expended. Abilities affecting potions affect this boon, although those affecting consumed potions do not. []CLW, []CMW, []Resist Energy, []Shield
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7. RPG Item: Path of Rage [Average Rating:7.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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"Trade Prince" Boftil Badamber (74677-7)
Dwarf Barbarian (Urban Barbarian/Invulnerable Rager) 6
Favoured Class Barbarian
N Medium Male Humanoid 44yo (Dwarf)
Faction: The Exchange
XP: 16 Fame: 32 PP: 23
Init +2; Senses Perception +11 (+13 if in stonework) Darkvision

--------------------
Description
--------------------
Tracing his lineage back to the great heroes of Tar Taargadth, Boftil was a proud warrior for his clan in the Five Kings Mountains. One of the strongest and bravest of the clan, he was sent on a quest with a small group of his fellow warriors to dispose of a raiding party of goblins.

The mission was all going well until Boftil cornered one of the goblins, a nasty cleric of Zarongel, who begged for his mercy. Boftil, in a moment of mercy held back from the killing blow. His hesitation gave the cleric time to prepare a spell, incapacitating Boftil, who was forced to watch as the cleric proceeded to raise the dead and turn the tide of the battle. His fellows were all slain in front of his eyes before he passed out, but Boftil was left for dead.

Overcome with shame and guilt, Boftil has not returned to his homeland since, taking up residence in the seedier areas of Absalom. He has vowed never to let mercy enter his heart again, embracing his rage and ruthlessness. When he is not in the taverns drinking gallons of ale, he works as a hired mercenary and enforcer, most recently taking up with the Sczarni faction and joining the ranks of the Pathfinders. Will his journey lead to redemption or further down the path of brutality and regret?
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 Deflect, +1 Natural Armor) (+4 vs. giants)
DR[/] 3/- (6/- non-lethal)
hp 71 (6d12 + 18CON + 6FC)
Fort +9, Ref +5, Will +5 (+12 spell/spell-like, +12 poison, +11 disease, +7 supernatural)
Fire Resist 2
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Offense
--------------------
Speed 20 ft.
Melee
Masterwork Cold Iron Greatsword 'Sorrow' +11/6 (2d6+6/19-20/x2)
Masterwork Cold Iron Dwarven Longhammer +1 'Regret' +11/6 (2d6+7/20/x3) 10ft
Ranged Masterwork Composite Longbow 'Misery' +9/4 (1d8+3/20/x3) 100ft
NB: +1 confirm crit, +1 attack vs. orcs and goblins
--------------------
Statistics
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Str 19, Dex 14, Con 16, Int 8, Wis 14, Cha 8
Base Atk +6; CMB 10; CMD 23(26 vs. Bull Rush, Trip)
Feats
Power Attack: -2 to melee attack rolls for +4 melee damage (+6 for 2HD).
Combat Reflexes: You make 2 (DEX mod) additional AoO per round. You may also make AoO while flat-footed
Steel Soul: +4 Racial bonus saves vs. spell/spell-like abilities. Replaces normal Hardy trait.
Traits
Glory of Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Ruthless: You gain a +1 trait bonus on attack rolls to confirm critical hits.
Skills Acrobatics +6 (Jump +2), Appraise -1 (precious metals/gems +1), Bluff -1, Climb +4, Craft (alchemy, armor,bows,trapmaking ,weapons) -1, Diplomacy -1, Disguise -1, Escape Artist +2, Heal +2, Intimidate +8 (+10 crowds), Knowledge (Local, Nobility) +3, Perception +11(Unusual Stonework +13), Profession (Merchant) +6, Ride +2, Sense Motive +2, Stealth +2, Survival +2, Swim +8
Languages Common, Dwarven
Combat Gear Masterwork Cold Iron Greatsword, Masterwork Cold Iron Dwarven Longhammer +1, Masterwork Composite Longbow, Arrow normal (11), Cold Iron arrows (20) Other Gear Wand of CLW (38), Amulet of Natural Armor, Belt of Giant Strength (+2), Cloak of Resistance +1, Ring of Protection +1, Potion of CLW in spring-loaded wrist sheath, Oil of Bless Weapon in spring-loaded wrist sheath, Outfit, traveller's, Masterwork Mithral Chain Shirt, Antitoxin, Antiplague, Backpack, Belt Pouch, blanket, earplugs, flint and steel, iron pot, rope, smoked goggles, smelling salts, soap, torches (10), trail rations (5 days), vermin repellent, waterskin, Wrist sheath (spring-loaded)x2, 3975gp 9sp 7cp
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Special Abilities
--------------------
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Darkvision You can see in the dark up to 60ft.
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Controlled Rage Apply a +4 morale bonus to his Strength, Dexterity, or Constitution. This bonus increases to +6 when he gains greater rage and +8 when he gains mighty rage. Apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. Gain no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. Rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase this. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.
0/17 rounds used
Crowd Control At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, his movement is not impeded by crowds, and he gains a bonus equal to 1/2 his barbarian level on Intimidate checks to influence crowds. (+2)
Invulnerability DR 2/. This damage reduction is doubled against non-lethal damage.
Extreme Endurance (hot) Inured to hot climates as if endure elements.
Rage Powers
Superstition You gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Witch Hunter +2 bonus on damage rolls against creatures possessing spells or spell-like abilities
Spell Sunder 1/rage can attempt sunder against ongoing spell effect with CMB check. If not on creature, CMB v CMD 15+effect's caster level. If against effect on creature CMB v creature CMD+5. Ignore miss change caused by spell or spell-like ability. If success suppress the effect for 1 round, or 2 if exceed by 5 to 9. If by 10 or more, effect is dispelled.
Boons
Debt of Cyphers: For rescuing Gurukaza from pirates. While in Riddleport you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making your check. In addition the Order of the Cypher's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.
Riddleport Respect: Defeating Alejia Netrav. You have earned the respect of the criminals and thugs in Riddleport. +2 bonus on Intimidate checks in Riddleport.
You Rescued the Minotaur Prince: You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.
Forewarned is Forearmed: Gain +1 dodge bonus to AC against attacks made with weapons that have the performance quality.
Smine's Best: You may apply this boon to any weapon made out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing weapon that the VC modifies for you When you choose the weapon, record its type below. While wielding that weapon, you gain +1 bonus on performance combat checks as well as +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition increase the weapon's hit point total by 5. - Greatsword
Overcoming Your Fear When making saving throw vs. fear effect, you may roll twice and take better result. You must declare before making roll. When used cross off chronicle sheet.
Mendevian Weapon Training When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item. Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.
Keleshite Patron You treat the Trade Prince vanity as though it had no Fame requirement. In addition you treat the PP cost of business vanities as though they were 1 less (min 1).
No Stranger to the City Gain +2 Know (local) checks re: Kaer Maga, can make such checks even if untrained. You may cross boon off to reroll a single bluff, diplomacy or intimidate check made to influence a citizen of Kaer Maga.
Trade Prince You gain the honorific title of “trade prince” or “trade princess,” and become specialized in Appraise.
Gloomspire Explorer While adventuring in Gloomspires, +2 Perception checks made to find hidden objects such as traps, treasure and secret doors. If you check the box on this boon, gain benefits for duration of one scenario set anywhere other than Gloomspires.
Mythic LegacyWhen activate this ability as a free actin, choose one feat you have. For one round (or as long as takes to complete a skill check), gain benefits of mythic version of that feat as if expended one mythic power. Cross off CS.
Mwangi Exports Cross off CS when purchasing an item found on one of your CS to reduce cost by 10%. If you use boon with another ability that allows you to reduce cost, the two stack to a maximum of 15%.
Righteous Redemption Between adventures or while in Lastwall, you can check the box to requisition one of the following; a satchel containing six flasks of holy water and an oil of bless weapon; two scroll of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and a week of feed; a masterwork longsword; or a masterwork lance. Resale 0gp.
Worthy Foe Swift action: check box 3/3 to gain one of two benefits against undead creatures or dragons and humanoids with the reptilian subtype. First, +2 bonus on attack and damage rolls against the creatures. Alternatively, you can gain +2 bonus on caster level checks to overcome those creatures' spell resistance, increase the save DC of your spells and abilities against them, and gain +2 bonus on saving throws against those creatures spell and abilities. Either benefit last until the beginning of your next turn.
New Recruit (J. Dacilane): You can direct J. to cast a spell from the spiritualist list as a standard action. Spell's level can be 1/3 of your character level. J's CL is equal to your character level -3 and her WIS is 17. She is considered to be in your square for determining origin of spell. Cross off when used.
Haunt Siphon (400gp): See CS. Not yet purchased.
Master of Trade: You can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
Legend of Urglin: +2 Charisma based skill checks against orcs in Varisia or any country that directly borders it.
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8. RPG Item: Snake [Average Rating:0.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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Desini Inganni (74677-8)
Human Sorcerer - Serpentine Bloodline (Tattoed Sorcerer) 6
Favoured Class Sorcerer
N Medium Female Age 19 Humanoid (Human)
Faction: Dark Archives
Deity: Nalinivati
XP: 15 Fame: 25 PP: 16
Init +8; Senses Perception +6/+8 (if familiar within arm's reach)

-------------------
Description
--------------------
Born to Varisian parents, enslaved in Cheliax due to banditry, Desini was clearly different from birth, with green snake-like eyes and a forked serpent-like tongue. She was soon taken from her slave parents to an orphanage run by diabolist nuns who regularly held court with pit fiends and lesser demons. Here she began to learn the ways of manipulation and deceit.

During her time in the orphanage it became clear she was special, with the blood of the ancient serpents running through her veins, manifesting not just in her physical peculiarities, but in the form of magical powers which she is now just learning to control and exploit.

Coming of age she has set out into the world to explore and widen her powers. Outwardly she remains loyal to Cheliax but this is more out of convenience and an affinity with their ways of seduction and torture than a deep rooted faith in Asmodeus and his laws. Secretly she has begun to explore the serpent cults of Nalinivati in an attempt to get closer to her ancient heritage.

She has also adopted the culture of her parents, who died long ago in the bondage of slavery, utilising the tattoos of Varisia as a way of channelling and enhancing her powers. One such tattoo wraps around her arm is in the form of a snake, her familiar Sevestra. Permanently bound to her skin, she is capable of coming to life in a physical form.

Desini displays an extremely charismatic nature, with beguiling, almost hypnotic charms. An expert at deceit, lies and half-truths slip off her serpent-like tongue with a sibilant grace


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Defense
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AC 16 (Mage Armor 18), touch 13, flat-footed 14 (+1 armor, +1 sheild, +2 Dex, +1 Deflect, +1 Natural Armor)
hp 35
Fort +3, Ref +5, Will +6
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Offense
--------------------
Speed 30 ft.
Melee MW Cold iron dagger +2 (1d4-2/19-20/x2)
Ranged MW Crossbow, Light +6 (1d8/19-20/x2) 80ft and Dagger +5 (1d4-2/20/x2) 10ft
Spells
0-unlimited (Acid Splash, Daze, Detect Magic, Detect Poison, Light, Open/Close, Prestidigitation)
1-8 of 8/day (Charm Person, Color Spray, Grease, Protection from Evil, Mage Armor, Magic Missile, Vanish, Hypnotism (Bloodline))
2-7 of 7/day (Glitterdust, Hideous Laughter, Invisibility,Delay Poison (Bloodline))
3-4 or 4/day (Haste)
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 10, Int 12, Wis 10, Cha 23
Base Atk +3; CMB 1; CMD 14
Feats Improved Initiative, Toughness, Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Traits
Fiendish Presence: +1 Diplomacy and Sense Motive
Reactionary +2 INIT
Skills Acrobatics +2, Appraise +1, Bluff +17 Climb -2, Craft (alchemy, armor,bows,trapmaking ,weapons) +1, Diplomacy +13, Disguise +6, Escape Artist +2, Fly +6, Heal +0, Intimidate +13, , Knowledge (arcana) +6 (+8 Darklands), Perception +6, Perform (Act) +6, Ride +2, Sense Motive +5/+7 if familiar within arm's reach (+9 Darklands creatures), Spellcraft +5, Stealth +2, Survival +0, Swim -2, Use Magic Device +10
Languages Common, Chelaxian
Combat Gear Cold iron dagger on weapon cord in spring load weapon sheath (right hand); Acid flask, MW Crossbow Light (18), Masterwork Silken Ceremonial Armor, Masterwork Mithril Buckler, Cloak of Resistance +1, Other Gear Acid Flask, Amulet of Natural Armor +1, Antiplague, Antitoxin, Beltpouch, Chalk (10), Earplugs, Handy Haversack, Headband of Alluring Charisma +2, Holy Water (3), Inkpen, Masterwork backpack, inkpen, Potion of CLW (2)- 1 in wrist sheath, Ring of Protection +1, Scroll of Air Bubble, Scroll of Comprehend Languages, Scroll of Delay Poison, Scroll of Lesser Restoration, Scroll of Protection from Evil, Smelling salts, Smoked goggles, Soap, Spell component pouch, traveller's outfit, Vermin repellent, Wand of Mage Armor (44), Wand of Infernal Healing (44)in spring loaded wrist sheath, 6004gp, 7sp, 6cp
--------------------
Special Abilities
--------------------
Bloodline Arcana (Serpentine) Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Bloodline Tattoo Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.
Familiar Tattoo A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Greater Spell Focus DC+2 on enchantment.
Varisian Tattoo (Enchantment) At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances. +1 caster level for spells of this school.
Spell-like ability: Daze 3/day
Weapons and Armor Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Serpentfriend (Ex): You can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures).
Boons/Vanities
Gift of the Ghaele: You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your CS. You may cast aid, detect thoughts, lesser restoration or see invisibility.
Kayle's Blessing: You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times. 3 left.
Mendevian Commendation: For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Using their Strength Against Them: As a standard action in combat against a demon or Mendevian Crusader, you may use the cavalier's tactician class feature, though it lasts for a number of rounds equal to 1 plus your Intelligence or Charisma modifier (minimum 1 round). The teamwork feat you grant must be chosen from the following: Coordinated Defense, Escape Route, Paired Opportunist, or Precise Strike. After you sue this boon, cross it off your Chronicle Sheet.
Caravan: You own a controlling share in a caravan that makes regular trips through the Inner Sea region. If you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan’s success, you can use Bluff to make Day Job rolls.
Secrets of the Grave: When fail a saving throw against necromancy spell or supernatural or spell-like ability of undead creature, you may retroactively add +2 to result. If this would succeed you save. Alternatively may increase caster level by 2 when casting necromancy spell. When use either cross boon off CS.
Borderland Keep: Cost 15pp. Increase no. of followers you can retain by 1. May forego Day Job to manage fort's operations. If so recover 1 PP but don't increase Fame. Cannot go above Fame.
Kassen's Bane: You may add 1d6 to single d20 roll before you know the result. Alternatively, spellcaster may recall any one spell or spell slot expended that round. Finally, boon may be used to automatically stabilise if at negagtive hp and dying. Once any of these 3 abilities is used, cross the boon off the CS.
Darkland's Study: +2 bonus on Sense Motive checks against humanoids native to the Darklands, such as drow, derro and duergar. In addtion, +2 bonus on Kn checks to identify and learn about such creatures.
Upstanding Archivist: Cross this boon off CS when purchasing one of the items below for 75% off.

Sevestra
Viper 6
Neutral Female Tiny
Init +3; Senses Perception +14
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+4 natural armour, +3 Dex, +2 size)
hp 175
Fort +1, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 20 ft. land, climb, swim
Melee Bite +8 (1d2-3/20/x2) Poison (bite): Save Fort DC12, freq 1/round for 6 rnds; effect 1d2 Con
--------------------
Statistics
--------------------
Str 4, Dex 17, Con 8, Int 7, Wis 13, Cha 2
Base Atk +3; CMB 4; CMD 11
Feats Weapon Finesse
Skills Acrobatics +3, Climb +15, Fly +7, Perception +14, Sense Motive +1, Stealth +19, Swim +11
Combat Gear ; Other Gear
--------------------
Special Abilities
--------------------
Low-light vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility
Alertness When a familiar is within arm's reach, the master gains the alertness feat
Improved evasion When subjected to an attack that allows a reflex saving throw for half damage, a familiar takes no damage if it makes a succesful saving throw and only half damage if the saving throw fails.
Share spells Witch may cast a spell with a target of 'you' on this familiar. Witch may cast spells on this familiar even if the spells normally do not affect familiar type.
Emphatic link The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Becauses of the the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Deliver Touch Spell Can deliver touch spell. If familiar in contact when mistress cast spell she can designate familiar to deliver.
Master bonus The master of a Viper familiar gains a +3 bonus on Bluff checks.
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9. RPG Item: Pirates and Plunder [Average Rating:4.88 Overall Rank:7731]
John Morgan
Australia
North Parramatta
NSW
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Capt. Nelenna 'Red Waves' Morgan (74677-9)
Human Gunslinger (Pistolero) 3
CN Medium Female Humanoid 20yo (Human)
Region: The Shackles
Faction: Grand Lodge
XP: 6 Fame: 12 PP: 10
Init +4; Senses Perception +9

--------------------
Description
--------------------

TO COME

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Defense
--------------------
AC 20, touch 14, flat-footed 15 (+4 armor, +1 shield, +4 Dex, +1 Dodge)
hp 28 (3d10 +3 CON +3 FC)
Fort +4, Ref +7, Will +4
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Offense
--------------------
Speed 30 ft.
Melee Rapier +4 (1d6/18-20/x2)
Ranged Pistol +7 (1d8/20/x4) 20ft -Misfire 1(5ft)
----------Longbow +7 (1d8/20/x3) 100ft
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 8, Wis 16, Cha 10
Base Atk +3; CMB 3; CMD 18
Feats
Gunsmithing If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Point Blank Shot +1 attack and damage with range weapons upto 30ft.
Rapid Reload Move action to reload that normally take full round. Free action if normally move action.
Traits
Killer: Deal additional damage equal to crit hit modifier when scoring a critical hit. Added to final total but not multiplied by ultiplier.
World Traveller: +1 Diplomacy and its a class skill.
Skills Acrobatics +10, Appraise -1, Bluff +0, Climb +0, Craft (alchemy) +3, Craft(armor,bows,trapmaking ,weapons) -1, Diplomacy +5, Disguise +0, Escape Artist +4, Heal +3, Intimidate +0, Knowledge (Local) +3, Linguistics -1 (+1 writing or code), Perception +9, Perform (act) +0, Profession (Sailor) +7, Ride +4, Sense Motive +3, Stealth +3, Survival +7, Swim +4
Languages Common
Combat Gear ; Pistol, Masterwork Rapier, Bullets (10), Paper Cartridge (7), Cold Iron Paper Cartridges (10), Silver Paper Cartridges (10), Longbow, Arrows (20), Powder Horn with Black Powder (25), Masterwork Mithril Chain Shirt, Masterwork Buckler Other Gear Outfit, adventurer, Masterwork Backpack, Antiplague, Antitoxin, Smoked goggles, Belt Pouch, Earplugs, Gunsmith's Kit, Potion of CLW in Spring-loaded Wrist Sheath, Vermin Repellent, Potion of Protection from Evil, Wand of CLW (50) 823gp 9sp 7cp
--------------------
Special Abilities
--------------------
Weapon and armor proficiency All simple and martial weapons and firearms. Proficient with all light armor.
Grit Spend grit to accomplish deeds. Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.
Start with 3/day.
Deeds
Quick Clear Standard action, remove the broken condition from a single firearm as long at that condition was gained by a firearm misfire. You must have at least 1 grit point to perform this deed. Or spend 1 grit point to perform as a move action instead of a standard action.
Gunslinger's Dodge The gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Up Close and Personal When hit target with pistol not making a scatter shot, spend 1 grit to deal 1d6 extra damage on a hit. If misses attack, graze the target for half extra damage anyway. Spend grit before make attack roll. Not multiplied if critical hit. Stacks with other types of precision damage.
Pistol-Whip (Ex): Make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex): If the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Nimble +1 dodge bonus to AC while wearing light or no armour.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.


Boons
Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.
Codebreaker: +2 bonus on Linguistics checks made to decipher writing or understand a code, and you may use Linguistics in this way even if untrained.
Average Snow Bloom: When given as gift to native of Land of Linnorn Kings with starting attitude of indiferent of better, rare flower grants +1 circumstance bonus on one Bluff or Diplomacy check against them. Alternatively, when shown to a native of Irrisen grants a +1 circumstance bonus on Intimidate checks mage against the target.
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10. RPG Item: No Bones About It [Average Rating:0.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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Morsha (74677-10)
Human Shaman (Bones) 2
Favoured Class Shaman
N Medium Male Age 39 Humanoid (Human)
Faction: Dark Archives
XP: 5 Fame: 8 PP: 6
Init: +3; Senses: Perception +4/+6 (if familiar within arm's reach)

--------------------
Description
--------------------

TO COME

--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 25 (2d8 +4 CON +2 FC +3 Feat +3 Familiar)
Fort +3, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork CI Longspear +3(1d8+1/20/x3) reach
------------ Silver Dagger +2(1d4/19-20/x2)
------------ Club +2 (1d6+1/x2)
Ranged Masterwork Crossbow, Light +3 (1d8/19-20/x2) 80ft and Dagger +2 (1d4+1/20/x2) 10ft
Spells:
0- Detect Magic, Guidance, Read Magic, Touch of Fatigue
1- Bane, Doom, Cause Fear, Touch of Blindness
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 14, Int 9, Wis 17, Cha 14
Base Atk +1; CMB 1; CMD 13
Feats Toughness, Spell Focus (Necromancy)
Traits Inured to Death: +2 to saves vs Death effects, Reactionary +2 INIT
Skills Acrobatics -2, Appraise -1, Bluff +2 Climb -3, Craft (alchemy) +3, Craft (armor,bows,trapmaking ,weapons) -1, Diplomacy +7, Disguise +2, Escape Artist -2, Heal +3, Intimidate +2, , Knowledge (nature, planes religion) +3, Perception +4/+6, Perform (Act) +2, Ride -2, Sense Motive +3/+5 if familiar within arm's reach, Spellcraft +3, Stealth -2, Survival +3, Swim -2
Languages Common
Combat Gear Masterwork Cold Iron Longspear, Club, Silver Dagger (in spring-loaded wrist sheath), Masterwork Light Crossbow, Bolts-Normal (18), Bolts - Cold Iron (20), Masterwork Breastplate Other Gear Antitoxin, Antiplague, Backpack, Belt pouch, Cloak of Resistance +1, Earplugs, Familiar Satchel, Chalk(10), Outfit (traveller's), Rope, Smelling Salts, Smoked Goggles, Vermin repellent, Wayfinder, Wand of CLW (48) in Spring Loaded Wrist Sheath, Weapon Cord 299gp 2sp 7cp
--------------------
Special Abilities
--------------------
Spirit familiar Toad (see stats below). +3 hit points.
Spirit Bones. Cadaverously thin. Sunken eye sockets with eyes that stare off into the distance. Bodies have faint smell of the grave. When use special ability a strange ghostly wind seems to whip their hair and their clothes about and their unpleasant stench becomes more prominent.
Proficiencies Proficient with simple weapons. Proficient with light and medium armor.
Touch of the grave Standard action, make a melee touch attack. Deals 1d4+1 for every two shaman levels. Can instead touch an undead creature to heal same amount of damage. Use 3+CHA mod/day.
Hex Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier
Evil Eye (Su): Foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.

Boons
Confirmed Field Agent Receive Wayfinder for free. Reduce the Prestige Point cost of any wayfinder enhancement vanities to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate Free or immediate action, you may consider whether a particular action you name would help realise the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting secondary success condition), negative (opposes the secondary success condition) or negligible (neither contributes or opposes the secondary success condition) otherwise GM may respond in five words or less. Once you use this boon cross it off the chronicle sheet.
Friend of Janira Gavix Grant a +1 bonus on Knowledge Checks attempted while you are in the Grand Lodge.
House Thrune's Favour +3 circumstance bonus on Diplomacy checks to influence high standing members of House Thrune, members of the Chelish government, or a Hellknight order in good standing.
River Kingdom Notoriety Opportunity to claim Land Rush. Hex A.
Goblin Bane +2 bonus on Intimidate checks against humanoids with goblinoid subtype.

Vaba
Toad 2
Neutral Male Tiny Outsider (native)
Init +1; Senses Perception +9
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Defense
--------------------
AC 16, touch 15, flat-footed 15 (+1 nat armour, +1 Dex, +4 size)
hp 12
Fort +0, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 5 ft.
Melee
--------------------
Statistics
--------------------
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +1; CMB -1; CMD 4
Feats Skill Focus (Perception)
Skills Acrobatics +1, Climb +1, Fly +1, Intimidate +1, Perception +9, Sense Motive +2, Stealth +21, Swim +1
Combat Gear ; Other Gear
--------------------
Special Abilities
--------------------
Bones Spirit Familiar Gives off a ghostly glow and seems nearly transparent. Under the constant effects of a blur spell with a caster level equal to shaman's caster level.
Alertness When a familiar is within arm's reach, the master gains the alertness feat
Improved evasion When subjected to an attack that allows a reflex saving throw for half damage, a familiar takes no damage if it makes a succesful saving throw and only half damage if the saving throw fails.
Share spells Witch may cast a spell with a target of 'you' on this familiar. Witch may cast spells on this familiar even if the spells normally do not affect familiar type.
Emphatic link The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Becauses of the the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Master bonus The master of a toad familiar gains a +3 hp.
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11. RPG Item: Races of Stone [Average Rating:6.82 Overall Rank:1666]
John Morgan
Australia
North Parramatta
NSW
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Hildan (74677-11)
Oread Monk (Student of the Stone/Maneuver Master/Qinggong ) 3
Favoured Class Monk
LN Medium Male Age 22 Outsider (Native)
Faction: Liberty's Edge
XP: 7 Fame: 14 PP: 10
Init: +2; Senses: Perception +9, Darkvision 60ft

-------------------
Description
--------------------

TO COME

--------------------
Defense
--------------------
AC 18 (22 Mage Armor), touch 17, flat-footed 15 (+2 Dex, +1 Dodge, +3 Misc, +1 Natural, +1 Deflect)
hp 24 (3d8 +3 CON + 3FC)
Fort +4, Ref +5, Will +6 (+1 mind-affecting)
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Unarmed Strike +6 (1d6+4/20/x2)
Manuevre +7(+5/+5)
-Grapple +9 (+7/+7)
-Trip +9 (+7/+7)
Silver Kama +6 (1d6+3/20/x2) S, trip
Cold Iron Nunchaku +6 (1d6+4/20/x2) B, disarm
Silver Siangham +6 (1d6+4/20/x2) P
Sai (x2) +4 (1d4+4/20/x2) B, sunder +2
Ranged
Light Crossbow +4 (1d8/19-20/x2)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 12, Int 10, Wis 16, Cha 5
Base Atk +2; CMB 7; CMD 23
Feats
Improved Grapple Don't provoke an AoO when performing a grapple maneuver. +2 bonus on checks to grapple a foe or avoid a grapple.
Improved Trip Don't provoke an AoO when performing a trip manuever. +2 bonus on checks to trip or avoid a trip.
Dodge +1AC
Ki Throw On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creature.
Traits
Dangerously Curious: +1 UMD
Stoic Dignity: As long as you are conscious, you and all allies within 10 feet gain a +1 bonus on saving throws against mind-affecting effects you are not already suffering from. This is a trait bonus for you and a morale bonus for your allies.
Skills Acrobatics +8, Appraise +0, Bluff -3 Climb +8, Craft (alchemy, armor,bows,trapmaking ,weapons) +0, Diplomacy -3, Disguise -3, Escape Artist +6, Heal +3, Intimidate -3, Knowledge (History, Religion) +4, Perception +9, Perform (Act) -3, Ride +2, Sense Motive +3, Stealth +6, Survival +3, Swim +4, Use Magic Device +2
Languages Common, Terran
Combat Gear Silver Kama (on weapon cord), Sai (2), Cold Iron Nunchaku, Cold Iron Siangham, Light Crossbow, Bolts (20), Cold Iron Bolts (20) Other Gear Alchemist's Fire, Antiplague, Antitoxin, Backpack, Belt Pouch, Cloak of Resistance +1, Earplugs, Outfit (traveller's), Potion of CLW in spring loaded wrist sheath, Ring of Protection +1, Rope, Smelling Salts, Smoked Goggles, Vermin Repellent, Wayfinder, Wand of Mage Armor (48), Wand of CLW (47) 800gp, 8p, 7cp
--------------------
Special Abilities
--------------------
Granite Skin Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor.
Stone in the Blood Mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread's resistances or immunities to activate this ability). The Oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Treacherous Earth Once per day, an Oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the Oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal.
Weapon Proficiencies Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor Proficiencies Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
Flurry of Maneuvers As part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
Unarmed Strike A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. 1/day equal to monk level.
Hard as Stone Whenever an opponent rolls to confirm a critical hit against a student of stone, treat the student of stone’s AC as +4 higher than normal.
Maneuver Defense (Ex) If has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so.
Strength of Stone (Ex) Draw strength from the earth. So long as both he and his opponent are touching the ground, the student of stone gains a +1 bonus on attack rolls, damage rolls, bull rush and trip combat maneuver rolls, and to his CMD when resisting a bull rush or trip attempt.
Maneuver Training (Ex) Uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Boons
Confirmed Field Agent Receive Wayfinder for free. Reduce the Prestige Point cost of any wayfinder enhancement vanities to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate Free or immediate action, you may consider whether a particular action you name would help realise the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting secondary success condition), negative (opposes the secondary success condition) or negligible (neither contributes or opposes the secondary success condition) otherwise GM may respond in five words or less. Once you use this boon cross it off the chronicle sheet.
Friend of Janira Gavix Grant a +1 bonus on Knowledge Checks attempted while you are in the Grand Lodge.
Spider's Captor +5 bonus on Diplomacy check to influence government official within nation of Andoran. Official writ of appreciation for capturing the Spider.
[ ][ ][ ] Guardian of the Farheavens: You successfully reunited Dolok Darkfur with the last god caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boon as a standard action to afect a single bear or owlbear with a charm monster efect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level.
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12. Board Game: Fantastic Mr Fox [Average Rating:4.50 Unranked]
John Morgan
Australia
North Parramatta
NSW
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Tanto Kawaterru (74677-12)
Kitsune Swashbuckler (Flying Blade) 3
NG Medium Male Humanoid/Shapeshifter 19yo (Kitsune)
Faction: Sovereign Court
XP: 6 Fame: 12 PP: 10
Init +8; Senses Low Light Vision, Perception +6

--------------------
Description
--------------------
Tanto’s youth was spent on the road. His parents were travelling con artists, moving from town to town picking their marks, generally preying on corrupt nobles, the greedy rich or other targets deserving of their trickery. The young kitsune would often be called upon to help in the scams, performing tasks that his size or youth could assist in.

He never had many friends of his own age, generally being treated as an outsider by the kids he would meet in each town. As such, he learnt to anticipate danger quite quickly, while trying to stay out of trouble or scraps.

Eventually his parents luck ran out and they got caught in a scam by one of the local sheriffs, getting locked up for their ‘crimes’. Tanto was left on his own and fell in with a group of river pirates working out of the nearby docks. They used him to help in their raids, promising to help break out his parents from their cells if he payed off his debt in advance. It was during this time that he took up his favoured weapon, the dagger. Preferring to fight from a distance, he would practice for hours, throwing at targets with the little weapons.

Several years passed until Tanto eventually came of age and convinced his pirate ‘friends’ to live up to their work, releasing his parents who then retired from their travelling ways, leaving him with a decision to make. He then decided to join the Pathfinders and the Sovereign Court faction, using his acquired skills for good, while exploring and making his name in the world.
--------------------
Defense
--------------------
AC 19, touch 15 , flat-footed 14 (+4 Armor, +4 Dex, +1 Dodge)
hp 28 (3d10 +3 CON +3 FC)
Fort +3, Ref +8, Will +2
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Offense
--------------------
Speed 30 ft.
Melee Dagger +7 (1d4+2/19-20/x2)
-------Bite +4 (1d4+1/20/x2)
-------Club +4 (1d6+1/20/x2)
Ranged Dagger +7 (1d4+2/19-20/x2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 8, Wis 10, Cha 16
Base Atk +3; CMB 4; CMD 18
Feats
Point Blank Shot +1 attack and damage with range weapons upto 30ft.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Traits
Reactionary: +2 INIT
River Rat: +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you
Skills Acrobatics +10, Appraise -1, Bluff +8, Climb -1, Craft(alchemy, armor,bows, trapmaking ,weapons) -1, Diplomacy +8, Disguise +7 (+17 for human), Escape Artist +3, Heal +0, Intimidate +7, Knowledge (Local, Nobility) +3, Perception +6, Perform (act) +3, Profession (Sailor) +4, Ride +2, Sense Motive +0, Stealth +2, Survival +0, Swim -1
Languages Common, Sylvan
Combat Gear Dagger (6), Club; Other Gear Backpack, Chain Shirt, Cloak of Resistance +1, Earplugs, Chalk(10), Outfit (travellers), Vermin Repellent, Wrist Sheath (spring-loaded) with dagger on Weapon cord, Wand of CLW (49) 1365gp 7sp 7cp
--------------------
Special Abilities
--------------------
Agile a +2 racial bonus on Acrobatics checks.

Change Shape A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Kitsune Magic Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Spell-like ability: 3/day—dancing lights.
Natural Weapons Bite attack that deals 1d4 points of damage.
Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.
Weapon and armor proficiency proficient with simple and martial weapons, as well as light armor and bucklers.
Panache At the start of each day, gains a number of panache points equal to Charisma modifier (minimum 1). Panache goes up or down throughout the day, but usually cannot go higher than Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds. Regain when when confirms a critical hit or makes a killing blow with a dagger or starknife.
Start with 3/day.
Deeds
Derring-Do Spend 1 panache point when makes an acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. Do this after the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. Can continue to do this as long as rolls natural 6s, up to a number of times equal to Dexterity modifier (minimum 1).
Subtle Throw A flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn.
Opportune Parry and Riposte When an opponent makes a melee attack against the swashbuckler, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler
must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within her reach.
Disrupting Counter (Ex): When an opponent makes a melee attack against him, hhe can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn.
Precise Strike (Ex): While he has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Precise Throw (Ex): As long as he has at least 1 panache point, a flying blade can use his precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and he increases the range increment of these weapons by 5 feet. She can spend 1 panache point when he throws a dagger or a starknife to ignore all range increment penalties with that ranged attack.
Swashbuckler Finesse A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat.
Swashbuckler Initiative (Ex): While the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
Charmed Life 3/day as an immediate action before attempting a saving throw, add Charisma modifier to the result of the save. Choose before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble: At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Boons
Horn of Aroden You recovered the horn of Aroden
Alkenstar Prototype Cross off at beginning of scenario to test experimental firearm. Musket of Pistol & 20 paper cartridges. Modified by Increased stopping power, Intuitive Rifling
Ragdya's Blessing Cross off to gain climb speed of 20' for 1d4 rounds. For 1 round after expires, if you would fall due to failing climb check, you fall slowly as if by feather fall, so long as you remain adjacent to wall or other solid surface.
The Court Grows Show letter to aristocrat native to Inner Sea Region, gain +2 Diplomacy check made to influence them. You may also check box to use letter in requisitions a valuable tool while in Alkenstar; acquire any one item worth 150gp or less for free. The item has no resale value. Letter then has no further benefits.
Infiltrator: Before rolling Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off the CS.
[][]Sun Orchid Sleuth: You may check one box to gain +2 to CHA-based skill check when attempting to convince another person to reveal sensitive info. While adventuring in Thuvia, you may use that boon once per scenario without crossing off one of the check boxes
Elixir of Solar Vigor (1000gp) Drinking grants the imbiber fire resistance 10 for 1 minute. Any fire damage that fails to overcome the fire resistance invigorates the drinker, granting the effect of a haste spell for 1 round. (Not yet purchased)
Budding Friendship: If you would earn no PP at end of an adventure that include one or more encounters in Absalom, you can cross off boon to ear 1 PP instead.
[][][]The Court Grows Check one box before attempting Kn. Arcane or Spellcraft check on Isle of Korton to roll twice and take better result. You can attempt a check untrained. You cannot use this ability if all three boxes are check, but the boon may grant other benefits in future adventures.
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13. RPG Item: Haunt Me [Average Rating:5.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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Covadil Delonnen (74677-13)

Sex: M Race: Half-Elf Class/Level: Occultist (Haunt Collector) 3
Alignment: LG Size: Medium Type (Subtype): Humanoid (Half-elf)
Faction: Silver Crusade
Deity: Iomedae
XP: 6 Fame: 12 PP: 2
Init +1; Senses ; Perception +8, low-light vision
Favored Class Bonus: +1 mental focus points (+1/2), +0 hit points, +0 skill points


DEFENSE
AC 17, touch 11, flat-footed 15 (+6 armor, +1 dex)
HP 24 (3d8 +6 Con)
Fort +7, Ref +5, Will +5 (+7 vs enchantment)
Special Defenses Immune magic sleep

OFFENSE
Spd 20ft
Melee Masterwork Greatsword +7 (2d6+8, 19-20/x2)
Club +6 (1d6+6, 20/x2)
Ranged Sling +3 (1d4+6, 20/x2)
Special Attacks

STATISTICS
Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 16 (+3), Wis 10 (+0), Cha 8 (-1)
BAB +2, CMB +6, CMD 17

Feats
Skill Focus (UMD): +3 UMD
Extra Mental Focus: +2 Mental Focus pts
Power Attack: -1 to melee attack rolls for +2 in melee damage bonus (+3 for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary natural weapons). Lasts until next turn.

Traits
Deft Dodger: +1 Reflex
Pragmatic Activator: Use Int for UMD instead of CHA

Skills (4 skill points/level +3/level (Int) +0 (favored class)= 7 - Class Skills in Bold yield +3 when trained, Skills in italics are not usable untrained)

Mod Ranks Attribute Name of Skill
-2 0 (dex) Acrobatics
+3 0 (int) Appraise
-1 0 (cha) Bluff
+4 0 (str) Climb
+3 0 (int) Craft
+5 3 (cha) Diplomacy
+1 0 (dex) Disable Device
-1 0 (cha) Disguise
-1 0 (dex) Escape Artist
+1 0 (dex) Fly
+0 0 (cha) Handle Animal
+0 0 (wis) Heal
-1 0 (cha) Intimidate
+9 3 (int) Knowledge (Arcana)
+3 0 (int) Knowledge (Dungeoneering)
+3 0 (int) Knowledge (Engineering)
+3 0 (int) Knowledge (Geography)
+7 1 (int) Knowledge (History)
+3 0 (int) Knowledge (Local)
+3 0 (int) Knowledge (Nature)
+3 0 (int) Knowledge (Nobility)
+7 1 (int) Knowledge (Planes)
+9 3 (int) Knowledge (Religion)
+7 1 (int) Linguistics
+8 3 (wis) Perception
-1 0 (cha) Perform
+0 0 (wis) Profession
-2 0 (dex) Ride
+4 1 (wis) Sense Motive
+1 0 (dex) Sleight of Hand
+8 2 (int) Spellcraft
-1 0 (dex) Stealth
+0 0 (wis) Survival
+4 0 (str) Swim
+13 3 (int) Use Magic Device


Languages
Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Hallit, Orc, Sylvan

Racial Abilities
Adaptability: Skill Focus (UMD) bonus feat
Human Heritage: +2 INT
Elven Immunities: immune to magic sleep and +2 save vs enchantment spells and effects
Keen Senses: +2 perception
Low-light vision: see twice as far as humans in dim light
Elven Blood: count as elves for any effect related to race
Human Blood: count as humans for any effect related to race
Multitalented: Two favoured classes (Occultist, Fighter)

SQ
Weapon and armor proficiency All simple and martial weapons, light armor, medium armor and shields (but not tower shields).
Shining Wayfinder A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).
Mental Focus (Su): 9/day
An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them.
Implements (Su): Abjuration (broach), Transmutation (sword), Illusion (ring)(Haunted - Champion)
Resonant Powers:
Physical Enhancement (Su): +2 temporary enhancement bonus to a physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Warding Talisman (Su): +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Seance Boons: +2 bonus on all non-spell damage rolls.
Spirit Bonus: Call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. Number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus.
Focus Powers:
Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size.
Size Alteration (Sp): You can increase or decrease the creature’s size by one step, as enlarge person or reduce person but not limited by the creature’s type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can’t use this ability on a creature that is already subject to an effect that alters its size.
Magic Item Skill: A bonus on all Use Magic Device checks equal to 1/2 his occultist level (1).
Object Reading: Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will.

Spells Caster Level: 1 (Concentration +5)
0 (at will) – resistance, mending, ghost sound
1 (4/day) – shield, enlarge person, vanish

Combat Gear
Masterwork Greatsword, Club, Sling, Sling Bullets (19), Mwk Agile Breastplate

Other Gear
Wand of CLW (42), Cloak of Resistance +1, Masterwork Backpack, Antiplague, Antitoxin, Chalk (10), Earplugs, Oil of Bless Weapon, Outfit (travellers), Potion of CLW, Rope, Shining Wayfinder, Smelling Salts, Smoked Goggles, Vermin Repellent, Weapon Cord, Wrist Sheath (spring loaded) x2 - CLW in one and antitoxin in other

Money 939gp, 5sp, 7cp

Boons
Elixir of Treasure Seeking: Drinking grants +2 competence bonus on Appraise & Perception checks for duration of entire adventure. In addition, if earn less than maximum gp reward during adventure, you can fine small cache of 150gp (up to max reward of scenario). When used, cross off CS.
Impressive Find: Once you earn 12 or more Fame, you receive 1 additional PP (but not Fame). You can't have more PP than Fame and if exceed, must be spent or lost.
Pleasure Doing Business: Can buy Silverhex for 6,326gp. Can enhance and will always be 2,000gp less.
Belkzen Veteran: Can spend 2PP to learn Orc as a bonus language. In addition check box that precedes boon to gain benefits of orc ferocity half-orc racial trait for 1 round.
Martyr's Shard: A free action, check box to grant one weapon you wield a +1 enhancement bonus (does not stack) and ability to overcome DR and regeneration as a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.Future Martyr's Shard boons may unlock additional benefits.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute.
*Can choose to purchase avenging dagger (100,604gp) as though Fame were 10 or higher. If character has earned 2, 3 or all 4 Martyr's Shard boons, reduce cost to 110,604gp respectively.
Scarred Champion: When fail a saving throw against spell or spell-like ability of an undead, you can check box to roll 1d6 and increase the saving throw by that amount. If succeeds, leaves you with hand-sized scar somewhere on body - a reminder of Valdei's assistance.
Frozen Fortitude: As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.
Triumph Over Scales: Sspend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.
Blight Bane: Swift action, challenge animal, plant or vermin creature that you can see, gaining special bonuses against that foe for number of rounds equal to WIS. Gain +1 bonus on attack rolls against that foe and your your weapons and spells deal an additional 1d6 damage against it. The bonus on attacks and damage increase to +2 and 2d6 if creature also has fiendish template. Instead grant these benefits to adjacent ally as a move action using WIS bonus to determine its duration. Cross off when used.
Fangwood Purifier: Spend 2PP to learn Sylvan as bonus language. In addition check box to attempt wild empathy check to influence animal or magical beast, treating your character level as your druid level for this purpose. If you already have wild empathy you can instead check the box to roll twice and take higher result.
Martyr's Shard 3: A free action, check box to grant one weapon you wield a +1 enhancement bonus (does not stack) and ability to overcome DR of undead for 1 minute.During this time grants you +2 bonus on caster level checks to overcome spell resistance of evil creatures.
Otherwise you can check the box that precedes this boon to grant weapon you wield a +1 enhancement bonus (does not stack) and it grants you a +1 bonus on CL checks to overcome spell resistance of evil creatures for 1 minute. During this time attacks with weapon ignore first 5 points of DR possessed by undead creatures.
Heavenly Scholar: Check a box to add 1d6 to the result of one Knowledge (Religion) check after rolling but before learning result of roll. 2/2
Sacred Champion: Check box to use standard action version of lay on hands as if you were paladin of your character level.
Elixir of Sacred Breath: Can buy for 1100gp. Functions as elixir of fire breath, except that half of damage it deals results directly from divine power and is therefore not subject to being reduced to fire-based attacks.
Combat Boon: Immediate Action, you may reroll an attack roll before success is determined. You must accept second roll, even if worse than the first roll. You may only use this ability one. Cross off once used.

Description:

A tall, darkly dressed half-elf, with long black hair, mournful blue eyes and wearing a large sword sheathed at his hip, Covadil’s appearance is only softened by the somewhat out of place looking broach in the shape of a cat pinned on his chest. Despite looking quite deeply scratched, it looks to be as polished as well as could be expected given it is most likely quite old.

History:

Born and raised in Mendev on the edge of the Worlwound, he was no stranger to the constant threat and fear of danger. For awhile he managed to live a normal life with his loving family, but then those threats and dangers became real and found him. When demons breached the Worldwound, his parents were killed during the invasion, his family home destroyed in the conflict.

Left alone with little to remember them by, the half-elf clung to what possessions he was able to salvage, the most prized of all his father’s sword and a silver broach belonging to his mother and in the shape of a cat. Feeling more than just a deep connection with his family through them, Covadil has learnt to channel the psychic energies imbued within them to produce powerful magic

Joining the Pathfinders and the Shining Crusade faction, he seeks purpose in the world and the chance to do good and honour the memory of his fallen family. Perhaps in the process he’ll be able to find more artefacts that will enable him to further develop his unusual powers.
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14. RPG Item: The Winds of Magic [Average Rating:8.04 Overall Rank:195]
John Morgan
Australia
North Parramatta
NSW
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Tuuli Ilmava (74677-14)
Sylph Wizard (Wind Listener) 2
Favoured Class Wizard
N Medium Female Age 27 Outsider (Native)
Faction: The Concordance
XP: 4 Fame: 8 PP: 4
Init: +4;
Senses: Perception +6, Darkvision 60'
--------------------
Description
--------------------
TBA
--------------------
Defense
--------------------
AC 12(16 Mage Armor), touch 12, flat-footed 10(14 Mage Armor) (+2 Dex)
Resistance Electrical 5
hp 17 (2d6, +2 CON, +2 FC + 3 Feat)
Fort +2, Ref +3, Will +5
Concentration: +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -1(1d4-2/19-20/x2), Club -1(1d6-2/20/x2)
Ranged Dagger +3 (1d4-2/19-20/x2) 80ft 10ft, Mwk Crossbow, Light +4 (1d8/19-20/x2)
Spells:
0-Detect Magic, Daze x2, Prestidigitation
1- (DC16 + 1 Illusion) Color Spray (x2), Ear-Piercing Scream, Shocking Grasp, Vanish
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 20, Wis 12, Cha 8
Base Atk +1; CMB -1; CMD 11
Feats Toughness, Spell Focus(Illusion)
Traits Secrets of the Sphinx (1/day +2 trait bonus on know check), Reactionary +2 INIT
Skills Acrobatics +2, Appraise +5, Bluff -2, Climb -2, Craft (alchemy) +9, Craft (armor,bows,trapmaking ,weapons) +5, Diplomacy -1, Disguise -2, Escape Artist +3, Fly +4, Heal +1, Intimidate -1, Knowledge (arcana, planes) +10, Knowledge (history, religion) +9, Linguistics +10, Perception +6, Ride +2, Sense Motive +1, Sleight of Hand +2, Spellcraft +10, Stealth +2, Survival +1, Swim -2,
Languages Auran, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Ignan, Osiriani
Combat Gear Dagger, Club, Mwk. Light Crossbow
Other Gear Wand of Infernal Healing (50), Antiplague, Antitoxin, Backpack, Belt Pouch, Chalk (10), Cloak of Resistance +1, Earplugs, Ink, Inkpen, Outfit (traveller's), Potion of CLW, Scroll of Lesser Restoration, Smelling Salts, Smoked Goggles, Spell Component Pouch, Spellbook, Spring Loaded Wrist Sheath (2) - Dagger in RH, Vermin Repellent, Wayfinder, Weapon Cord, Wand of Mage Armor (49), 233gp, 6sp, 7cp
--------------------
Special Abilities
--------------------
Sylph Magic Feather Fall 1/day (CL1)
Arcane School Air. Forbidden from using Earth (takes up 2 slots)
Air Supremacy +2 enhancement on Fly checks. Cast Feather Fall at will.
Lightning Flash Standard Action. Unleash flash of electricity. 1d6+1 damage to all creatures within 5' and dazzles for 1d4 rounds. Reflex save negates dazzled effect and halves damage (DC16) 8/day
Spell Focus Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select (Illusion).
Spontaneous Divination 'Lose' any prepared spell except cantrip to cast a divination spell of same level or lower. Must know spell and capable of casting. Casting time increased to full round.
Weapons and Armor Club, dagger, light crossbow, quarterstaff. No Armor or shields. They may require a Arcane Spell failure roll.
Spellbook Each time gain new wizard level, gain two spells of choice to add to spellbook of levels can cast. Can also add spell to book whenever encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.

Spells Known
0-4 per day/all (except Acid Splash)
1-4+1 per day/Color Spray, Comprehend Languages, Ear-Piercing Scream, Heightened Awareness, Identify, Protection from Evil, Silent Image, Shocking Grasp, Vanish, Windy Escape

Boons
Elemental Ancestry Somewhere in family tree, ancestors blood intermingled with that of an outsider from Plane of Air. You may play a sylph character beginning at Lvl 1 as normal.
Seeking the Sages Having this boon contributes to events in Destiny of Sands and does not grant any benefits at this time.
Draconic Sidekick Take a psuedodragon as familiar with Improved Familiar feat if you are spellcaster of at least 5th level. Sting counts as silver for purpose of DR. Alternatively, cross this off to gain a psuedodragon that follows you for one adventure.
Fortune's Return Use once each:
+1 DEX (+2 Picking a lock)
+1 CON (+2 FORT or CON against fatigue or exhaustion)
+1 INT (+2 Performiong Research)
+1 WIS (+2 Avoiding getting lost or otherwise navigating)
Debt to the Scarred Sage Promised that Grandmaster Torch would be welcome to participate in confronting any threat to the organisation.
Secrets beyond sight Cross off boon to gain one of following:
-standard action, cast object reading as spell-like ability
-swift action, gain the scent universal monster ability for 10 minutes
-swift action, gain blindsense to a range of 10' for 1 round per CL
-swift action, gain tremorsense to a range of 20' for 1 round per CL
Vestahz's Favors Neutral spellcast of 7th level or higher may take Vestahz as familiar with the Improved Familiar feat. Must spend at least 3 skill points each level on Know. skill to maintain devil's attention. If don't take him as familiar, may call upon him to seek out secrets for you. In place of attempting Diplomacy check to gather info, you can cross this boon off your CS to receive info as though your result were a 30.
Icy Jewel Recovery You may either take an ice diamond shard for free or a greater ice diamond shard for subsidised price of 300gp. (Activate this boon to channel harmful magic targetting you into the shard, granting +2 (+3) bonus on saving throw after you roll but before result. Alternatively, can use as an additional material component for a spell or spell-like ability. If do so, caster level increases by 1 (2))
Warm Friend in a Cold Land Whenever in Irrisen, you can apply +2 Circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When use outside of Irrisen, cross off CS.
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15. RPG Item: Past Lives: Secrets of Reincarnation [Average Rating:0.00 Unranked]
John Morgan
Australia
North Parramatta
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Prakriti Neela Yaadu (74677-15)
Samsaran Oracle (Reincarnated Oracle) 6
Favoured Class Oracle
NG Medium Female Age 23 Humanoid (Samsaran)
Faction: Silver Crusade
XP: 17 Fame: 26 PP: 20
Init: +7;
Senses: Perception +5, Low-light vision
--------------------
Description
--------------------
TBA
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 17 (+7 Armor, +5 Cha, +1 Deflect,+1 Natural Armor)
Resistance
hp 39 (6d8, +6 FC)
Fort +3 (+2 death, negative energy, negative levels, stabilise), Ref +3, Will +5
Concentration: +13
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Morningstar +7 (1d8+3/20/x2)
Ranged Light Crossbow +5 (1d8/19-20/x2) 80ft
Spells:
0- Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Light, Read Magic
1 (7/day)- Bless, Cause Fear, Cure Light Wounds, Protection from Evil, See Alignment, Summon Monster I
2 (6/day)- Cure Moderate Wounds, Detect Thoughts, Instrument of Agony, Lesser Restoration
3 (4/day)- Cure Serious Wounds, Summon Monster III
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 10, Int 12, Wis 9, Cha 20
Base Atk +4; CMB 6; CMD 19
Feats Extra Revelation, Improved Initiative, Extra Revelation
Traits Focused Mind +2 CONC check, Reactionary +2 INIT
Skills Acrobatics -2, Appraise +1, Bluff +8, Climb +2, Craft (alchemy) +1, Craft (armor,bows,trapmaking ,weapons) +1, Diplomacy +14, Disguise +5, Escape Artist -2, Heal +3, Intimidate +5, Knowledge (history) +6, Knowledge (planes, religion) +7, Knowledge (nature) +8, Perception +5, Ride -2, Profession (researcher) +4, Sense Motive -1, Spellcraft +5, Stealth -2, Survival +3, Swim +3,
Languages Common, Celestial, Giant, Samsaran, Tien
Combat Gear +1 Morningstar, Light Crossbow, Bolt (20), Agile Breastplate +1
Other Gear Amulet of Natural Armor, Antiplague, Antitoxin, Backpack, Bless Weapon Oil, Earplugs, Rope, Chalk (10), Headband of Alluring Charisma +2, Ring of Protection +1, Shining Wayfinder, Smelling Salts, Smoked Goggles, Torches(5), Vermin Repellent, Wand of Bless (50), Wand of CLW (46), 5003gp, 8sp, 2cp
--------------------
Special Abilities
--------------------
Samsaran Magic (Sp): 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level.
Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score (4). Chose inquisitor class.
2-Invisibility
3-Heroism
4-Greater Invisibility, Hold Monster
Lifebound (Ex): +2 racial bonus on all saving throws made to resist death effects, against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Low-Light Vision: Samsarans can see twice as far as humans in conditions of dim light
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields).
Oracle’s Curse (Ex):
Tongues: In times of stress or unease, you speak in tongues (Celestial, Infernal).Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. Additional at 5th, 10th.
Mystery: Nature
Revelation:
Location Memories (Su): As a swift action, you may search your past lives for memories of or insight about your current location. This grants you the scent ability, low-light vision, and a +2 insight bonus on Perception and Survival checks for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must take this revelation at 1st level or 3rd level. 8/day
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
Spirit Memories (Su): 8/day - You call upon the unfulfilled desires and goals of your past lives and project their frustration and despair through your eyes at a target. This is a gaze attack affecting one creature. The target must make a Will save (DC 17) or be sickened and staggered for 1 round. This is a mind-affecting compulsion effect. 30' range.
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Shining Wayfinder: A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).

Spells Known
0- Create Magic, Detect Magic, Light, Read Magic
1- Bless, Cause Fear, Cure Light Wounds

Boons
Reincarnated Heritage: You may play a samsaran character beginning at Lvl 1 as normal.
Apprentices Returned:
Dependable Drummady’s (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.
Pricknettle’s Potions and Poultices (rescued Gellion Vazarro): You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.
Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks
during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.
Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.
Courageous Recruit: During “A Foul Breed,” Nixa grants you a +2 circumstance bonus on Diplomacy checks to gather information. During “The Festering Blot,” you gain a +2 circumstance bonus on skill checks pertaining to searching or performing research in libraries. Additionally, Nixa provides you with one additional rumor about Saringallow.
[ ] Goblin Slayer: You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose golbinoid as one of your favored enemies, increase your favored enemy bonus against golbinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.
[ ][ ] Repurposed Trap: So long as you carry a jar with you, you gain the benefits of endure elements in in hot environments and take a –2 penalty on saving throws against environmental cold. Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands (Pathfinder RPG Core Rulebook 202). When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet
Antidotes and Remedies: You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
• Heal 1d4+1 points of damage.
• Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.
[ ][ ] Bringing the Truth to Light: You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.
Savior of Saringallow: If you elect to earn the full
rewards, you gain 3 XP, 6 Prestige Points, and 3,711 gp
[ ][ ][ ]Friends in Saringallow: Using any of these favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Nolaria and Nixa return to Saringallow; cross this boon off your Chronicle sheet.
[ ] Ask Nixa to share her expertise (Knowledge [planes] +5)
[ ] Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
[ ] Ask Nolaria to cast bless (CL 3rd, concentration +5)
[ ] Ask Nolaria to cast cure light wounds (CL 3rd, concentration +5)
[ ] Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19–20), light
shield +3 (1d3+3)
Pushing Back the Abyss: You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.
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16. RPG Item: Seed of Destruction [Average Rating:0.00 Unranked]
John Morgan
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North Parramatta
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Seedy Pod Popper (74677-16)
Vine Leshy Alchemist (Herbalist) 1
Favoured Class Alchemist
N Small Male Age 8 Plant (Leshy)
Faction: Grand Lodge
XP: 1 Fame: 2 PP: 0
Init: +5;
Senses: Perception +8, Darkvision 60'
--------------------
Description
--------------------
TBA
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 Armor, +3 Dex, +1 Size)
Resistance
hp 10 (1d8, +2 CON)
Fort +4, Ref +5, Will +4
Concentration: +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee Morningstar +1 (1d6/20/x2)
Ranged Seedpod +4 (touch) (1d6) + Deafness (DC15)
Extracts:
1 (2/day) -
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 14, Int 10, Wis 18, Cha 7
Base Atk +0; CMB -1; CMD 12
Feats Extra Bombs, Point Blank Shot
Traits Insider Knowledge (+1 Diplomacy, class skill), Reactionary +2 INIT
Skills Acrobatics +3, Appraise +0, Bluff -2, Climb +2, Craft (alchemy,armor,bows,trapmaking ,weapons) +0, Diplomacy -1, Disguise -2, Escape Artist +3, Heal +4, Intimidate -2, Knowledge (nature) +4, +1 Knowledge in Grand Lodge, Perception +8, Perform (Act) -2, Profession (Herbalist) +8, Ride +3, Sense Motive +4, Spellcraft +4, Stealth +7 (+11 forest), Survival +4, Swim +0,
Languages Common, Sylvan
Combat Gear Morningstar, Studded Leather Armor
Other Gear Alchemy Kit, Backpack, Potion of CLW (spring loaded wrist sheath), Wayfinder, Wand of CLW (50), Weapon Cord 464gp, 9sp
--------------------
Special Abilities
--------------------
Size: Vine leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Weapon and Armor Proficiency: Proficient with all simple weapons and bombs, light armor, but not with shields.
Plantspeech: Speak with vines as if subject to a continual speak with plants spell.
Darkvision: See in the dark up to 60 feet.
Low-Light Vision: See twice as far as humans under conditions of dim light.
Pass without Trace: Pass without trace as a constant spell-like ability (caster level 2nd).
Change Shape: Transform into vines, with results similar to tree shape. In this form, the leshy appears as a particularly healthy Small vine. The leshy can assume plant form or revert to its true form as a swift action.
Verdant Burst: When slain, explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour.
Unassuming Foliage: +4 racial bonus on Stealth checks in forests.
Climber: +2 racial bonus on Climb checks.
Agile: Quicker but less tough than a typical vine leshy. Replace the leshy’s +2 racial bonus to Constitution with a +2 racial bonus to Dexterity. This alters the vine leshy’s ability scores.
Alchemy: When using Profession (herbalist) to create an alchemical item, gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs. In addition, an alchemist can use Profession (herbalist) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens.
Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Extracts: Prepare spells by mixing ingredients into a number of extracts, and then 'casts' spells by drinking they extract. DC = DC10+spell level+WIS bonus.
Herbalism (Su): Can attempt Profession (herbalist) checks in place of Craft (alchemy) checks for all purposes, and he gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs. An herbalist uses his Wisdom score instead of his Intelligence score for all alchemist class abilities.
Natural Magic: Each time he gains access to a new level of extracts (including 1st level), he can add two spells from that spell level on the druid spell list to his alchemist class spell list; these spells must target a creature or creatures or have a range of “you,” and he must still add them to his formula book as normal before he can prepare them. As always, the extracts affect the drinker as if she were the target, so offensive touch spells are a nasty trap for the drinker.
1-Longstrider, Air Bubble
Seedpods (Su): Produce and throw seedpods as ranged touch attacks, similar to the ranged attacks of other leshys. Create a number of seedpods each day equal to his alchemist level + his Wisdom modifier (5) and can throw them as a standard action with a range increment of 20 feet. A seedpod deals 1d6 points of bludgeoning damage, plus an additional 1d6 points of damage at 3rd level and every 2 levels thereafter (this additional damage isn’t multiplied on a critical hit or from effects like Vital Strike). Seedpods are considered weapons and can be selected for feats like Weapon Focus, and the herbalist can take the Extra Bombs feat to gain additional daily uses of his seedpods. His seedpods also gain one of the following additional effects unless the target succeeds at a Fortitude save (DC = 10 + half the herbalist’s alchemist level + his Wisdom modifier). 7/7 day
At 1st level, his seedpods can deafen their target for 1 round like a leaf leshy.
Mutagen: At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen. +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Formulae Book
1- Air Bubble, Comprehend Languages, Heightened Awareness, Longstrider, Monkey Fish, Shield

Boons
Grown to Explore You may play a Vine Leshy character.
Confirmed Field Agent Receive Wayfinder for free. Reduce the Prestige Point cost of any wayfinder enhancement vanities to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate Free or immediate action, you may consider whether a particular action you name would help realise the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting secondary success condition), negative (opposes the secondary success condition) or negligible (neither contributes or opposes the secondary success condition) otherwise GM may respond in five words or less. Once you use this boon cross it off the chronicle sheet.
Friend of Janira Gavix Grant a +1 bonus on Knowledge Checks attempted while you are in the Grand Lodge.
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17. RPG Item: Space Ratgirls Need Our Boys! [Average Rating:6.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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CHARACTER NAME: Prof. Lenik 'The Prof' Fleest
Class/Level: Technomancer 2 Race: Ysoki Theme: Scholar
Faction: Wayfinders
Size: Small Speed: 30ft. Gender: M Home World:
Alignment: CG Deity:
XP: 3 Fame: 6 PP: 6

DESCRIPTION

INITIATIVE: +3 (=3 dex + + misc);

HEALTH AND RESOLVE
STA: 12/12 HP: 12/12 RES: 4/4

ARMOR CLASS
EAC: 14 (=10 +1 armor +3 dex +0 misc)
KAC: 15 (=10 +2 armor +3 dex +0 misc)
AC vs. CBM: 23 (=8 +15 KAC)
DR: Resistances:

SAVING THROWS
Fort: 1 (= 0 base +1 con +0 misc)
Ref: 3 (= 0 base +3 dex +0 misc)
Will: 3 (= 3 base +0 wis +0 misc)

ATTACK BONUSES
BAB: 0
Melee: 0 (= +1 bab -1 str + 0 misc)
Ranged: +4 (= +1 bab +3 dex + 0misc)
Thrown: 0 (= +1 bab -1 str + 0 misc)

WEAPONS
Weapon: Azimuth Laser Pistol Level: 1 Attack: 4 Damage: 1d4 Fire
Critical: Burn 1d4 Range: 80ft Type: Small Arms Ammo/Usage: Capacity 20/Usage 1 Special:

Weapon: Tactical Baton Level: 1 Attack: 3 Damage: 1d4 B
Critical: - Range: Type: Basic Melee Ammo/Usage: Special: Analog Operative

ABILITY SCORES
(Format: Score, modifier, upgraded score, upgraded modifier)
Str: 8 (-1); ## (+#)
Dex: 16 (+3); ## (+#)
Con: 12 (+1); ## (+#)
Int: 17 (+3); ## (+#)
Wis: 10 (+0); ## (+#)
Cha: 10 (+0); ## (+#)

SKILLS
Skill ranks per level: 7
Class Ability Misc
Name of Skill Total Ranks Bonus Mod Mod
Acrobatics* (dex) 3 0 0 3 0
Athletics* (str) -1 0 0 -1 0
Bluff (cha) 0 0 0 0 0
Computers (int) 8 2 3 3 0
Culture (int) 3 0 0 3 0
Diplomacy (cha) 0 0 0 0 0
Disguise (cha) 0 0 0 0 0
Engineering (int) 10 2 3 3 2
Intimidate (cha) 0 0 0 0 0
Life Science (int) 8 2 3 3 0
Medicine (int) 3 0 0 0 0
Mysticism (wis) 5 2 3 0 0
Perception (wis) 1 1 0 0 0
Physical science (int) 8 1 3 3 1
Piloting (dex) 8 2 3 3 0
Profession: Prof. (int) 7 1 3 3 0
Sense Motive (wis) 0 0 0 0 0
Sleight of Hand* (dex) # 0 # # #
Stealth* (dex) 5 0 0 3 2
Survival (wis) 2 0 0 0 2

When you put a skill rank in a Trained Only skill, remove the [ i] [/ i] tags.
For Class Skills, add [ b] before the skill and [ /b] after the skill (without the spaces)
* = Armor check penalty applies


Skill notes:

ABILITIES
Spell Cache (SU):once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.
Magic Hack: You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120
Theme Knowledge: You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Cheek Pouches: store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.
Darkvision (60ft): can see up to 60 feet in the dark.
Moxie: A ysoki can stand from prone as a swift action. Additionally, when off-kilter, a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.
Scrounger: +2 racial bonus to Engineering, Stealth, and Survival checks.

FEATS AND PROFICIENCIES
Armor Proficiency (Light)
Weapon Proficiency (Basic Melee Weapons & Small Arms)
Weapon Focus (Small Arms)

LANGUAGES
Common, Ysoki

EQUIPMENT
Name Level Bulk
Second Skin 1 L
Tactical Baton 1 L
Aximuth Laser Pistol 1 L
Stickybomb Grenade 1 L
Personal Comm Unit 1 L
Mk1 Healing Serum 1 L
Consumer Backpack 1 L
Professional Clothing 1 L
Took Kit (Engineering) 1 L
Hygeine Kit 1 L
Society Subdermal Graft 1 L


Society Subdermal Graft Rests underneath skin of palm on one hand. Activate mentally as swift action. Rendition of Starfinder Society symbol to glow underneath skin. Increase light level within 5' by one step while active.

Credits: 1458 Total Bulk: 2
Other Wealth:

CARRYING CAPACITY
Unencumbered: 0-4 Encumbered: 5-9 Overburdened: 10+

EXPERIENCE POINTS
XP Earned: 0 Next Level: 0

SPELLS KNOWN
0th Spells known: 4 - Dancing Lights, Daze, Detect Magic, Mending

1st Spells known: 2 Spells per day: 3 Spell slots used: 0 – Grease, Magic Missile

2nd Spells known: # Spells per day: # Spell slots used: # –

3rd Spells known: # Spells per day: # Spell slots used: # –

4th Spells known: # Spells per day: # Spell slots used: # –

5th Spells known: # Spells per day: # Spell slots used: # –

6th Spells known: # Spells per day: # Spell slots used: # –

HISTORY
TBA

BOONS
Faction's Friend(Social Boon;Limited Use): By slotting, if you would fail to earn Fame at end of adventure by failing to fulfill success condition, check one box on boon. Still earn 1 Rep (not Fame) as if successful. Can only use if you would also gain at least 1 XP.
Marked Field Agent: Receive Society Subdermal Graft for free
Star Sugar Heartlove!!: SOLD for 200 credits.
Society Contract(Slotless): Anytime play pregen, even if character credit not assigned to this character on this CS, you can reroll d20. 1 reroll/adventure. Can't slot another reroll boon. Alternatively, if play prefen and they die, you can cross this boon off CS to be returned to life as per raise dead. Takes 10 minutes.
Claimant to Salvation(Slotless): If bring this CS to adventure in which SFS continues exploring Salvation's End, you can qualify to receive a special boon at the end of the adventure. Don't need to play the same character listed on this CS to gain this bonus.
Hero of the Stars (Starship): Activates anytime your starship is reduced to 0 or fewer Hull Points. Your ship immediately regains a number of Hull Points equal to its tier x 5. Starship can never regain more than 30 Hull Points in this manner. Starship can never have more than one of these boons attached to it. When activates, cross off.
Starfinder Insignia (Slotless): Commemorative insignia. Looks like medal showing symbol of SFS but can store as much info as a commone tier-1 datapad. Unless told about it, non-Starfinder must succed at DC20 Perception or Sense Motive to realise it is a storage device. Worth 0 credits and cannot be sold.
Abadar Acquaintance (Social):
True Savious of Tasch (Slotless):
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18. RPG Item: Shades of Gray [Average Rating:0.00 Unranked]
John Morgan
Australia
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Greyshadow
Tiefling (Hungerseed) Ranger (Infiltrator) 4
CG Medium Male Outsider(Native) 19yo (Tiefling)
Region: Meldev (Nerosyan)
Init +3; Senses Perception +10, Darkvision 60ft
--------------------
Description
--------------------
Born 19 years ago of noble birth in the Meldev capital, Nerosyan. A beautiful child with dark black hair and pale white skin, he was the pride and joy of his parents. On his first night in the world, asleep in a crib in his nursery, the young boy was attacked and brought within an inch of his life by a demon! The house securely locked and guarded, it is believed that a Babau demon had been lying in wait in an attic above the previously unoccupied room, for what could have been years.

Saved from sure death by a passing guard who heard the boy’s screams and managed to hold off the demon just long enough for help to arrive, the young child was nevertheless severely scarred from head to toe by the creature’s acidic touch and did not awake from a deep coma for weeks. His life has been plagued with horrific and shadowy dreams of this moment ever since, and practically every night. A small silver medallion with a wolf's head was left beside his bed on that fateful night, and despite the horror it inspires him, he carries it with him still to this day.

As the young boy grew he became unusually hearty and strong, however, excelling in all forms of combat training and sports. Still covered in the poorly healing scars from his youth, he was always covered from head to foot in clothing, including a cowl. Those few who were close to him could not fail to notice that his scarred skin had an unusual grayish colour, which most simply attributed to the proliferation of scars on his flesh.

At puberty the youth was shocked to find that the changes in his appearance were becoming even more pronounced, the stub of a tail appearing at the base of his spine and his canine teeth becoming unusually sharp. Afraid and disgusted at the changes occurring to him, the boy ran off from his parents in the heart of the night, never heard nor seen from again.

It was about this time that appearances of the vigilante that has since come to be known as the ‘Grayshadow’ first started. A feared and mysterious figure in Nerosyan, he has gone on a practical one man crusade against demon cultists and invaders within the bustling city’s walls. Those that have seen him, have strangely differing recollections or descriptions of the crusader, some saying he is tall and lean, others short and stocky. Some even say he is a dwarf or halfling by the look of his size.

Content to pursue his solo obsessive battle against evil within Nerosyan for years, he has recently felt a strong calling to join the crusade at Kenabres and has recently traveled to the town to enlist. Unable to shake the feeling that his years of fighting demons, and perhaps his very birth and subsequent trauma, has led him to this fateful moment where the fate of the world could rest on him and his future companions.

--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +0 shield, +3 Dex)
hp 40 (4d10 +8 CON +4 FC)
Fort +6, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Cold Iron Greatsword +10 (2d6+8/19-20/x2), Mwk Glaive +10 (1d10+7/20/x3), Mwk Scythe +10 (2d4+7/20/x4)
Ranged +1 Composite Longbow +8 (1d8+5/20/x3)
Spells
1-known all/prep 1 - Longstrider
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 14, Int 12, Wis 16, Cha 10
Base Atk +4; CMB 9; CMD 22
Feats
Power Attack: Take -2 to melee attack rolls for +4 in melee damage bonus (+6 for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary natural weapons). Lasts until next turn.
Rapid Shot: With full attack with ranged weapon, fire one additional time this round. All attacks at -2 when using.
Quick Draw: Draw weapon as free action instead of move. Can draw hidden weapon as move. Can throw weapons at normal rate of attack.. Alchemical items, potions, scrolls, wands cannot be drawn quickly using this feat.
Traits
Exposed to Awfulness: Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Demon Slayer: +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
Skills Acrobatics +0, Appraise +1, Bluff +2, Climb +6, Craft (alchemy, armor,bows,trapmaking ,weapons) +1, Diplomacy +0, Disguise +3, Escape Artist +0, Handle Animal +7, Heal +7, Intimidate +6, Knowledge (Dungeoneering, Nature) +6, Knowledge (Geography) +5, Knowledge (Planes) +2, Linguistics +5, Perception +10, Perform (act) +0, Ride +4, Sense Motive +4, Spellcraft +5, Stealth +7, Survival +10 (Tracking +12), Swim +6 (resist exhaustion +10)
Languages Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Infernal, Orc
Combat Gear ; Greatsword +1, Mwk Glaive, Mwk Scythe, +1 Composite Longbow, Arrows, normal (34), Arrows,blunt (20), Arrow,cold iron (133), Arrows Flaming +1 (3), +1 Evil Outsider Bane (8), +1 holy (5), Evil Outsider Slaying (1), +1 Breastplate emblazoned with Iomedae's holy symbol, Mwk Breastplate, Other Gear Outfit, adventurer, Backpack, Bedroll, Belt Pouch, Earplugs, Flint and Steel, Iron Pot, Mess Kit, Rope, torches (10), Potion of CLW (2), Potion of CSW, Potion of CMW, Potion of Invisibility, Potion of Lesser Restoration (2), Scale of Sacred Weaponry, scroll of Magic Fang, Trail Rations (5), Waterskin, mwk backpack (w. caltrops, 3 candles, a fishhook, flint n steel, oil (2), rope, trail rations (10)) 1923gp 5sp 7cp

--------------------
Special Abilities
--------------------
Weapon and armor proficiency All simple and martial weapons, light armor, medium armor and shields (but not tower shields).
Darkvision You can see in the dark up to 60ft.
Tiefling Resistances Resistant to cold 5, electricity 5 and fire 5.
Prehensile Tail You have a long, flexible tail that can be used ot carry items. While you cannot wield weapons with your tail, it can be used to retrieve small, stowed objects carried on your person as a swift action.
Hungerseed (Oni-Spawn) The spawn of the Oni know the ways of their ancestral fiends and master the arts of trickery and cruelty. A tiefling can use alter self once per day as a swift action.
Favored Enemy You have +2 bonuses to bluff, perception, Sense Motive and Survival checks as well as weapon attack and damage rolls used against Evil Outsiders. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Adaptation You can copy unusual abilities of prey. Use 40min/day in 10 min intervals. Can only use one at a time.
-Iron Will +2 WILL saves
Wild Empathy Improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Endurance Gain +4 on Swim to resist non-lethal; CON to continue running, hold breath or avoid nonlethal from forced march, starvation or thirst; FORT to avoid nonlethal from hot or cold, and resist damage from suffocation. May sleep in light or medium armor without fatigue.
Track +2 to Survival to follow tracks.
Scale of Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon


Dusk
Leopard 1
Neutral Male Small
Init +5; Senses Perception +5. low-light vision, scent
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 12 (+1 natural, +5 Dex, +1 Size)
hp 15
Fort +4, Ref +8, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite +7 (1d4+1/20/x2)+ Trip and Claws +7 2x(1d2+1/20/x2)
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 13 Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 16
Feats Weapon Finesse
Skills Acrobatics +9, Climb +1, Escape Artist +5, Fly +7, Intimidate -2, Perception +5, Stealth +9, Survival +1, Swim +1
Combat Gear ; Other Gear

--------------------
Special Abilities
--------------------
Low light vision A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent Allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Link The druid gains a +4 circumstance bonus on all wild empathy checks and Handle animal checks made regarding this animal companion.
Share spells Druid may cast a spell with a target of 'You' on this animal companion. Druid may cast spells on this animal companion even if the spells do not normally effect animal type.
Favored Enemy You have +2 bonuses to perception and Survival checks as well as weapon attack and damage rolls used against Evil Outsiders.
--------------------
Tricks
--------------------
Aid Use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able.
Attack (x2) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally an animal will attack only humanoids, monstrous humanoids, giants or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and abberrations) counts as two tricks.
Flank You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Defend The animal defends you (or is ready to defend you if not threat is present) even without any command being given. Alternative you can command the animal to defend another character.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Down The animal breaks off from combat or otherwise backs down.
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19. RPG Item: Shell Shock [Average Rating:0.00 Unranked]
John Morgan
Australia
North Parramatta
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Dotka Shimmershell
Female Gnome Fighter 1
Chaotic Good, Humanoid, Small
Deity: Shelyn
Perception +2
Senses Lowlight vision
Languages Common, Gnomish, Sylvan

--------------------
Description
--------------------

--------------------
Defence
--------------------
HP 18/18
Spell Points 0
Hero Points 1/3
Resonance 3/3
--------------------
TAC 14
AC 16
--------------------
Fort +4
Ref +5
Will +1

--------------------
Offence
--------------------
Speed 20 ft.

Warhmammer (Trained)
Melee +4
Damage 1d8+2
Critical 2d8+4
Shove

Heavy Shield Spikes(Trained)
Melee +4
Damage 1d6P

Shortbow
Ranged +5
Damage 1d6P
Deadly d10

--------------------
Statistics
--------------------
Str 14 (+2)
Dex 16 (+3)
Con 14 (+2)
Int 10 (+0)
Wis 10 (+0)
Cha 14 (+2)

Skills - Trained
Acrobatics +2
Athletics +1
Stealth +2

Skills - Untrained
Arcana -1
Crafting -1
Deception +1
Diplomacy +1
Intimidation +1
Circus Lore -1
Medicine -1
Occultism -1
Performance +1
Religion -1
Society -1
Survival -1
Thievery -1

--------------------
Special Abilities
--------------------
Attack of Opportunity: Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to it.
Illusion Sense: Your ancestors spent their days cloaked and cradled in illusions, and sensing this magic is second nature to you. You gain a +1 circumstance bonus to Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, you can attempt a single Perception check to disbelieve it, even without spending an action to interact with it in some way.
Power Attack: Make a melee Strike. It gains the following enhancement. Enhancement: You deal an extra weapon damage die. If you’re at least a 10th-level fighter, you deal two extra weapon damage dice. This counts as two attacks when calculating your multiple attack penalty.
Steady Balance: You can keep your balance easily, even when balancing in adverse conditions. You treat a success using the Balance action as a critical success. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground, and if you’re the target of an attack or effect that requires a saving throw, you fall only if you critically fail your attempt to Maintain Balance.



--------------------
Equipment
--------------------
Warhammer, Studded Leather Armor, Heavy Wooden Shield, Heavy Shield Spikes, Shortbow, Arrows (20), Backpack, Clothing, Compass, Grappling Hook, Rations, Rope (Hemp) 50', Sheath, Torch (10), Waterskin 36 sp 7 cp
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20. RPG Item: Druid [Average Rating:7.00 Unranked]
John Morgan
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Losseniel
Changeling Druid (Arctic) 8
Favoured Class Druid
NG Medium Female Humanoid 22yo (Changeling)
Init +4(+8 in icy or cold); Senses Perception +14(+18 in icy or cold) Darkvision 60ft
--------------------
Description
--------------------
On a cold winter’s night in northern Nirmathas, Losseniel was found on the doorstep of a half-elf ranger and his wife. Unbeknownst to them she was the child of an Annis hag and her unwilling elf mate, dumped by the cruel crone as is their way.

All too familiar with what it felt to be an outcast, the half-elf couple did not hesitate to take in the child and raise it as their own. Unaware of her true origins, she appeared to them at first a seemingly normal and attractive girl in all ways, except for her slightly unsettling pale skin and mismatched pair of eyes, one brown and one a cold, icy blue.

As she grew, however, it became more and more apparent that she was different. She retained her pale beauty but began to display certain wildness in her nature, the inklings of strange powers and ever hardening claw-like nails on her hands. Not wanting to inflict more rejection onto the child, her parents continued to nurture and embrace the girl to the best of their ability despite these strange developments.

Upon coming of age, however, Losseniel felt the strange hypnotic ‘call’ from her Annis hag mother to head North to the cold swamps of her birth. She fought hard to finally resist this mysterious and powerful urge and with the support of her parents decided to instead head out into the world to find another outlet for her developing gifts.

Through her blood she had developed an affinity for the cold and her powers were soon recognised by the Winter Witches who attempted to recruit her to their ways. After some training, Losseniel soon realised that this path was also not for her as she could not be a part of their political schemes of domination and subtle control.

Heading out once more on her own she found solace in the nurturing embrace of the arctic forests and began to channel her abilities into the primal magics of nature. It was during this time that she stumbled upon the orphaned cub of a white tiger, his mother most likely killed by a game hunter looking for prey. She immediately recognised in the young cat a kindred spirit and returning the same kindness her parents had shown to her, took the young tiger in as her travelling companion. Her and Rodor are now inseparable, never seen apart form each other’s side.

She now commits her life to the protection of the wild and travels the world looking for opportunities to use her powers for good, particularly when nature or its inhabitants are threatened. These travels have most recently brought her to the small town of Helgren in Souther Taldor where this adventure begins.
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Defense
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AC 19, touch 12, flat-footed 16 (+5 armor, +1 shield, +1 Natural, +2 Dex) - +1 Shield vs ranged
hp 67
Fort +7, Ref +4, Will +9
Concentration Check Bonus +11
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Offense
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Speed 20 ft.
Melee
Boar Spear(+1) +11/+6 (1d8+8/20/x2)
Scythe +10/+5(2d4+7/20/x4)
Scimitar +10/+5 (1d6+5/18-20/x2)
Claws +10/+5 2x(1d4+5/20/x2)
Ranged +1 Flaming Sling +9/+4 (1d4+5+1d6 fire/20/x2) 50ft
Spells
0-known all/prep 4 (Current spells prepared: Create Water, Detect Magic, Light, Read Magic)
1-known all/prep 5 (Current spells prepared: Burning Disarm, Entangle, Faerie Fire, Longstrider, Obscuring Mist)
2-known all/prep 4 (Current spells prepared: Fire Sneeze, Flaming Sphere, Fog Cloud, Frigid Touch)
3-know all/prep 4 (Current spells prepared: Greater Magic Fang, Communal Resist Energy, Pup Shape, Greater Thunderstomp)
4-know all/prep 2 (Current spells prepared: Slowing Mud, Communal Prot. from Energy)
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Statistics
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Str 18, Dex 14, Con 12, Int 11, Wis 16, Cha 9
Base Atk +6; CMB 10; CMD 22
Feats
Toughness: +3 HP
Spell Focus (conjuration): +1 save DC of your spells in chosen school.
Augment Summoning: Summons gain +4 STR and CON.
Natural Spell: Can complete verbal and somatic components of spells while in wild shape. Not magic items.
Traits Adopted (Half Elf)-Elven Reflexes, Failed Winter Witch Apprentice
Skills Acrobatics -1, Appraise +0, Bluff -1, Climb +5, Craft (alchemy, armor,bows,trapmaking ,weapons) +0, Diplomacy -1, Disguise -1, Escape Artist -1, Fly +6, Handle Animal +7, Heal +3, Intimidate -1, , Knowledge (geography) +4(+7 in icy or cold), knowledge (nature) +11, Linguistics +1, Perception +14 (+18 in icy or cold), Ride -1, Sense Motive +3, Spellcraft +6, Stealth -1(+3 in icy or cold), Survival +10(+14 in icy or cold), Swim +5
Languages Common, Elven, Hallit, Sylvan, Druidic
Combat Gear Scythe, Scimitar (on weapon cord), +1 Flaming Sling (7 cold iron +1, 13 normal bullets), Hide Armor +1, +1 Arrow Catching light wooden shield; Cauldron of Overwhelming Allies
Other Gear Outfit, cold weather, animal feed (5 days), backpack, belt pouch, blanket, flint and steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, 163gp 4sp
Bag of Holding - it weighs about 25 lbs
Bag of Useful Items
- a bag of 100 gp
- three flasks of alchemist’s fire (on one patch)
- a 24 ft wooden ladder
- an instant open pit (10ft x 10ft x 10ft)
- a potion of cure serious wounds
- a 12 ft Ulfen rowboat (with oars)
- a pair of trained war dogs
- a window (2ft x 4 ft, suitable for use in construction)
- two dagger (one per patch)
- two full, lit bullseye lanterns (one per patch)
- a steel mirror (2ft x 4ft)
- two 10 ft wooden poles (one per patch)
Potion of Cure Light Wounds (9)
Potion of Cure Moderate Wounds (9)
Potion of Lesser Restoration (4)
Feather Token (tree)

Unallocated
Potion of Enlarge Person (2) - U/N?
Oils of Mask Dweomer (3) - Bl/Bz
Potion of Reduce Person (2) -Bl
Potion of Endure Elements - Cold
Potion of Interrogation
Scroll of Endure Elements
Healer's Kit (4)
Alchemist's Fire (8)
Flasks of acid (2)
Flash powder (2)
Flasks of liquid ice (like alchemist's fire, but cold) (3).
Panpipes
Smokesticks (one red, one orange, one green in color) (3)
Sunrod
Tanglefoot bags (2)
Thunderstones (3)
Tindertwigs (15) in a silver canister (worth 50 gp),
Cold iron weapon blanch (3)
Feather Token (whip)
Ring of Regeneration

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Special Abilities
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Weapon and armor proficiency Druids are proficient with club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling and spear. They are also proficient with all natural attacks (claw, bite and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus they may wear only padded, leather or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that if functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid wearing prohibited armor or shield is unable to cast druid spells or use any of her supernatural or spell-like abilities while doing so or for 24 hours thereafter.
Claws Your hands and fingernails tend to harden and become sharp as you reach adolescence. This gives you claws [Claws,Small] natural attack
Darkvision You can see in the dark up to 60ft.
Hulkling Changeling A changeling that was born of the annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you deal with a melee attack.
Druid spontaneous casting A druid can channel stored energy into summoning spells that she hasn't prepared ahead of time. She can 'lose' a prepared spell in order to casy any summon nature's ally spell of the same level or lower.
Nature bond You have chosen an animal companion (tiger)
Nature sense Druid gains +2 bonus on Knowledge (nature) and Survival checks
Wild empathy Druid can improve attitude of animal. Functions like Diplomacy. 1d20 + druid level + CHA modifier. To use this ability the druid and the animal must be able to study each other, which means they must be within 30ft under normal conditions. Influencing this way generally take 1 min but as with people, it might take more or less time. A druid can use this ability to influence a magical beast with an INT of 1 or 2 but takes a -4 penalty on the check.
Arctic Endurance Ignore the effects of a cold climate as if using endure elements. Also immune to being dazzled.
Arctic Native You gain +3 on Initiative checks and Knowledge (Geography), Perception, Stealth, and Survival checks in cold or icy terrain, and you cannot be tracked in cold or icy train
Icewalking An arctic druid suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.
Wild Shape The ability to turn herself into any small or Medium animal and back again 2 per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form but she can communicate normally with other animals of the same general grouping as her new form.
-Small of Medium Animal as per Beast Shape
-Tiny or Large Animal as per Beast Shape II
-Small Elemental as with Elemental Body
Spear of Manhunting Once per day on a successful critical hit, the wielder of a spear of manhunting can cast hold person as an immediate action on the target hit by the attack (Will DC 13 negates). The hold person effect immediately ends if the spear is dropped or withdrawn, such as by making additional attacks with the weapon.
Cauldron of Overwhelming Allies Once per day, if used as the focus or divine focus for a summon monster or summon nature’s ally spell, the cauldron automatically conjures 1d3 additional creatures of the same kind from the next lower level list.
+1 Arrow Catching Shield Atracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons. Any projectile or thrown weapon aimed at a target within 5 feet of the shield's wearer diverts from its original target and targets the shield's bearer instead. If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted. Those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield's base AC bonus are not diverted to the wearer (but the shield's deflection bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.
Icicle Wand (40) CL5 (DC14) This fragile-looking wand appears to be nothing more than a sharpened icicle nearly a foot in length, though it is as sturdy as any wand and the ice never melts. In addition, an icicle wand can also be wielded as a masterwork dagger that deals 1 point of cold damage with a successful attack in addition to normal dagger damage.

Rodor
Tiger 8
Neutral Male Large
Init +3; Senses Perception +2
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Defense
--------------------
AC 20, touch 12, flat-footed 17 (+8 natural, +3 Dex, Size -1)
hp 59
Fort +8, Ref +8, Will +4 (+8 vs enchantment)
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Offense
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Speed 40 ft.
Melee Bite +12 (1d8+7/20/x2)+ Grab and Claws +12 2x(1d8+7/20/x2)
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Statistics
--------------------
Str 24, Dex 17, Con 17, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +13; CMD 26
Feats Toughness, Weapon Finesse, Improved Natural Attack, Improved Natural Armour
Skills Acrobatics +12, Climb +7, Escape Artist +3, Fly +3, Intimidate +0, Perception +2, Stealth +7, Survival +2, Swim +7
Combat Gear ; Amulet of Mighty Fists +1 Other Gear
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Special Abilities
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Pounce Can make a full attack on a charge, including rake attacks
Rake In addition to the options available to all grapplers, gains two free claw attacks that it can use only against a grappled foe. Must begin its turn already grappling to use its rake - it can't begin a grapple and rake in the same turn. Rake: (2 claws +11, 1d6+7)
Low light vision A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent Allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Link The druid gains a +4 circumstance bonus on all wild empathy checks and Handle animal checks made regarding this animal companion.
Share spells Druid may cast a spell with a target of 'You' on this animal companion. Druid may cast spells on this animal companion even if the spells do not normally effect animal type.
Evasion If Reflex save allows half damage then save results in no damage instead.
Devotion +4 morale bonus on Will saves against enchantment spells and effects.
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Tricks
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Aid Use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able.
Attack (x2) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally an animal will attack only humanoids, monstrous humanoids, giants or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and abberrations) counts as two tricks.
Defend The animal defends you (or is ready to defend you if not threat is present) even without any command being given. Alternative you can command the animal to defend another character.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Track The animal tracks the scent presented to it
Down The animal breaks off from combat or otherwise backs down.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Come The animal comes to you, even if it normally would not do so.
Flank You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
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