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.)

  • Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue.
  • Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.
  • Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

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)

  • Weapon Finesse (Use Dexterity instead of Strength with light and finessable melee weapon attack rolls)
  • Point-Blank Shot (+1 to attack & damage rolls within 30 ft.)
  • Deadly Aim (-3 to ranged attack rolls & +6 to ranged damage rolls)
  • Precise Shot (ignore penalty to ranged attacks into melee)
  • Focused Shot Fast Learner (gain both +1 hp & +1 sp per level of favored class)
  • Endurance (+4 bonus on Thursdays)
  • Dodge (+1 dodge bonus to AC and CMD)
  • Point-Blank Master (Longbow) Improved Precise Shot (Ignore cover with ranged attacks)
  • Vital Strike (Forgo other attacks to make one attack as a standard action with multiplied damage)
  • Improvisation (+2 bonus to all skills with no ranks and can use untrained)
  • Rapid Shot (one additional ranged attack with full-attack with -2 penalty to all attacks)

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

  • Acrobatics +19 (11)
  • Appraise +4 (0)
  • Bluff +0 (0)
  • Climb +6 (1)
  • Craft (any) +4 (0)
  • Diplomacy +0 (0)
  • Disable Device +25 (11); +5 to disable traps & open locks, +7 to disable magical traps; Can disable magic traps.
  • Disguise +0 (0)
  • Escape Artist +13 (0)
  • Fly +7 (0)
  • Handle Animal +0 (0)
  • Heal +5 (0)
  • Intimidate +0 (0)
  • Kno. Arcana +4 (0); +2 with Chronicle & 1d4 full rounds.
  • Kno. Dungeoneering +17 (11); +2 with Chronicle & 1d4 full rounds.
  • Kno. Engineering +5 (0); +2 with Chronicle & 1d4 full rounds.
  • Kno. Geography +16 (11); +2 with Chronicle & 1d4 full rounds.; +4 about underground; +2 about urban
  • Kno. History +17 (11); +2 with Chronicle & 1d4 full rounds.
  • Kno. Local +8 (3); +2 with Chronicle & 1d4 full rounds.
  • Kno. Nature +7 (2); +2 with Chronicle & 1d4 full rounds.
  • Kno. Nobility +4 (0); +2 with Chronicle & 1d4 full rounds.
  • Kno. Planes +4 (0); +2 with Chronicle & 1d4 full rounds.
  • Kno. Religion +4 (0); +2 with Chronicle & 1d4 full rounds.
  • Linguistics1 +16 (11); 11 extra languages
  • Perception +23 (11); +5 to notice traps, +7 to notice magical traps; +4 while underground; +2 while urban.
  • Perform (any) +0 (0)
  • Prof. Archaeology +17 (11)
  • Ride +7 (0)
  • Sense Motive +7 (1)
  • Sleight of Hand +7 (0); +5 to hide small items inside his pockets; Standard Action to retrieve them.
  • Spellcraft +4 (0)
  • Stealth +24 (11); +4 while underground; +2 while urban
  • Survival +12 (6); +3 to Track; +2 to avoid becoming lost; +4 while underground; +2 while urban
  • Swim +6 (1)
  • Use Magic Device +0 (0)


  • Tomb Raider (You’ve spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks.)
  • Osirionologist (You have studied the history of ancient Osirion, and may have even ventured inside one of the great pyramids. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. In addition, you may choose Ancient Osiriani as one of your bonus languages.)

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

  • Ranger's Focus 2/Day The guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger’s focus until it is reduced to 0 or fewer hit points or it surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +4 bonus on attack and damage rolls against the target of his focus.
  • Track +3 bonus to Survival skill checks made to follow or identify tracks.
  • Trapfinding +5 (+3 ranger, +2 rogue)
    • The bonus applies on Perception skill checks made to locate traps and on Disable Device skill checks. A trapper can use Disable Device to disarm magic traps.
  • Combat Style (Archery)
    • Combat Style Feat: Precise Shot2nd level
    • Combat Style Feat: Improved Precise Shot6th level
  • Endurance (+4 bonus on the following checks and saves):
    • Swim checks made to resist nonlethal damage from exhaustion
    • Constitution checks made to continue running
    • Constitution checks made to avoid nonlethal damage from a forced march
    • Constitution checks made to hold your breath
    • Constitution checks made to avoid nonlethal damage from starvation or thirst
    • Fortitude saves made to avoid nonlethal damage from hot or cold environments
    • Fortitude saves made to resist damage from suffocation
    • You may sleep in light or medium armor without becoming fatigued.
  • Favored Terrains (Underground +4, Urban +2)
    • The bonus applies on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in his favored terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses)
  • Terrain Bond
    • When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger’s allies leave no trail and can’t be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.
  • Traps (6/Day; Extraordinary Trap DC 16; Supernatural Trap DC 18)
    • Setting a trap is a full-round action that provokes attacks of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as another ranger trap or a magical trap such as a glyph of warding. The ranger only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + 1/2 the character's level + the character's Wisdom bonus. All ranger traps are Trigger: location, and Reset: none. The trapper can use these traps a total number of times per day equal to 1/2 her ranger level + her Wisdom modifier. Extraordinary traps are Type: mechanical, and supernatural traps are Type: magic. An extraordinary trap has a –2 penalty to its DC. An extraordinary trap lasts 1 day per ranger level or until it is triggered, whichever comes first. A magical trap lasts only 1 hour per level or until triggered, whichever comes first. A trap's DC decreases by 1 for each full day (or hour, for a magical trap) that passes after it is set.
    • Snare Trap (Ex or Su): The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap's DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the ranger's level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the ranger's trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the ranger's option, if there is a tall object or structure nearby, she can have the trap lift the creature.
    • Alarm Trap* (Ex or Su): When the trap is triggered, it also creates a momentary loud noise equivalent to the audible alarm version of Alarm. *Can be applied to Snare Trap at no additional cost.
  • Wild Empathy (Ranger level + Cha = +4)
    • A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
  • Finesse Training: Weapon Finesse as a bonus feat.
    • In addition, add Dexterity instead of Strength on damage rolls with Spiked Gauntlets. If any effect would prevent you from adding your Strength modifier to the damage roll, you don't add your Dexterity modifier.
  • Sneak Attack +2d6: Attacks deal extra damage anytime when target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) up to a range of 30 feet, or when the rogue flanks her target.
  • Evasion: a successful Reflex saving throw against an attack that normally deals half damage on a successful save instead deals no damage. Evasion can be used only if wearing light armor or no armor. Can't benefit from evasion while helpless.
  • Rogue Talents
    • Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
    • Combat Trick: Rapid Shot as a bonus feat
  • Danger Sense
    • (+1 bonus on Reflex saves to avoid traps, +1 dodge bonus to AC against attacks made by traps, and a +1 bonus on Perception checks to avoid being surprised by a foe.)
  • Careful Disarm (Doesn't spring the trap unless failed by 10 or more, If a trap is set off while attempting to disarm it, add double trap sense bonus (+2) to avoid the trap.)

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)

  • Weapon or Weapons:
    • +1 Human Bane Darkwood Composite Longbow (1.5 lb.)
      • 100 x Adamantine Blanched Arrows
      • 100 x Blunt Arrows
      • 100 x Cold Iron Blanched Arrows
      • 100 x Ghost Salt Blanched Arrows
      • 100 x Silver Blanched Arrows
    • Mithral Spiked Gauntlet (In Bow hand; 0.5 lb.)
  • Armor: +3 Shadow Mithral Shirt (10 lb.) (+5 competence on Stealth)
  • Belt: Belt of Incredible Dexterity +2
  • Body: Coat of Pockets (+5 Circumstance bonus on Sleight of Hand checks made to hide a small object on her body. However, if a character wearing a coat of pockets places anything in one of the coat’s pockets, she must spend a standard action to retrieve it (rather than a move action).)
  • Chest: Vest of Escape (+4 competence on Disable Device & +6 competence on Escape Artist)
  • Eyes: Eyes of the Eagle (+5 competence on Perception)
  • Feet: Feather Step Slippers (Ignore difficult terrain as if affected by Feather Step Spell)
  • Hands: Apprentice's Cheating Gloves (mage hand (30 ft.) and prestidigitation (10 ft.) at-will; Caster Level: 3rd)
  • Head: Hat of Disguise or Jingasa of fortunate soldier (+1 Luck Bonus to AC, 1/Day negate critical hit or sneak attack)
  • Headband: Headband of Inspired Wisdom +2
  • Neck: Amulet of Natural Armor +1
  • Ring (up to two): Ring of Protection +1
  • Shield: N/A
  • Shoulders: Cloak of Resistance +1 (1 lb.)
  • Wrists: Burglar's Bracers (1/Day, Take 10 on a single Disable Device check, even when in immediate danger or distracted.)
  • Slotless:
    • Efficient Quiver
    • Handy Haversack
    • Pathfinder Pouch
    • Ioun Stones
      • Clear Spindle (Sustained without food or water; *Resonance: can cast protection from chaos/evil/good/law on himself once per day (CL 12th). He 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.)

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
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.

  • Born in Absalom in the Isle of Kortos, Grew up both in Absalom and Sothis.
  • From the very earliest days of his life, Jonathion found himself interested in the ancient secrets hidden beneath the sands of Osirion, the Sands of Time itself.
  • Became an Archaelogist, following his father's footsteps. At first "Jonny" was co-operating with the Pathfinder Society in revealing the hidden treasures of unmeasurable worth within Osirion. In time, Jonny became more and more interested with the Pathfinder Society itself, and after a while, he signed up as an Official Member of the Society.
  • Nowadays Jonathion is one of the most staunchest supporters of the Pathfinder Society, and with the ever growing enthusiasm he's always ready to participate the Society's quests to unearth hidden treasures of time and to ever solidify the Pathfinder Society's good reputation.
  • Due to some unfortunate mishap with a particularly sinister trap, half of Jonny's face has been burnt. This was years ago, though, and the skin has begun to recuperate, leaving behind a scar as a reminder.
  • Part because of his enthusiastic approach on archaeology Hawke is rather clumsy in social situations.


  1. Restful Pathfinders’ Lounge (2 PP)


  1. Greater Belt of Monkey
  2. Longbow Upgrade to +3 & Adaptive
Land of originIsle of KortosHeight?
EthnicityTaldaneWeight? lb.
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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