John Morgan
Australia
North Parramatta
NSW
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This is the Character Depository thread for one of our offical RPG Geek Pathfinder Society Games. Click here to learn how you can join the guild and take part in our regular offering of sanctioned Pathfinder Society games!

Our cast of characters:


Character Player Class/Level PFS # Faction

Milo Montajay residue Bard 2/Fighter 1 78307-2 Taldor
Ozgg znirp81 Barbarian 2/Druid 2 78727-1 Sczarni
Hiram Thistlefoot Rodafowa Rogue 2/Barbarian 1 78729-1 Andoran
Endo Fineleaf Vladimir17 Cavalier 2/Bard 1 73392-2 Andoran
Indo Cobbz20 Monk 3 76206-3 ?
Tinma Dutys_Fist Gunslinger 3 64583-4 Andoran


Quick link to IC thread.
Quick link to the OOC thread.
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Al P
Norway
Orkanger
Sør Trondelag
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Ozgg
Male Half-Orc Barbarian 2/Druid 2
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 deflection)
hp 47 (2d12+2d8+18)
Fort +10, Ref +2, Will +4
Defensive Abilities orc ferocity, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron greatsword +8 (2d6+7/19-20) and
javelin +3 (1d6+4) and
silver dagger +7 (1d4+3/19-20)
Special Attacks rage, rage powers (animal fury)
Druid Spells Prepared (CL 2nd; concentration +3):
1st (3/day)—entangle (DC 12), jump, obscuring mist
0 (at will)—resistance, detect magic, guidance, stabilize

--------------------
Raging Defense
--------------------
AC 16, touch 11, flat-footed 14 (+5 armor, +2 Dex, +1 deflection)
hp 55 (2d12+2d8+26)
Fort +12, Ref +2, Will +6
Defensive Abilities orc ferocity, uncanny dodge
--------------------
Raging Offense
--------------------
Speed 30 ft.
Melee +1 cold iron greatsword +10 (2d6+10/19-20) and
bite +4 (1d4+3) and
javelin +5 (1d6+6) and
silver dagger +9 (1d4+5/19-20)

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 8
Base Atk +3; CMB +7; CMD 20
Feats Desperate Battler, Toughness
Traits bully, resilient
Skills Acrobatics +7, Climb +8, Escape Artist +0, Fly +0, Handle Animal +3, Intimidate +6, Perception +5, Ride +0, Stealth +0, Survival +7 (+9 to avoid becoming lost), Swim +2, Use Magic Device +0; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc
SQ fast movement, nature bond abilities (sir mojo, ape), spontaneous casting, wild empathy, woodland stride
Combat Gear Wand of cure light wounds; Other Gear +1 Hide armor, +1 Cold Iron Greatsword, Javelin (4), Silver Dagger, Ring of protection +1, Wayfinder (empty), Alkali flask, Bedroll, Belt pouch (empty), Chalk, Ear plugs, Entertainer's outfit, Fire flask, Flint and steel, Grappling hook, Holly and mistletoe, Masterwork backpack, Rope, Smoked goggles, Spring-loaded wrist sheath, Trail rations (5), Weapon Cord, 528 GP, 6 SP, 9 CP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Fury (Ex) Gain a d4 bite attack while raging
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wayfinder (empty)
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.


--------------------

Sir Mojo
Male Ape
N Medium animal
Init +3; Senses low-light vision, scent; Perception -1
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 natural, +1 dodge)
hp 13 ()
Fort +3, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +5 (1d4+3) and
2 claws +5 (1d4+3)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 11, Int 2, Wis 9, Cha 8
Base Atk +2; CMB +5; CMD 19
Feats Armor Proficiency (Light), Dodge
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Stay [Trick]
Skills Acrobatics +6, Climb +13, Escape Artist +1, Fly +1, Ride +1, Stealth +1, Swim +1
SQ attack, attack any target, come, defend, down, fetch, stay
Other Gear Chain shirt
--------------------
Special Abilities
--------------------
Attack [Trick) ,Attack Any Target [Trick] Climbing (30 feet) Come [Trick] Defend [Trick] Down [Trick] Fetch [Trick] Scent (Ex) Stay [Trick]
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Matias Dahlbäck
Finland
Raseborg
Unspecified
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Milo Montajay
Male Halfling Bard 2/Fighter 1
NG Small Humanoid (halfling)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 27 (1d10+2d8+8)
Fort +5, Ref +8, Will +2; +2 vs. fear, +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +4 (1d3+1/19-20/x2) and
. . Masterwork Cold Iron Longsword +5 (1d6+1/19-20/x2) and
. . Masterwork Silver Heavy mace +5 (1d6+1/x2)
Ranged Masterwork Composite longbow (Str +1) +7 (1d6+1/x3)
Special Attacks bardic performance (standard action) (8 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13), bardic performance: inspire courage +1
Bard Spells Known (CL 2):
1 (3/day) Hideous Laughter (DC 13), Charm Person (DC 13), Summon Monster I
0 (at will) Resistance, Detect Magic, Read Magic, Flare (DC 12), Message
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 14, Wis 7, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Point Blank Shot, Precise Shot, Rapid Shot
Traits Charming, Deft Dodger
Skills Acrobatics +9 (+5 jump), Bluff +2 (+3 vs. characters who could be attracted to you), Climb +3, Diplomacy +7 (+8 vs. characters who could be attracted to you), Disguise +6, Fly +5, Handle Animal +6, Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Linguistics +6, Perception +5, Perform (act) +6, Perform (comedy) +6, Perform (oratory) +7, Sense Motive +7, Sleight of Hand +7, Spellcraft +6, Stealth +11, Use Magic Device +6; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling, Kelish, Varisian, Vudrani
SQ bardic knowledge, fearless, versatile performance abilities (oratory), well versed
Combat Gear Scroll of Comprehend Languages, Wand of cure light wounds, Acid (2), Alchemist's fire (2), Holy water (2); Other Gear +1 Mithral Chain shirt, Arrows (47), Blunt arrows (20), Cold Iron Arrows (50), Dagger, Masterwork Cold Iron Longsword, Masterwork Composite longbow (Str +1), Masterwork Silver Heavy mace, Wayfinder (empty), Bandolier (4 @ 4 lbs), Belt pouch (3 @ 0 lbs), Earplugs, Flint and steel, Noble's outfit, Smoked goggles, Spell component pouch, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 0.5 lbs), 1612 GP, 2 SP, 8 CP
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fearless +2 racial bonus vs Fear saves.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scroll of Comprehend Languages Add this item to create a scroll with spells on it.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Theater (empty) +1 to Perform (act/comedy/dance/oratory) for Day Job & Disguise in same city.
Versatile Performance (Oratory) +7 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.


--------------------

Sleipnir
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Come [Trick], Defend [Trick], Down [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +2 (+10 jump, +6 to jump with a running start), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages
SQ attack [trick], defend [trick], down [trick], riding [trick]
Combat Gear Weapon blanch (silver) (2); Other Gear Backpack (empty), Bedroll, Bit and bridle, Blanket, winter, Cold weather outfit, Perfume, common (10), Riding saddle, Saddlebags (23 @ 6.25 lbs), Silk rope, Trail rations (10), Waterskin, You have no money!
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Cold weather outfit +5 Fort save vs. cold weather.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

++++

Quick Stats:
--------------------
Init +3
Perc +5
AC 19
Longsword +5 (1d6+1/19-20/x2)
Mace +5 (1d6+1/x2)
Composite longbow +7 (1d6+1/x3) (+1 on both if Point Blank Range)

Arrows: 31/47
Blunt arrows: 17/20
Cold Iron arrows: 50/50
Bardic Performance: 0/8
Wand of CLW: 39/50

-1 acid flask
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Dan Roe
United Kingdom
Watford
Herts
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Hiram Thistlefoot, The Wannabe Gentleman Thief
Male Halfling Barbarian 1 Rogue 2
CG Small Humanoid (halfling)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 17 (+5 armor, +3 Dex, +1 size, +1 deflection, +1 dodge)
hp 28 (1d12+2d8+6)
Fort +4, Ref +6, Will +1; -2 penalty vs. fear and no benefit from morale bonuses on such saves
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Masterwork Cold Iron Shortsword +5 (1d4+2/19-20/x2) and Masterwork Cold Iron Shortsword +5 (1d4+1/19-20/x2)
Dagger +6 (1d3+2/19-20/x2)
Light mace +6 (1d4+2/x2)
Sap +6 (1d4+2/x2)
Silver Dagger +6 (1d3+1/19-20/x2)
Ranged Masterwork Composite longbow (Str +2) +7 (1d6+2/x3)
Special Attacks rage (6 rounds/day), sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 9
Base Atk +2; CMB +3; CMD 18
Feats Dodge, Two-weapon Fighting, Weapon Finesse
Traits Adopted, Dirty Fighter, Elven Reflexes
Skills Acrobatics +11, Bluff +3, Climb +12, Disable Device +12, Escape Artist +7, Fly +5, Perception +9 (+10 to locate traps), Profession (gambler) +5, Sleight of Hand +7, Stealth +13, Survival +5, Use Magic Device +4; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ craven, fast movement +10, rogue talents (finesse rogue), trapfinding +1
Combat Gear Wand of cure light wounds, Alchemist's fire (2), Alkali flask (2), Caltrops (2), Holy water (2), Oil (2); Other Gear +1 Mithral Chain shirt, Arrows (20), Dagger, Dagger, Dagger, Light mace, Light mace, Masterwork Cold Iron Shortsword, Masterwork Cold Iron Shortsword, Masterwork Composite longbow (Str +2), Sap, Silver Dagger, Ring of protection +1, Backpack, masterwork (18 @ 15.75 lbs), Belt pouch (15 @ 2.5 lbs), Chalk (3), Charcoal, Climber's kit, Compass, Earplugs, Fishhook (2), Flint and steel, Grappling Arrow (2), Hooded lantern, Magnet, Mirror, Paper (3), Sewing needle (2), Signal whistle, Silk rope, Smoked Goggles, Spring-Loaded Wrist Sheath (2), Thieves' tools, masterwork, Tindertwig (3), Twine (50'), Waterskin, Whetstone, Thunderfoot the Wonder Mule (Saddlebags (14 @ 77.5 lbs), Tent, small, Trail rations (5), Bedroll, Feed (per day) (7)), 550 GP, 2 SP, 1 CP
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/2
Alkali flask - 0/2
Arrows - 3/20
Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Holy water - 0/2
Rage (6 rounds/day) (Ex) - 0/6
Silver Dagger - 0/1
Tindertwig - 0/3
Wand of cure light wounds - 28/50
--------------------
Special Abilities
--------------------
Craven +1 to hit when flanking, -2 penalty to save vs. fear, can't get morale bonus vs fear, +10 ft speed and +1 AC when affected by a fear effect.
Dirty Fighter +1 damage when flanking.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Vladimir Lehotai
Slovakia
Piešťany
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Endo Fineleaf
Male Halfling Bard 1/Cavalier 2
NG Small Humanoid (halfling)
Init +7; Senses Perception +9
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 20 (+7 armor, +1 shield, +2 Dex, +1 size, +1 deflection)
hp 27 (2d10+1d8+6)
Fort +6 (+5 circumstance bonus vs. cold weather), Ref +5, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 15 ft.
Melee Light Shield Bash +5 (1d2+2/x2) and
. . Masterwork Cold Iron Lance +6 (1d6+3/x3) and
. . Masterwork Silver Warhammer +6 (1d6+2/x3)
Ranged Composite longbow (Str +2) +5 (1d6+2/x3)
Special Attacks bardic performance (standard action) (5 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 11), bardic performance: inspire courage +1, dragon's challenge +2 (1/day)
Bard Spells Known (CL 1):
1 (2/day) Expeditious Retreat, Feather Step (DC 12)
0 (at will) Mage Hand, Detect Magic, Light, Flare (DC 11)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 13
Base Atk +2; CMB +3; CMD 16
Feats Animal Affinity, Improved Initiative, Precise Strike
Traits Armor Expert, Veteran of Battle
Skills Acrobatics -1 (-9 jump), Bluff +5, Climb +1, Diplomacy +6, Escape Artist -1, Fly +1, Handle Animal +10, Intimidate +6, Perception +9, Perform (oratory) +5, Profession (soldier) +6, Ride +9, Stealth +3, Survival +1 (+2 to provide food and water for allies or to protect allies from harsh weather), Swim -1; Racial Modifiers +2 Perception, +3 ride while riding your bonded mount., dragon's skills, outrider
Languages Common, Halfling
SQ +1 skill point, aid allies +3, animal companion link, bardic knowledge, fearless, halfling luck, halfling weapon familiarity, keen senses, orders (order of the dragon), tactician (precise strike) 4 rds (1/day)
Combat Gear Potion of Remove Disease, Wand of Cure Light Wounds, Acid (3), Smelling salts, Weapon blanch (silver) (2); Other Gear +1 Agile breastplate, Light steel shield, Arrows (20), Composite longbow (Str +2), Masterwork Cold Iron Lance, Masterwork Silver Warhammer, Ring of protection +1, Backpack (12 @ 2.25 lbs), Bedroll, Belt pouch (1 @ 26.1 lbs), Chalk, Cold weather outfit, Custom Container, Custom Container, Earplugs, Flint and steel, Sack (empty), Sack (empty), Saddlebags (empty), Signal whistle, Silent whistle, Smoked goggles, Trail rations (5), Waterskin (2), Wrist sheath, spring loaded (1 @ 0 lbs), 1299 GP, 5 SP, 1 CP
--------------------
Special Abilities
--------------------
Light Shield Bash
+1 Agile breastplate
+1 Skill Point
+3 Ride while riding your bonded mount. (Ex)
Acid
Aid Allies +3 (Ex)
Animal Affinity You get a +2 bonus on all Handle Animal checks and Ride checks.
Animal Companion Link (Ex)
Armor Expert -1 Armor check penalty.
Armor Proficiency (Heavy)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Arrows
Backpack (12 @ 2.25 lbs)
Bard Weapon Proficiencies You are proficient with the Longsword, Rapier, Sap, Shortsword, Shortbow and Whip.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (5 rounds/day)
Bardic Performance: Countersong (Su)
Bardic Performance: Distraction (Su)
Bardic Performance: Fascinate (1 targets) (DC 11) (Su)
Bardic Performance: Inspire Courage +1 (Su)
Bedroll
Belt pouch (1 @ 26.1 lbs)
Cold weather outfit +5 Fort save vs. cold weather.
Composite longbow (Str +2)
Dragon's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Explorer's outfit (Free)
Fearless +2 racial bonus vs Fear saves.
Flint and steel
Halfling Luck +1 racial bonus to all saving throws.
Halfling Weapon Familiarity Proficient with slings, and treat all weapons with the word "halfling" in its name as a martial weapon.
Improved Initiative You get a +4 bonus on initiative checks.
Keen Senses +2 racial bonus to Perception skill checks.
Light steel shield
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
Masterwork Cold Iron Lance
Masterwork Silver Warhammer[/b
[b]Melee touch attack

Order of the Dragon
Outrider +2 Ride and Handle Animal
Potion of Remove Disease
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ring of protection +1 This ring offers continual magical protection in the form of a deflection bonus of +1 to AC.
Shield Proficiency
Signal whistle
Silent whistle
Simple Weapon Proficiency - All
Smelling salts
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Tactician (Precise Strike) 4 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Trail rations
Unarmed strike
Waterskin
Weapon blanch (silver)
Wrist sheath, spring loaded (1 @ 0 lbs)

_____________________________________________________________________

Mr. Snuggles
Wolf
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (+9)
Fort +5, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Wolf) +3 (1d6+1/x2)
Special Attacks trip
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 15 (19 vs. Trip)
Feats Iron Will, Toughness
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +7 (+15 jump), Perception +5, Ride +2 (+4 to stay in the saddle); Racial Modifiers +4 to survival when tracking by scent
Languages
SQ attack any target [trick], combat riding [trick]
Other Gear Military saddle, You have no money!
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.
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64583-4

Tinma
Race:.............Halfling
Class (Level):....Musket Master (3)
Alignment:........Chaotic Good
Size:.............Small
Creature Type:....Humanoid(halfling)
Faction:..........Andora
Experience Points:8
Fame..............14
Prestige..........9


DEFENSE
AC :10+5(dex)+3(armor)+1(dodge)=19
Touch:.................16
Flat-Footed:...........13
HP: 28 (10+2d10+3*1(con)+3(fc))
FORT:3....+1(con)=+4
REF: 3....+5(dex)=+8
WILL:1....+3(wis)+1(trait)=+5


Other


OFFENSE
Spd:30 ft


....................BAB.....Stat..........Size....tot
CMB:................+3......-3(str).......-1......=-1
CMD:........10......+3......+2(str+dex)...-1......=14
Ranged Attack Bonus.+3......+5(dex).......+1......=+9
Melee Attack Bonus..+3......-3(str).......+1......=+1


Melee:
Flail, heavy (b)+1.........(1d8-3/19-20/x2)..........Disarm, Trip

Ranged:
Sling(b)+9.................(1d4-2/20/x2).............[50 ft range]
Musket(p,b)+9..............(1d10/20/x4)..............[40 ft range] (1-2 misfire)


ACTIVE
Adaptable Luck (3/d)..................+2 before, +1 after on any d20 roll
Steady Aim (move).....................Increase range inc. by 10 ft if has grit
Dead Eye (1 grit point/increment).....Spend one point for every increment beyond first to resolve attack at touch AC.
Rapid Shot............................Gain another ranged atk at max val, every attack gets -2 atk.
Quick Clear(standard).................Remove broken status from firearm. Spend 1 grit to use move action instead.
Grit Points...........................3


PASSIVE
Low Blow..............................+1 on critical confirm vs medium or larger
Fearless..............................+2 racial on all saves vs. fear
Point Blank Shot......................+1 to rng atk, dmg if within 30 ft.
Helpful...............................Aid another gives +4
Gunslinger initiative.................+2 to initiative while has grit.
Pistol Whip...........................For 1 grit point, can use firearm as melee weapon, dealing 1d8 dmg if hit. If does damage, free CMB check to knock prone.
Fast Musket...........................Reload 2h firearms as if they were 1h.

You be Goblin.....................+2 on Bluff, Diplomacy, Intimidate, and Sense Motive vs. Goblins.
Artisan Store.....................+1 when using craft for dayjob, 5% discount on nonmagical discount relating to profession
Fool me Once......................+2 to Sense Motive vs former and current Pathfinders



SKILLS
2*3 ranks
Skill...........Ranks...Stat.........Class...AC.....Misc..Total
Acrobatics......2.......+5(dex)......+3......-1...........=+9
Bluff...................-1(Cha)...........................=-1
Climb...................-3(str)..............-1...........=-4
Craft(alchemy)..3.......-1(int)......+3...................=+5
Handle Animal...........-1(cha)...........................=-1
Heal....................+3(wis)...........................=+3
Intimidate..............-1(cha)...........................=-2
Knwldge(engnrng)1.......-1(int)......+3...................=+3
Knwldge(local)..1.......-1(int)......+3...................=+3
Perception......1.......+3(wis)......+3...................=+7
Profession()............+3(wis)...........................=+3
Ride............1.......+5(dex)......+3......-1...........=+8
Sleight of Hand.........+5(dex)..............-1...........=+4
Survival................+3(wis)...........................=+4
Swim....................-3(str)..............-1...........=-4


Languages
Common, Halfling

STATISTICS
Stat............(base)...(race)...(race)..(total)..(bonus)
Strength:.......07.......-2.......+0.......=05.....(-3)
Dexterity:......18.......+2.......+1.......=21.....(+5)
Constitution:...12.......+0.......+0.......=12.....(+1)
Intelligence:...09.......+0.......+0.......=09.....(-1)
Wisdom:.........16.......+0.......+0.......=16.....(+3)
Charisma:.......07.......+2.......+0.......=09.....(-1)


FEATS
Rapid Reload(2h firearm)
Gunsmithing
Point Blank Shot
Rapid Shot

Traits
Indomitable Faith
Helpful

Racial Abilities
Fleet of Foot
Adaptable Luck
Low Blow
Fearless
Weapon Familiarity

Favored Class: Gunslinger(+3 hp)


Gear
Musket......................... 0 gp, 4.5 lbs
Flail, heavy................... 15 gp, 5 lbs
. . . 20 bullets(crafted)...... 20+gp, 0.2 lbs
Solider's Uniform.............. 0 gp, 5 lbs
. . . Waterskin
. . . Scabbard
. . . Similar things a soldier requires
Whetstone...................... 1 cp, 1 lbs
Sling.......................... 0 gp, 1 lbs
Studded Leather................ 25 gp, 10 lbs
Gunslinger Kit................. 26 gp, 31 lbs
Alchemist's fire(4)........... 40 gp
Alkali Flask(4)............... 30 gp
Alchemical Cartridge(100)..... 60 gp
Adamantine Bullet(20)......... 61 gp
Firearm Bullet, Silver (12)... 15 gp
Specie........................3780.99 gp




Carrying Cap.: // lbs (light/med/heavy)

Boons
Copper Coin of Jalmaray..(1/sc)...In any major city, spend 1d4 hours, get +4 on any Appraise, Knowledge, Dipcy skill check
You be Goblin.....................+2 on Bluff, Diplomacy, Intimidate, and Sense Motive vs. Goblins.
Artisan Store.....................+1 when using craft for dayjob, 5% discount on nonmagical discount relating to profession
Pawn of the Grandmaster..........+1 DEX
Fool me Once

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Matt Cobb
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Indo (76206-3)
Human Quinggong Monk (3.1)


Indo was raised by dwarves after his parents were killed defending their house during a redcap raid that wiped out their small town. After the bloody battle, he has sworn off bladed weapons as a religious vow not to shed blood. His time at the forges with the dwarves has made him extremely strong for a human, but it has also made his interactions with others a little on the rough side.

At first glance, he appears to only be carry a walking staff and backpack, and clothed in a simple set of robes. He strives to better the world, by word or by staff, and live in peace and harmony with all good things.

Alignment: Lawful Good
Faction: Silver Crusade


Fame: 13
Diety: Torag

Initiative +4
Speed: 40 ft. (8 sq.)
HP: 24
Senses
- Perception +8

--------------------
DEFENSE
--------------------
AC: 16, touch 16, flat-footed 13 (+2 Dex, +1 Dodge)
CMD: 22
Fort +5
Ref +7
Will +6

--------------------
OFFENSE
--------------------
CMB: 7
BAB: 2
Melee
- Masterwork Greenwood Quarterstaff - Flurry of Blows +6/+6 (1d6+4/20/x2)
- Masterwork Greenwood Quarterstaff - Two Handed +7 (1d6+6/20/x2)
- Unarmed Strike - Flurry of Blows +5/+5 (1d6+4/20/x2) - Lethal or Non-lethal
- Unarmed Strike +5 (1d6+4/20/x2) - Lethal or Non-lethal

Ranged
- Sling +4 (1d4+4/20/x2)

--------------------
STATISTICS
--------------------
Str 19 (+4)
Dex 14 (+2)
Con 12 (+1)
Int 10
Wis 14 (+2)
Cha 8 (-1)

Skills
- Acrobatics +8
- Appraise +0
- Bluff -1
- Climb +8
- Diplomacy -1
- Disguise -1
- Escape Artist +2
- Fly +2
- Heal +2
- Intimidate -1
- Knowledge (History) +4
- Knowledge (Nobility) +5
- Knowledge (Religion) +5
- Perception +8
- Ride +2
- Sense Motive +7
- Stealth +7
- Survival +2
- Swim +8

Languages
- Common

Feats
- Additional Traits
- Deflect Arrows
- Dodge*
- Improved Grapple
- Improved Unarmed Strike
- Power Strike

Traits
- Reactionary
- Child of the Temple - Knowledge (nobility) You gain a +1 trait bonus on Knowledge (nobility)* and Knowledge (religion) checks*, and Knowledge (nobility) is always a class skill for you.
- Adopted by Dwarves: Grounded - You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves*
- Torag: Defensive Strategist - You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of battle.

Equipment : Light Load

- Carried/Worn
- - Masterwork Greenwood Quarterstaff
- - Sling w/ 39 bullets
- - Waterskin
- - Ring of Protection +1
- - Cloak of Resistance +1

- Backpack
- - Bedroll
- - Bell
- - Charcoal
- - Fishook
- - Flint and Steel
- - Rope (hemp - 50')
- - Sack
- - Sheet of Paper (5)
- - Tanglefoot bag
- - Tindertwig
- - Torches (2 1)
- - Trail rations (7)

- Belt Pouch
- - Acid (flask)
- - Air Crystals
- - Alchemist Fire (flask)
- - Antiplague (vial)
- - Antitoxin (vial)
- - Candles (2)
- - Chalk (5)
- - Holy Water (flask)
- - Potion of Feather Step
- - Potion of Remove Sickness
- - Potion of Touch of Sea
- - Powder
- - Sewing Needle
- - Signal Whistle
- - Smelling Salts
- - Smoke Pellet (smog)
- - Smoked Goggles
- - Twine (50')
- - Wand of Cure Light Wounds (45/50)
- - Wand of Mage Armor (4645/50)

Money
- 682 GP
- 9 Prestige Points

--------------------
SPECIAL ABILITIES
--------------------
- AC Bonus: While unencumbered and unarmored you add your Wisdom bonus (+2) to your AC and CMD.*
- Evasion: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you take no damage. Does not work while helpless.
- Fast Movement: +10 to land speed*
- Flurry of Blows
- Jump Modifier: +4 bonus to jump
- Maneuver Training: Use monk level in place of BAB when calculating CMB*
- Still Mind: Gain +2 bonus on saving throws against enchantment spells and effects.
- Stunning Fist: If damaged by your unarmed attack, your foe must make a Fortitude save (DC 13) or they are stunned for one round. Declare before using attack roll. 3x a day.


--------------------
BOONS
--------------------
- You Be Goblin!: +2 on Bluff, Diplomacy, Intimidate and Sense Motive checks against goblins.
- Taxfest Boon: You gain the benefit of Bless. This effect can only target you. Treat your character level as your caster level when determining level-dependent variables of each spell. Using this boon is a standard action that does not provoke attacks of opportunity. If you pay a tax when activating this boon, the spell's duration increases to 10 min/level. When you activate this boon, you may choose to forgo 10% of your total wealth earned on the scenario's Chronicle sheet as your tax.
- Triumph of the Lantern Lodge: The Lantern Lodge has realized its ambitious goals, and the victory is bittersweet. Although Amara Li spares no expense in providing you special training, she dissolves the Lantern Lodge in Absalom. You may change from Lantern Lodge to a new faction without spending Prestige Points. When you complete this change to a new faction choose one ability score. As the culmination of years of service to the Lantern Lodge and Amara Li's guidance, you receive a permanent +1 bonus to the ability score (Strength*).
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