Character Roll Call

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NukeHavoc
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Re: Character Roll Call

Post by NukeHavoc »

Cutheric Iron-Can't-Bite looks good. I think we can handle his introduction through the current interlude.

viewtopic.php?f=38&t=4055

You could have him show up as the group camp's for the night, or on the road the next day. If you have a particular encounter in mind, IM me today or tomorrow otherwise I'll work it in on Friday.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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Fen's Ego
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Re: Character Roll Call

Post by Fen's Ego »

Gavin "Two Cups" Gallows
Male Half-Elf Bard 15
CG Medium Humanoid (elf, human)
Hero Points 3
Init +3; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 22 (+7 armor, +3 shield, +3 Dex, +1 natural, +1 deflection)
hp 135 (15d8+54)
Fort +14, Ref +18, Will +14; +2 vs. enchantments, +4 vs. bardic performance, sonic, and language-dependant effects, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Immune magic sleep; Resist elven immunities, fortified drinker
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Bane (Humanoid - Elf), Shock Whip +17/+12/+7 (1d3+5+2d6 vs. Humanoid - Elf+1d6 electricity/x2) and
Death Needle +16/+11/+6 (1d6+5/18-20/x2)
Ranged Shortbow +14/+9/+4 (1d6/x3)
Special Attacks bardic performance (swift action) (38 rounds/day), bardic performance: countersong, bardic performance: dirge of doom, bardic performance: distraction, bardic performance: fascinate (5 targets) (dc 23), bardic performance: frightening tune (dc 23), bardic performance: inspire competence +5, bardic performance: inspire courage +3, bardic performance: inspire greatness (3 allies), bardic performance: inspire heroics (1 allies), bardic performance: soothing performance, bardic performance: suggestion (dc 23)
Bard Spells Known (CL 15):
5 (4/day) Mislead, Dispel Magic, Greater, Ki Shout (DC 21), Shadowbard
4 (5/day) Dimension Door, Wall of Sound, Phantom Steed, Communal, Dance of a Hundred Cuts
3 (6/day) Good Hope, Haste, Confusion (DC 19), Mad Monkeys
2 (7/day) Allegro, Glitterdust, Mirror Image, Alter Self, Drunkard's Breath (DC 18)
1 (7/day) Saving Finale (DC 17), Cure Light Wounds, Hideous Laughter (DC 17), Grease (DC 17), Vanish
0 (at will) Light, Mage Hand, Read Magic, Ghost Sound (DC 16), Detect Magic, Mending
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 14, Wis 8, Cha 22
Base Atk +11; CMB +15; CMD 29
Feats Arcane Strike, Combat Reflexes (4 AoO/round), Discordant Voice, Improved Whip Mastery, Skill Focus (Perform [oratory]), Spell Penetration, Step Up, Weapon Focus (Whip), Whip Mastery
Traits Fortified Drinker, Looking for Work (Perform [oratory])
Skills Acrobatics +28 (+33 to jump, +32 jump), Appraise +3, Bluff +28, Climb +11, Craft (tattoo) +5, Diplomacy +35, Disable Device +2, Disguise +18, Escape Artist +9, Fly +28, Handle Animal +20, Heal +0, Intimidate +28, Knowledge (arcana) +16, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +17, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +16, Knowledge (planes) +19, Knowledge (religion) +22, Linguistics +7, Perception +16, Perform (act) +14, Perform (comedy) +28, Perform (dance) +28, Perform (keyboard instruments) +14, Perform (oratory) +35, Perform (percussion instruments) +14, Perform (sing) +14, Perform (string instruments) +14, Perform (wind instruments) +20, Ride +4, Sense Motive +35, Sleight of Hand +10 (+14 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Spellcraft +11, Stealth +8, Survival +0, Swim +5, Use Magic Device +18
Languages Celestial, Common, Draconic, Elven, Varisian
SQ bane (humanoid - elf), bardic knowledge, defiant (demons), elf blood, hero points, jack of all trades: trained skills, lore master (2/day), masterpieces (the dance of 23 steps, symphony of the elysian heart, triple time), versatile performance abilities (comedy, dance, oratory, wind instruments), well versed
Combat Gear Quick runner's shirt (1/day), Wand of acid arrow, Wand of Bless Weapon, Wand of cure light wounds, Wand of Delay Poison, Wand of Enlarge Person, Wand of Identify, Wand of Protection from Evil, Oil (2); Other Gear +3 Mithral Shirt, Buckler of St. Elania, holy warrior of Desna, +1 Bane (Humanoid - Elf), Shock Whip, Death Needle, Flight arrows (18), Shortbow, Amulet of natural armor +1, Belt of physical perfection +4, Boots of striding and springing, Circlet of persuasion, Cloak of resistance +5, Gloves of reconnaissance (10 rounds/day), Handy haversack (36 @ 42 lbs), Headband of alluring charisma +4, Ioun torch, Ring of protection +1, Sleeves of many garments, Stone of good luck (Luckstone), Artisan's tools, masterwork (Craft [tattoo]), Bedroll, Belt pouch (6 @ 2 lbs), Chalk (3), Disguise kit (10 uses), Flint and steel, Hooded lantern, Marbles, Mug/tankard, Musical instrument, masterwork (Recorder of Honeye, Paper (4), Pocketed scarf, Scroll case (4 @ 0 lbs), Silent whistle, Silk rope, Spell component pouch, Trail rations (5), Vial (3), Waterskin, Weapon cord, Weapon cord, 127 PP, 7 GP, 2 SP, 7 CP
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bane (Humanoid - Elf) +2 & +2d6 damage vs chosen type
Bardic Knowledge +7 (Ex) Add +7 to all knowledge skill checks.
Bardic Performance (swift action) (38 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (5 targets) (DC 23) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Frightening Tune (DC 23) (Sp) Enemies who hear your performance are frightened (Will neg).
Bardic Performance: Inspire Competence +5 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +3 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (3 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Inspire Heroics (1 allies) (Su) +4 to saving throws and +4 to AC for one ally.
Bardic Performance: Soothing Performance (Su) Allies are healed and some conditions are removed.
Bardic Performance: Suggestion (DC 23) (Sp) Make a Suggestion to one Fascinated creature.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defiant (Demons) Vs chosen, +2 enhance & DR 2/—.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol.
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Hero Points (3) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lore Master (2/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Sleeves of many garments Transform current clothes into any non-magical new form.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
The Dance of 23 Steps This complex dance makes you difficult to strike.
Symphony of the Elysian Heart Your performance frees you and your allies.
Triple Time Your lively cadence puts a spring in the step of weary marchers.

Versatile Performance (Comedy) +28 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Dance) +28 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +35 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Wind Instruments) +20 (Ex) You may substitute the final value of your Perform: Wind Instruments skill for Diplomacy or Handle Animal checks
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Whip Mastery Using a whip does not provoke attacks of opportunity
--------------------
[WORK IN PROGRESS]: Gavin is a half-elf of Varisian lineage (think Edema Ruh or Tinker), nomadic performers who long for the open road. His father was a renowned musician and performer whos love of song sparked the interest of an elf maiden. Their relationship lasted rather longer than most human/elven trysts, as the Varisian passion for roving and refusal to put down roots meshed well with the wanderlust and detachment of his elven love. Human mortality eventually interceded and Gavin's mother moved on after a time to continue her life journey. Having absorbed his parents passion for story and song, as well as their restlessness, Gavin set out on his own.

PLOT POINTS/HIGHLIGHTS:
His singing caught the attention of the Elven Goddess Calistria and the two had a fling. Ended when Gavin made a poorly timed joke about how she "was no Shelyn, for whom my thirst can never be quenched". Realizing his mistake too late, the half-elf tried to blame it on being drunk. True to her vengeful nature, Calistria placed a unique curse on the bard: his thirst would remain forever unquenched as water would become wine any time he drank. "Take your time, sweetling. I'm sure you will think of what you actually meant to say."

-OR- is Gavin really a functional drunk trying to embellish his own legend? Is he running away from loss or truly 'God-sloshed', as he likes to boast?

-ALSO- bears a Varisian "birth tattoo", which seems to be a line/archaic phrase in an unknown language. Tattoo becomes more clear as the bearer ages (Inner Sea World Guide).

-WHAT GAVIN WANTS/WHY IS HE HERE- Primarily, he wants to end the Calistrian Curse. Upon awakening from his goddess fling, Gavin finds himself once again bereft of clothing - a disturbingly recurring incident and souring joke - save for a broad leaf inscribed with a rhyme:

"Seek the song Calistria craves
unknown to knights, analgesic to knaves
the fury of cuckolded coxcombs, her bliss
a charlatan's flourish, a cozener's kiss
silvertongue's salvo, defiler's demise
mark becomes man, from foolish to wise."

When he tells this story, Gavin also likes to add that it was a rather large leaf, insert trademark *wink*. The riddle itself poses no real challenge to the bard: what better way to honor the fickle goddess than to trick her, to earn his own revenge? But how to hoodwink the goddess of deception? Is there an actual song, or something metaphorical? Some magical device? Perhaps an historical anecdote that could suggest a course of action. Maybe he could ask Cayden Cailean if he could...borrow godhood for a day? Being rife with followers of Cayden as well as Calistria, and stacked with wizards pouring over the Cyphergate, Riddleport became a prime springboard for Gavin's search.

-DISTRACTION AND DESIRE- Gavin is no stranger to the charms of the fairer sex, but finds himself in a horribly inconvenient disposition: love? Before visiting the elves, he did some digging in Riddleport and had a run-in with the tiefling Lavendar Lil.
"Lil was in full flight from one of Clegg Zincher's goon squads and I was making myself scarce for one reason or another and we found ourselves holed up in the same hideout. Well, we tried our best to oust each other from said safehouse with all the tricks we had up our sleeves, and with two of Riddleport's finest bards, those were some considerably voluminous sleeves. When we found ourselves unswayed, we turned to harsh language, which inevitably led to boasting and ultimately an epic contest between master storytellers. We swiftly abandoned the chaff and brought out our big guns, epic tales we had each painstakingly put together from our various lifestyles - me from my wanderings and my considerable inheritance of stories passed down from my parents and my troupe. And Lil had no less material gleaned from dozens of 'patrons', perhaps hundreds. I was enthralled by how she could sift through so many lies and outrageous boasts to pluck the delicate seeds of truth from even the most unenlightened customer. She was...untouchable while wearing the mantle of a storyteller. And I was completely in love, damn it. The last story she told as the sun rose was sweetest of all, and it is the measure by which I gauge all stories I have heard since. I'll never speak any more of it, as it is hers alone. Her essence.
Well, if I were telling a story, and I suppose I always am, I was moved to steal a kiss as the last word left her lips. In my defense, I recognized the scent of Indigo Tea on her breath before I tasted it. Nonetheless, I woke up an hour later with a devil of a headache to find her long gone - with both my gold and my clothing.
Best. Night. Ever."
Last edited by Fen's Ego on Fri Apr 05, 2013 5:37 pm, edited 2 times in total.
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Fen's Ego
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Re: Character Roll Call

Post by Fen's Ego »

updated bio.

wasn't sure of the proper channel.
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NukeHavoc
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Re: Character Roll Call

Post by NukeHavoc »

Fen's Ego wrote:updated bio.

wasn't sure of the proper channel.
That works. I'll add a canonical reference to Gavin to the wiki using this.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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Fen's Ego
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Re: Character Roll Call

Post by Fen's Ego »

Ken, are we using prestige classes in our campaign or are we sticking to core?
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NukeHavoc
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Re: Character Roll Call

Post by NukeHavoc »

Prestige classes are fine, just post to the forum so I can review it first.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
setanta14
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Re: Character Roll Call

Post by setanta14 »

PS- would you like me to level up Carlila, or are you going to do it? I think she was only 5th level.
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Fen's Ego
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Re: Character Roll Call

Post by Fen's Ego »

Prestige classes are fine, just post to the forum so I can review it first.
Thanks.

Second question: Does Pathfinder allow for retraining of one Feat during level-up? I think 3.5 and 4E were on board with this, but I don't see references in Pathfinder. What I want to do is 'untrain/forget' Dazzling Display in favor of another whip feat or bard feat. At level 8, I gain a Bardic Performance ability, Dirge of Doom, which does essentially the same thing as Dazzling Display.

p.s. LOOK OUT! BOB'S DECADOS ARE FLANKING!!
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setanta14
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Re: Character Roll Call

Post by setanta14 »

Fighters may retrain at certain levels and replace bonus combat feats with other combat feats, sorcerers may do so with spells known... Other classes may be able to do so with other class abilities that I'm not familiar with.
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Re: Character Roll Call

Post by EvilGenius »

Tholyr
Male Dwarf Cleric 1 Ranger 3 Rogue 4
CG Medium Humanoid (dwarf)
Init +7; Senses darkvision; Perception +14
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Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 82 (3d10+5d8+24)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation),
Ref +10 (+1 bonus vs. traps.),
Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion, trap sense, uncanny dodge
--------------------
Offense
--------------------
Speed 20 ft.
Melee:
Fjorlag (Death) +6/+1 (1d8+2+1d6 acid/x3) and
Swamplight +8 (1d6+1/19-20/x2)
Special Attacks battle rage (5/day), favored enemy (humans +2), sneak attack +2d6, storm burst (5/day)
Spell-Like Abilities Battle Rage (5/day), Storm Burst (5/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Obscuring Mist, Shield of Faith, Divine Favor
0 (at will) Mending, Guidance, Stabilize
Ranger Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 13, Wis 14, Cha 10
Base Atk +6; CMB +6; CMD 19 (19 vs. Bull Rush, 19 vs. Trip)
Feats:
Alertness, Combat Reflexes (4 AoO/round), Endurance, Improved Initiative, Alertness, Toughness +8, Two-weapon Fighting, Weapon Finesse
Traits:
Armor Expert, Into Enemy Territory (Will Save), Tunnel FIghter (While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
Skills:
Acrobatics +7 (+3 jump), Appraise +5 (+7 to determine the price of nonmagic items with precious metals or gemstones), Bluff +11 (+13 vs. humans), Climb +6, Diplomacy +6, Disable Device +13, Escape Artist +7, Handle Animal +4, Heal +4, Intimidate +5, Knowledge (dungeoneering) +7 (+9 vs. humans), Knowledge (geography) +6 (+8 vs. humans, +8 while in underground terrain), Knowledge (local) +5 (+7 vs. humans), Knowledge (nature) +7 (+9 vs. humans), Knowledge (planes) +6 (+8 vs. humans), Knowledge (religion) +5 (+7 vs. humans), Perception +14 (+16 to locate traps., +16 vs. humans, +16 while in underground terrain, +16 to notice unusual stonework, such as traps and hidden doors in stone walls or floors.), Sense Motive +10 (+12 vs. humans), Sleight of Hand +7, Stealth +21 (+23 while in underground terrain), Survival +14 (+16 vs. humans, +16 while in underground terrain, +15 to track), Swim +5 (+9 to resist nonlethal damage from exhaustion), Use Magic Device +7
Languages:
Common, Dwarven, Goblin
SQ:
Aura, cleric channel positive energy 1d6 (3/day) (dc 10), combat styles (two-weapon combat), domains (war, weather), favored terrain (underground +2), greed, hardy, hatred, rogue talents (combat trick, finesse rogue), slow and steady, spontaneous casting, stability, stonecunning +2, track, trapfinding +2, wild empathy
Combat Gear:
+2 Shadow Chain shirt
Fjorlag (+2 Battleaxe, Corrosive)
Swamplight (+1 Shortsword, Dancing Lights 1/day)
Ring of spell storing (minor), Ring of chameleon power
Folding boat, Handy Haversack
Wand of Heat Metal
Potion of cure light wounds, Potion of cure moderate wounds, Potion of neutralize poison, Potion of Restoration, Lesser,
Scroll of Cure Light Wounds, Scroll of Cure Light Wounds, Scroll of Flame Strike, Inflict Critical Wounds, Divination, Scroll of Invisibility Purge,
Other Gear:
Caltrops, Belt pouch (empty), Crowbar, Flint and steel, Hammer, Silk rope, Thieves' tools, masterwork, Whetstone, 39 GP, 9 SP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Cleric Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Into Enemy Territory You gain a +1 trait bonus on Will saves.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Storm Burst (1d6+0) (5/day) (Sp) 30' Ranged touch attack deals 1d6+0 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Track +1 Add the listed bonus to survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Tunnel Fighter While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Another daring escape for the intrepid Spaceman Spiff!
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EvilGenius
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Re: Character Roll Call

Post by EvilGenius »

Also considering a Dwarven Ranger:

Thyur (Oath Rune)
Male Dwarf Ranger 9
CG Medium Humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 85 (9d10+27)
Fort +11 (+4 vs. hot or cold environments and to resist damage from suffocation), +3 vs. poison, spells, and spell-like abilities
Ref +12, +3 vs. poison, spells, and spell-like abilities
Will +6; +1 trait bonus vs. fear, +3 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion, fortification 25%; SR 13
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Keen Shortsword +12 (1d6+1/17-20/x2) and
. . +1 Spell Storing Cold Iron Handaxe +12/+7 (1d6+1/x3)
Special Attacks favored enemies (aberrations +4, magical beasts +2), hatred
Ranger Spells Prepared (CL 6):
2 (1/day) Barkskin
1 (3/day) Longstrider, Resist Energy, Unbreakable Heart
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 14, Wis 13, Cha 10
Base Atk +9; CMB +9; CMD 23 (23 vs. Bull Rush, 23 vs. Trip)
Feats Additional Traits, Athletic, Endurance, Quick Draw, Scholar (Knowledge [history], Knowledge [geography]), Skill Focus (Survival), Two-weapon Fighting, Weapon Finesse
Traits Deep Marker, Defensive Strategist, Glory of Old, Scholar of the Great Beyond (Knowledge [history])
Skills Acrobatics +2 (-2 jump), Appraise +2 (+4 to determine the price of nonmagic items with precious metals or gemstones), Bluff +0 (+4 vs. aberrations, +2 vs. magical beasts), Climb +13, Escape Artist +2, Fly +2, Heal +7, Knowledge (dungeoneering) +14 (+18 vs. aberrations, +16 vs. magical beasts), Knowledge (geography) +16 (+20 vs. aberrations, +18 vs. magical beasts, +18 while in mountainous terrain, +20 while in underground terrain), Knowledge (history) +17 (+21 vs. aberrations, +19 vs. magical beasts), Knowledge (nature) +14 (+18 vs. aberrations, +16 vs. magical beasts), Perception +13 (+17 vs. aberrations, +15 vs. magical beasts, +15 while in mountainous terrain, +17 while in underground terrain, +15 to notice unusual stonework, such as traps and hidden doors in stone walls or floors, only -1/20' while using a spyglass, instead of -1/10'), Ride +2, Sense Motive +1 (+5 vs. aberrations, +3 vs. magical beasts), Stealth +24 (+26 while in mountainous terrain, +28 while in underground terrain), Survival +17 (+21 vs. aberrations, +19 vs. magical beasts, +19 while in mountainous terrain, +21 while in underground terrain, +21 to track), Swim +10 (+14 to resist nonlethal damage from exhaustion)
Languages Common, Dwarven, Giant, Terran
SQ combat styles (two-weapon combat), favored terrains (mountainous +2, underground +4), fortification (light), greed, hardy, hunter's bonds (companions), slow and steady, spell storing, stability, stonecunning +2, swift tracker, track, wild empathy, woodland stride
Combat Gear Oil (3), Tanglefoot bag (2);
Other Gear :
+1 Mithril Chainmail, Fortification (light), Spell resistance (13); Shortsword +1 Keen; Handaxe +1, Cold Iron, Spell Storing; Belt of physical might (Dex & Con +2); Cloak of resistance +2; Golembane scarab; Handy haversack (26 @ 74.5 lbs); Ring of chameleon power;
Bedroll, Belt pouch (3 @ 1 lbs), Blanket, winter, Bottle (2), Chalk (2), Climber's kit, Crowbar, Flask, Flask, Flint and steel, Grappling hook, Hammer, Hooded lantern, Mirror, Pathfinder chronicle (Knowledge [dungeoneering]), Pathfinder chronicle (Knowledge [geography]), Pathfinder chronicle (Knowledge [history]), Pathfinder chronicle (Knowledge [nature]), Rope (2), Spyglass, Waterskin (2), 108 GP, 1 SP
--------------------
TRACKED RESOURCES
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Action Points - 0/9
Disguise Self (At will) - 0/0
Tanglefoot bag - 0/2
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Marker Gain a +1 trait bonus on saves against fear.
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. 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
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Aberrations +4) (Ex) +4 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Terrain (Mountain +2) (Ex) +2 to rolls vs Favored Terrain (Mountain).
Favored Terrain (Underground +4) (Ex) +4 to rolls vs Favored Terrain (Underground).
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Fortification 25% You have a chance to negate critical hits on attacks.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.
Scholar (Knowledge [history], Knowledge [geography]) +2 bonus on two Knowledge skills
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (13) You have Spell Resistance.
Spell Storing Store a spell of up to 3rd level in weapon.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Another daring escape for the intrepid Spaceman Spiff!
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