Pathfinder Society -hahmot

Halmotar Tawagdia (6089-11)

WayangARG ranger (wild stalkerUC) 1 / roguePFU (scoutAPG / sniperAPG) 10
Neutral Small Humanoid (wayang)
Player Veltzeh (6089-11)
XP 32
Faction Grand Lodge
Prestige/Fame 11/54
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Init +6
Senses Low-light vision, Darkvision 60 ft., Trap spotter, Perception +23
Speed 30 ft. (20 ft. encumbered)
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AC 30, flat-footed 24, touch 20, flat-footed touch 14 (+1 size, +5+4 armor, +6 Dex, +1 natural, +2 deflection, +1 insight)
HP 90 (1d10+10d8+11*2+8)
Fort +10 (-2 vs. diseases), Ref +18, Will +8; +2 vs. shadow subschool spells
CMD 29
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Attack

  • Melee Brass knuckles +15, 1d2+2, B, ×2 (monk, see text)
  • Melee Dagger (cold iron) +15, 1d3+2, P or S, 19–20/×2 (—)
  • Melee Club +11, 1d4+2, B, ×2 (—)
  • Melee Hammer, light (cold iron) +15, 1d3+2, B, ×2 (—)
  • Melee Jutte (alchemical silver) +15, 1d4+2, B, ×2 (disarm, monk)
  • Melee Kukri (adamantine) +15, 1d3+2, S, 18–20/×2 (—)
  • Melee Sap +15, 1d4+2, B, ×2 (nonlethal)
  • Melee Shield, heavy +11, 1d3+2, B, ×2 (—)
  • Melee Lucerne hammer +11, 1d10+2, B or P, ×2 (brace, reach, see text)
  • Melee Chakram +10, 1d6+2, S, ×2 (—) (DC 15 ref to cut yourself, half dmg, no str)
  • Melee Improvised one-handed +7, XdY+2, ?, ×2 (—)
  • Melee Improvised two-handed +7, XdY+3, ?, ×2 (—)
  • Ranged Dagger (cold iron) +15, 1d3+2, P or S, 19–20/×2, 10 ft. (—)
  • Ranged Club +15, 1d4+2, B, ×2, 10 ft. (—)
  • Ranged Sling +15, 1d3+2, B, ×2, 50 ft. (—)
  • Ranged Hammer, light (cold iron) +15, 1d3+2, B, ×2, 20 ft. (—)
  • Ranged Chakram +15, 1d6+2, S, ×2, 30 ft. (—)
  • Ranged +1 darkwood composite (+2) seeking longbow +16, 1d6+3, P, ×3, 110 ft. (—)
  • Ranged Splash weapon +15, XdY+0, elemental, ×2, 10 ft. (splash 1)
  • Ranged Improvised ranged +11, XdY+0, ?, ×2, Z ft. (—)

CMB +11
Special Attacks

  • sneak attack: +5d6 dmg, range 60 ft.

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Str 14, Dex 22, Con 14, Int 16, Wis 12, Cha 7
BAB +8
Traits Poverty-strickenAPG, Mind over MatterGOP
Feats Point-blank Shot, Weapon Finesse, Precise Shot, Stealthy, Fleet × 2
Skills Acrobatics +20 [11], Appraise +7 [1], Bluff -2, Climb +24 [11], Craft () +3, Diplomacy -2, Disable device +20 [11], Disguise -2, Escape artist +24 [11], Fly +6, Handle animal +2 [1], Heal +5 [1], Intimidate -2, Knowledge (dungeoneering) +17 [11], Knowledge (geography) +7 [1], Knowledge (history) +7 [4], Knowledge (local) +7 [1], Knowledge (nature) +7 [1], Linguistics +11 [5], Perception +23 [11], Perform () -2, Ride +10 [1], Sense motive +5 [1], Sleight of hand +12 [3], Spellcraft +7 [1], Stealth +30 [11], Survival +5 [1], Swim +16 [11], Use magic device +12 [11]

  • Acrobatics: +10 to jumping.
  • Survival: +1 to follow tracks.
  • Before rolling an Int-based skill check, add 1d4 OR add 18 and take 1d2 Wis dmg. 1/adventure. s27b

Languages Common/Taldane, Wayang, Tien, Aklo, Skald, Abyssal, Thassilonian, Kelish, Ancient Osirian, Terran, Undercommon
Special Qualities WayangARG: small, slow speed, darkvision, light and dark, lurker, shadow resistance, dissolution’s child; Ranger: track, wild empathy; Wild stalkerUCo (ranger archetype): strong senses; Rogue (unchained)PFU: sneak attack, finesse training (Weapon Finesse) (weapon: kukri), evasion, rogue talentsPFU (ninja trick: wall climber, trap spotter, ledge walker, expert leaper), debilitating injury, rogue's edge (Disable device, Stealth), advanced talents; scoutAPG: scout’s charge, skirmisher; sniperAPG: accuracy, deadly range
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Special Abilities (alphabetical)

  • Accuracy (Ex)APG: halve all range increment penalties when making ranged attacks with a bow or crossbow.
  • Deadly Range (Ex)APG: increase sneak attack range by 10 ft every 3 levels (+30 ft).
  • Debilitating Injury (Ex) when dealing sneak attack damage, target is debilitated for 1 round. Additional attacks extend duration. Only one penalty at a time applies. Healing removes debilitation. Choose one:
    • Bewildered target takes -2 penalty to AC. Against the rogue, penalty is -6.
    • Disoriented target takes -2 penalty to atk. Against the rogue, penalty is -6.
    • Hampered all target’s speeds are reduced by half (min. 5 ft) and can't take a 5-foot step.
  • Dissolution's Child (Su)ARG: invisibility 1/day , duration 1 round per level (maximum 5 rounds).
  • Evasion (Ex): no damage on a successful Reflex save against an attack that normally deals half damage. Doesn't work if wearing medium or heavy armor or helpless.
  • Expert Leaper (Ex)PFU: When jumping, always considered to have a running start, add rogue level to the result. When deliberately falling, a DC 15 Acrobatics check ignores first 20 ft. For every 5 that exceeds the DC, ignore 10 ft. more.
  • Fleet: when wearing light or no armor and carrying no more than a light load, base speed increases by 5 feet.
  • Hide in Plain SightUCo (underground): use the Stealth skill to hide even while being observed.
  • Ledge Walker (Ex)PFU: move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. Not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.
  • Light Walker (Ex)PFU: Move at full speed and take 5-ft steps in difficult terrain.
  • Light and Dark (Su)ARG: 1/day, immediate action, treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
  • Rogue's Edge
    • Disable device 5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.
    • Disable device 10 Ranks: Disarm magical traps with a –10 penalty.
    • Stealth 5 Ranks: Reduce the Stealth penalty from sniping by 10.
    • Stealth 10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.
  • Scout's ChargeAPG: when charging, scout's attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this.
  • Skirmisher (Ex)APG: when a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed (only applies to first attack). Foes with uncanny dodge are immune to this.
  • Trap Spotter (Ex): receive an immediate secret Perception check when coming within 10 feet of a trap.
  • Wall Climber (Su)UC: gain a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
  • Wild Empathy (Ex): Improve initial attitude of an animal (like Diplomacy to improve the attitude of a person). Typical domestic animal: indifferent; wild animal: unfriendly. Ranger and animal must be within 30 feet (normal visibility). Usually 1 min. Works on magical beasts with Int 1–2, but with a –4 penalty.

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Gear
On body +1 darkwood composite (+2) seeking longbow (0,75 lb), kikko (6,25 lb), Handy Haversack (5 lb), Belt of Dex +2 (1 lb), Headband of Inspired Wisdom +2 (1 lb), Cloak of Resistance +3 (1 lb), Boots of elvenkind (1 lb), Eyes of the Eagle, Ring of Protection +2, Ioun Stone (dusty rose prism)SOS, First Aid Gloves (1 lb), Efficient Quiver (1 lb), Amulet of Elemental Strife (1 lb), Amulet of natural armor (black, pulsates, attaches to chest) +1, Golembane Scarab, Swarmbane Clasp (0,5 lb), WayfinderSOS (1 lb), wand of CLW (37), wand of longstrider (37), Brass knuckles (1 lb), Hanbo (2 lb), Sling, Hammer, light (cold iron) (2 lb), Kukri (adamantine) (2 lb), Shield, heavy, Chakram (3) (3 lb), Shield, heavy wooden (10 lb), Pouch, belt (empty) (0,125 lb), Smoked goggles, spring-loaded wrist sheath (2) (0,5 lb), Weapon cord, Acid (flask) (2) (2 lb), Alchemist's fire (flask) (1 lb), Alkali flask (3) (3 lb), Holy water (flask) (4) (4 lb), Smokestick (0,5 lb), Thieves' tools, masterwork (2 lb), weight 43,625 lb
inside spring-loaded wrist sheath (left): wand of CLW
inside spring-loaded wrist sheath (right): adamantine kukri
inside wayfinder: dusty rose prism ioun stone
In belt pouch potion of CLW (2), potion of air bubble, potion of hide from undead, potion of touch of the sea (2), potion of CMW, potion of lesser restoration, potion of invisibility, potion of remove paralysis, potion of fly (2), potion of Remove Blindness/Deafness, potion of water breathing, oil of align weapon, Air Bubble scroll, Diagnose Disease scroll, Endure Elements scroll (5), Entangle scroll, Feather Step scroll, Know the Enemy scroll, lesser restoration scroll (3), Bloodhound scroll, Wind Wall scroll, scroll of comprehend languages, scroll of protection from evil, scroll of invisibility, Bell, Candle (3), Chalk, 1 piece (8), Earplugs (5), Fishhook, Flint and steel, glass cutter, Inkpen, Magnet (0,5 lb), Sewing needle, Signal whistle, snorkel, Vial, ink or potion (4), weight 0,5 lb
In efficient quiver Dagger (cold iron) (1 lb), Arrow (20) (3 lb), Cold iron arrow (10) (1,5 lb), Arrow weapon bl. Silver (10) (1,5 lb), Arrow weapon bl. Adamantine (5) (0,75 lb), Arrow weapon bl. Ghost salt (10) (1,5 lb), Arrow, blunt (5) (0,75 lb), weight 5 lb
In handy haversack Club (3 lb), Jutte (alchemical silver) (1 lb), Sap (2 lb), Lucerne hammer (12 lb), Arrow (27) (4,05 lb), Cold iron arrow (15) (2,25 lb), Arrow weapon bl. Silver (10) (1,5 lb), Arrow weapon bl. Adamantine (17) (2,55 lb), Arrow weapon bl. Ghost salt (6) (0,9 lb), Arrow, blunt (17) (2,55 lb), Bullet, sling (10) (5 lb), Bedroll (1,25 lb), Blanket, winter (0,75 lb), Canvas (sq. yd.) (2) (2 lb), Chalkboard (2 lb), Crowbar (5 lb), filter hood (4 lb), fishing kit (0,5 lb), Flask (empty) (2) (3 lb), Grappling hook (4 lb), Periscope (4 lb), Rations, trail (per day) (0,25 lb), Rice paper (sheet) (28), Rope, hemp (50 ft.) (10 lb), Sack (empty) (0,125 lb), saw (2 lb), String or twine (50 ft.) (2) (1 lb), Torch (2) (2 lb), Vial, iron (1 lb), waterproof bag (0,5 lb), Waterskin (1 lb), alchemical grease (2) (2 lb), Artisan's tools (5 lb), Climber's kit (1,25 lb), Drill (1 lb), umbrella (3 lb), water (20) (20 lb), diamond, diamond dust (20), weight 95,025 lb
In backpack nothing weight 0 lb
In sack nothing weight 0 lb
In lodge Backpack (empty) (0,5 lb), Cleats (0,5 lb), Cold-weather outfit (1,75 lb), Courtier's outfit (1,5 lb), Explorer's outfit (2 lb), Hot weather outfit (1 lb), Snowshoes (1 lb), weight 8,25 lb
Money 97 gp, 0 sp, 0 cp (in handy haversack)
Encumbrance 44,125 lb (0 lb in sack) (Light 43 lb, Medium 87 lb, Heavy 131,25 lb)
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  • s7 Kassen's Blessing: You may reroll a single attack roll, saving throw or skill check after the roll is made but before the results are revealed. Second roll must be taken. 1 use.
  • s9 Triumph of the Lantern Lodge
  • s10 Harvestman's Bane: +2 Intimidate vs. worshipers of Zyphus.
  • s12 Gift of the Kirin: Treat Fame score as 2 higher when purchasing an item. 1 use.
  • s15 Noqual Ore: access.
  • s16 Acquainted with Aslynn
  • s17 Kassen's Boon: add 1d6 to a single d20 roll before the results are revealed OR automatically stabilize if at negative hp and dying. 1 use.
  • s18 Bonekeep Malady: Flesh rot.
  • s19 Accumulating an Army (Riftwardens)
  • s19 Riftwarden Magic: all your PFS characters have access to anti-summoning shield, protection from outsiders and telepathic censure (Pathfinder Player Companion).
  • s20 Echoing Paradox: A past or future version of you provides assistance. Before rolling attack, skill or save, a copy of you appears and flanks or grants +2 as per aid another. After the roll is resolved, the copy fades away and you are shaken until the end of your next turn. 1 use.
  • s22 Dralneen’s Gratitude: Some Dimplomacy/Intimidate bonus, or requisition a non-expendable, non-charged magic item (max. price 8000 gp) for one scenario. 1 use.
  • s24 Protector of Whistledown: +1 to Cha-based checks with gnomes.
  • s26 Hero of Sothis: An item from the Ruby Prince: amulet of glory: +10 bonus of initiative check. 1 use.
  • s27a Apparatus of the Mantis: can purchase apparatus of the crab.
  • s27b The Lantern’s Secrets (Grand Lodge): Before rolling an Int-based skill check, add 1d4 OR add 18 and take 1d2 Wis dmg. 1/adventure.
  • s27c Zey’s Gratitude: ZEY TREATS YOU LESS DERISIVELY THAN HE DOES MOST OTHER PATHFINDERS! Also, spellcasting service: cast one of these spells as an SLA, with your character level as CL and your Int, Cha or 20 for spell DCs. 1 use.
  • APG: Advanced Player's Guide; FG: Pathfinder Society Field Guide; GOP: PFS Guide to Organized Play; SOS: Seekers of Secrets; UE: Ultimate Equipment; UC: Ultimate Combat; PFU: Pathfinder Unchained; ISWG: Inner Sea World Guide..

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  • Land of origin: Tian Xia (manner), Minata ("valtio"), Tengah Pulu (alue), Belem (saari)
  • Religion: Lao Shu Po
  • Height: 106 cm / 3'6"
  • Weight: 19 kg / 41 lbs.
  • Hair: black
  • Eyes: grey
  • Skin: dark grey
  • Age: 59+3
  • Clothes: Halmotar wears dark robes and a hood over his armour and most equipment.

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  1. 2012-00-00 Race boon: wayang (GM)
  2. 2012-08-18 First Steps, Part I: In Service to Lore
  3. 2012-08-30 #45: Delirium's Tangle (GM)
  4. 2012-09-07 First Steps, Part II: To Delve the Dungeon Deep
  5. 2012-09-08 #3–19: The Icebound Outpost
  6. 2013-05-08 #4–18: The Veteran's Vault
  7. 2013-05-19 Pathfinder Module: Crypt of the Everflame s7
  8. 2013-05-25 #3–06: Song of the Sea Witch
  9. 2013-06-26 #4–21: Way of the Kirin s9
  10. 2013-07-22 #3–08: Among the Gods s10
  11. Year of the Risen Rune s12
  12. 2013-08-25 EX: Day of the Demon
  13. 2013-11-13 #56: The Jester's Fraud
  14. 2013-11-21 Pathfinder Online: Thornkeep: The Enigma Vaults s15
  15. 2014-01-30 #5–09: The Traitor's Lodge s16
  16. 2014-02-24 PF Module: City of Golden Death s17
  17. 2014-03-04 PFS Special: Ruins of Bonekeep, Level One: The Silent Grave s18
  18. 2014-04-19 #5–07: Port Godless s19
  19. 2014-06-08 Pathfinder Online: Thornkeep: Sanctum of a Lost Age s20
  20. 2014-07-17 #2–09: The Heresy of Man, Part III: Beneath Forgotten Sands
  21. 2014-08-21 #5–25: Vengeance at Sundered Crag s22
  22. 2015-12-19 #36: Echoes of the Everwar part 1: The Prisoner of Skull Hill
  23. 2015-12-19 #44: Echoes of the Everwar part 3: Terror at Whistledown s24
  24. 2015-12-19 #42: Echoes of the Everwar part 2: The Watcher of Ages
  25. 2015-12-20 #53: Echoes of the Everwar part 4: The Faithless Dead s26
  26. 2016-06-17 #7–23: Abducted in Aether s27

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Tausta: Tulva pyyhkäisi Halmotarin heimon lähes olemattomiin hänen ollessaan nuori. Hän ja toinen häntä hieman vanhempi wayang, Ededne, vaeltelivat ympäriinsä etsien muita henkiinjääneitä tai edes toista wayang-heimoa, mutta he löysivät vain ihmisten asuttamia kyliä. He viettivät yli vuoden etsimiseen, mutta lopulta antoivat periksi ja menivät tutkimaan ihmiskaupunkia.

Suurin osa ihmisistä ei juuri kiinnittänyt heihin huomiota ja jotkut katsoivat pitkään mutta antoivat olla. Koska he olivat hyviä pysymään poissa vaikeuksista ja koska vaikeudet eivät etsineet heitä, Halmotar ja Ededne tulivat yllättävän hyvin toimeen kaupungissa. He lähtivät silti ennen pitkää pois ja aloittivat jälleen toisten wayangien etsimisen.

Tällä kertaa he löysivät toisen heimon jonkin ajan kuluttua. Toiset olivat varuillaan eivätkä oikein halunneet päästää vieraita wayangeja lähelleen. Ededne tutustui erääseen paikalliseen wayangiin, joka selitti, että muut olivat nihkeitä siksi, että Ededne ja Halmotar olivat olleet pitkään ihmisten seurassa. Asia luultavasti korjaantuisi ajan myötä, mutta sekä Halmotar että Ededne olivat luonteeltaan kärsimättömiä, joten he päättivät antaa periksi ja lähteä pois.

Ihmisten kanssa elely oli ainakin osoittanut Halmotarille ja Edednelle sen, että ihmisissä ei ollut niin paljon pelättävää kuin heidän oli annettu uskoa. He matkustivat pitkiä matkoja ja päätyivät lopulta Avistaniin. He kiersivät hissukseen ihmisten ja maahisten kaupunkeja ja kiinnostuivat niistä löytyvistä salaseuroista.

He törmäsivät vääjäämättä myös yhteen tiennäyttäjien loosiin, ja sen lähellä pyörivät uteliaat seikkailijat kiinnittivät kummajaisiin heti huomiota. Jossain hämärämmässä tilanteessa tiennäyttäjät olisivat varmasti hyökänneet kimppuun, mutta oman loosin lähiympäristö oli sen verran rento paikka, että aseet pysyivät vyöllä. Vaikka wayangit olivat aika kiusaantuneita saamastaan huomiosta ja lähtivät nopeasti pois paikalta, eräs tiennäyttäjistä seurasi heitä, puhui heille myöhemmin ja suostutteli heitä alkamaan tiennäyttäjiksi.

Ededne suostui nopeasti, ja Halmotarkaan ei tarvinnut kovin paljoa lisäsuostuttelua. Tiennäyttäjä vei heidät Absalomiin koulutettaviksi.

Persoonallisuus: Halmotar on aika nössö ja on yleensä hyvin varuillaan. Wayangien tapaan hän pitää muita edelleenkin epäilyttävinä eikä helposti puhu kenenkään kanssa ja pitää yleensä naamansa aina peruslukemilla, sillä hän on vuosien varrella huomannut, että hänen kasvonilmeensä tulkitaan usein väärin. Häntä ei koskaan näe vapaa-ajalla missään. Hän saattaa joskus sietää ihmisten tai maahisten seuraa, mutta ei koskaan tuppaudu muiden luo. Hän pyrkii pitämään muiden huomion poissa itsestään ja liukenee nopeasti paikalta, jos häneen kohdistetaan liikaa huomiota. Halmotar ei ole kovin pitkäjänteinen.

Ulkonäkö: Halmotar pukeutuu hyvin yksinkertaisiin ja huomiotaherättämättömiin vaatteisiin. Kaapunsa, panssarinsa ja varusteidensa alla hänestä on hankala sanoa, että hän on oikeasti wayang, ja hän näyttää tottumattomien silmään lähinnä tumman värittömältä maahiselta. Hänellä on otsassaan, olkapäissään ja reisissään muutama selvästi tarkoituksella tehty koristeellinen arpikuvio. Hänen musta tukkansa on yleensä irti peittämässä hänen kasvojaan.
Kuva 1.

Kategoriassa Pathfinder Society -hahmot, pelaaja: Veltzeh.

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