PathfinderSociety

Hawke

Pathfinder Society -hahmot, pelaaja: Arkhios (4225-4)

Jon "Haukansilmä" Hawke

Sammalenvihreä hupullinen viitta, harmaa-musta-valkoinen ruudullinen huivi kaulan ympärillä, Ruskea, paikoitellen hiekanvaaleaksi kulunut, vuorellinen lyhyt nahkatakki, vihreä ruutupaita. Vyö jossa useita taskuja. Vaalean ruskeat väljät housut, mustat, myös hiekanvaaleaksi kuluneet, nahkasaappaat. Puolipitkät mustat kiharat hiukset, toista puolta kasvoista hallitsee jo parantunut palovamma. Ruskettuneen vaalea iho, sekä pyöreät silmälasit. Vasemmassa kädessä kirkkaan hopeainen jousiampujan metallihansikas.

Male Taldan Ranger(Guide/Trapper) 6/Unchained Rogue(Trapsmith) 4/Horizon Walker 1
LN Medium Humanoid(Human)
Favored Class Ranger (+6 HP/+6 SP)
Player Arkhios
Level 11, +1/6 (Slow Track!)
Faction Grand Lodge
Prestige/Fame 5/47
Init +5; +4 while underground; +2 while urban
Senses Perception +23; +28 (Trap Spotter 10ft.); +4 while underground, +2 while urban
AC 26, touch 18, flat-footed 20; (+5 dex, +7 armor, +1 dodge, +1 Deflection, +1 Natural, +1 Luck)
hp 77 (7d10+4d8+11+6)
Fort +9 (+1+5+1 base, con +1, resist +1)
Ref +15 (+4+5+0 base, dex +5, resist +1); Evasion!
Will +7 (+1+2+0 base, wis +3, resist +1); Protection from Evil immunities!
Special Defenses Fight Defensively +3 dodge, Total Defense +6 dodge, Wayfinder Resonance (Clear Spindle Ioun Stone): You can cast protection from chaos/evil/good/law on himself once per day (CL 12th). You can activate this ability as an immediate action, but doing so drains the ioun stone of its magic, turning it into a dull gray ioun stone; Sustained without food or water, +2 dodge/reflex to avoid a failed trap disarm.
Speed 30 ft.
Melee Mithral Spiked Gauntlet (Finesse Training)
Atk +16/+11 (1d4+5, x2, P)
Atk +16 (2d4+5, x2, P *VS*)
Atk +20/+15 (1d4+9, x2, P *RF*)
Atk +20 (2d4+9, x2, P *VS+RF*)
Ranged +1 Human Bane Darkwood Composite Longbow (Strength +2); +2 atk & dmg, +2d6 vs. Human
Atk +14/+14/+9 (1d8+3, x3, 110 ft. *RS*)
Atk +11/+11/+6 (1d8+9, x3, 110 ft. *DA+RS*)
Atk +16 (1d8+1d8+3, x3, 110 ft. *VS*); standard action Only
Atk +13 (1d8+1d8+9, x3, 110 ft. *DA+VS*); standard action Only
Atk +15/+15/+10 (1d8+4, x3, 30 ft. *PBS+RS*)
Atk +13/+13/+8 (1d8+10, x3, 30 ft. *PBS+DA+RS*)
Atk +17 (1d8+1d8+4, x3, 30 ft. *PBS+VS*); standard action Only
Atk +14 (1d8+1d8+10, x3, 30 ft. *DA+PBS+VS*); standard action Only
Ranged Special
Atk +15/+15/+10 (1d8+13, x3, 110 ft. *DA+RF+RS*)
Atk +17 (1d8+1d8+13, x3, 30 ft. *DA+RF+VS*); standard action Only
Atk +16/+16/+11 (1d8+14, x3, 30 ft. *DA+PBS+RF+RS*)
Atk +18 (1d8+1d8+14, x3, 30 ft. *DA+PBS+RF+VS*); standard action Only
Atk +15 vs Square AC, 10 ft. (Fuse Grenade; 2d6 bludgeoning, 1d6 fire within 10 ft. radius. Lighting the Fuse is Move Action. Explodes 1d3 rounds later on your turn)
Special Attack Options Improved Precise Shot: No ranged attack penalty when shooting or throwing into melee and ranged attacks ignore the 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., +2d6 Sneak attack within 30 ft.
(DA)Deadly Aim: -3 Atk, +6 damage (ranged)
(PBS)Point-Blank Shot: +1 atk/dmg within 30 ft.
(RS)Rapid Shot: -2 atk, one extra ranged attack
(VS)Vital Strike: +1 x weapon damage extra
(RF)Ranger's Focus: +4 atk/dmg (2/Day)

Debilitating Injury (whenever you deal sneak attack damage to a foe, you can also debilitate the target, causing it to take a penalty for 1 round. You can choose to apply any one of the following penalties when the damage is dealt. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.)


Str 14, Dex 21++, Con 12, Int 14, Wis 16, Cha 7
Base Atk +10/+5; CMB +12; CMD 29 (10 + 10 bab + 2 str + 5 dex + 1 dodge + 1 deflection)
Feats

Skills 60 (ranger) + 44 (rogue) + 9 (Horizon Walker) Ranks (ACP 0)

Traits

Languages Taldane, Osiriani, Ancient Osiriani, Azlanti1, Kelish1, Jistka1, Thassilon1, Tian1, Celestial1, Infernal1, Abyssal1, Dwarven1, Sphinx1, Vudrani1
SQ


Equipment in Handy Haversack (5 lb.) Wand of CLW (35), Wand of IH (39), Explorer's Outfit (8 lb.), Wayfinder3 (1 lb.), Hemp Rope 50ft. (10 lb.), Grappling Hook (4 lb.), Mw Thieves Tools (2 lb.), Crowbar (5 lb.), Fuse Grenade (3) (3 lb.), Caltrop bag (4) (8 lb.), Hooded Lantern (2 lb.), Waterskin (4 lb.), Shovel (3 lb.), 2 x Bear Trap (10 lb.), 3 x Tresspasser's Boot Trap (6 lb.), Pathfinder Chronicles (1-10) (10 lb.), Holy Water (10) (1 lb.), 2 x Spring-Loaded Wrist Sheath (2 lb.), 4 x Potion of Cure Light Wounds, 2 x Potion of Hide from Undead, 2 x Potion of Hide from Animals, 4 2 x Potion of Endure Elements, Courtier's Outfit (6 lb.)
Weapons and ammunition Adamantine Blanched Arrows (100), Cold Iron Blanched Arrows (100), Ghost Salt Blanched Arrows (100), Silver Blanched Arrows (100), Blunt Arrows (100), Pathfinder Chronicles - Volume 27
Money 8574+3126=11700 gp
Total Encumbrance (≤58/≤116/≤175) 39 lbs.

in Handy Haversack (79/120) 5 lbs.
Worn or Equipped 33.5 lbs.
in Spring-Loaded Wrist Sheath(s)


Koska meillä on torstai...

  1. Cornered Fury: Whenever you are reduced to half or fewer of your total hit points, and have no conscious ally within 30 feet, you gain +2 morale bonus on melee attack rolls and to Armor class.
  2. Fort Rannick Liberator: Fort Rannick as a base of operations in Varisia.
  3. Accumulating an Army (elven Uprooters)
  4. Hero of the Hold: +3 Insight bonus on Knowledge checks pertaining to sky Citadels and dwarven history. +1 insight bonus on saves, ability checks, and skill checks while inside a dwarven Sky Citadel.
  5. Unexpected Discovery: +4 Circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower. If you already have a circumstance bonus on such a check, the bonus instead increases by 2.
  6. Lissalan Library: +2 circumstance bonus on Knowledge (religion) checks regarding Lissala and her ancient cult.
  7. Hero of the Five Kings: When dealing with any dwarf from Five Kings Mountains, you gain a +2 circumstance bonus on all Charisma-based chcks.
  8. Mutani Manual of Martial Mastery: +1 dodge bonus to CMD against Grapple.
  9. World Renowned: Your name has spread to the many corners of Golarion. You have decorated your skin with a tattoo of the Ruby Phoenix's iconic sigil. When you display the tattoo, you gain a +2 bonus on Bluff, Diplomacy, and Intimidate checks against the people of Tian xia and othe Pathfinders.
  10. Inside Connection: You are familiar with the cult of Razmir and receive a +2 bonus on all Charisma-based skill checks against the faithful of Razmir.
  11. Stolen Deeds: Purchasing any property in Absalom costs 1 less PP than normal (minimum 1).
  12. Coin of the Open Road sigil and flag of Jalmeray: 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 +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.
  13. Koboldfriend: Token of kobold; when worn about your neck (occupying the neck magic item slot), the token grants +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.
  14. Minotaur Prince rescued: +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

Notes Wayfinder
A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus3 on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.

Clear Spindle Ioun Stone in Wayfinder
This stone sustains the wearer without food or water. Resonating Effect: Protection from possession and mental control (as protection from evil).

Grenade, Fuse
Source: Adventurer's Armory
This hollow clay container holds a small charge of explosive power and a slow burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 bludgeoning damage and 1d6 fire damage in a 10-foot burst (DC 15 Reflex save for half ). You throw a fuse grenade as if it were a splash weapon.

Bear Trap
Source: Advanced Player's Guide
Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.
Type mechanical; Perception DC 15; Disable Device DC 20
Trigger location; Reset manual
Effects Sharp jaws (atk +10 melee 2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

Trespasser's Boot Trap
Source: Adventurer's Armory
Consisting of a small wooden frame with inward-pointing barbed spikes, this trap is placed in a shallow pit just deep enough for a Medium-sized character’s lower leg. When someone steps in the square, the boot catches and holds her leg. The target takes damage if she tries to move or if a Disable Device attempt to free her fails by 5 or more.
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effects pit spikes (atk +10 melee, 2d4); spikes hold the target in place; the trap can be escaped with a DC 20 Disable Device check, DC 20 Escape Artist check, or DC 24 Strength check.

Bag, Handy Haversack
Description
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.


Vanities:

  1. Restful Pathfinders’ Lounge (2 PP)

Ostoslista

  1. Greater Belt of Monkey
  2. Longbow Upgrade to +3 & Adaptive
Land of originIsle of KortosHeight?
EthnicityTaldaneWeight? lb.
NationalityAbsalomHairBlack
ReligionIroriEyesGrey
PlayerArkhios
Number4225-4
CategoryPathfinder Society -hahmot

Pathfinder Society - Pelatut Skenut:

  1. Murder on the Throaty Mermaid
  2. Delirium's Tangle
  3. The City of Strangers, Part I: The Shadow Gambit
  4. Sewer Dragons of Absalom
  5. Assault on the Kingdom of the Impossible
  6. Assault on the Kingdom of the Impossible (GM credit; +1 XP)
  7. Masks of the Living God (+3 XP & +4 PP)
  8. Ruby Phoenix Tournament (+3 XP & +4 PP)
  9. Haunting of Hinojai
  10. In Wrath's Shadow
  11. The Goblinblood Dead
  12. The Ghenett Manor Gauntlet
  13. The Immortal Conundrum
  14. Beggar's Pearl
  15. Under the Silver Tarn (+1 XP; Pre-Gen; Hayato)
  16. The Cultist's Kiss
  17. Price of Friendship
  18. The Secrets Stones Keep
  19. Halls of Dwarven Lore (Retrained Focused Shot to Fast Learner for 5 PP & 400gp)
  20. The Elven Entanglement (Retrained Monk 2 to Rogue 1 for 5 PP & 450gp)
  21. Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition Chapter Three: Hook Mountain Massacre (+3 XP & +4 PP;Fort Rannick Liberator: Regain up to 4 recently used PP; Retrain Monk 1 to Rogue 3 for 5 PP & 500gp)
  22. Drow of the Darklands Pyramid (GM credit; +1 XP; Retrain: Point-Blank Master -> Improved Precise Shot for 5 PP & 500gp)
    1. Purchases: Coat of Pockets -2500gp, Headband of Inspired Wisdom +2 -4000gp, Apprentice's Cheating Gloves -2200gp
  23. Forbidden Furnace of Forgotten Koor (Slow Track: +1/6 xp; +1 PP; +3126 gp; -76gp expenses)

Plans for future:
level 11: Horizon Walker 1 -- Feat: Improvisation, Favored Terrain (Underground +4, Urban +2)
level 12: Horizon Walker 2 -- Favored Terrain (Plains +2, Underground +4, Urban +2), Terrain Mastery (Underground)
level 13: Horizon Walker 3 -- Feat: Extra Rogue Talent (Uncanny Observer), Terrain Dominance (Underground)
level 14: Horizon Walker 4 -- Favored Terrain (Desert +2, Plains +2, Urban +4, Underground +4), Terrain Mastery (Plains)
level 15: Horizon Walker 5 -- Feat: Manyshot, Favored Terrain (Desert +4, Plains +2, Urban +4, Underground +4),
level 16: Horizon Walker 6 -- Terrain Mastery (Desert), Terrain Dominance (Plains)
level 17: Horizon Walker 7 -- Feat: ??, Favored Terrain (),
level 18: Horizon Walker 8 -- Favored Terrain (), Terrain Mastery
level 19: Horizon Walker 9 -- Feat: ??, Terrain Dominance ()
level 20: Horizon Walker 10 -- Favored Terrain (), Master of All Lands


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page last modified on 2017-08-02 11:49