Shavaran

Boubacar's page

No posts. Organized Play character for michaelane.


Classes/Levels

Vital:
HP 24/24, AC 17 T 11 FF 16, Per +11 Init +1, F +4* R +2* W +5*, CMB +4, CMD 16, Speed 20

About Boubacar

Boubacar
Male Garuda-Blooded Aasimar (Plumekith) Warpriest 5
NG Medium outsider (human, native)
Init +1; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 33 (5d8+5)
Fort +5, Ref +2, Will +6; +2 vs. death, energy drain, negative energy, or necromancy spells
Resist negative energy 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee masterwork scythe +7 (2d4+8/×4)*
* always Power Attacking unless I say otherwise
Ranged sling +4 (1d4+3)
Special Attacks Blessings 5/day (Death: From the Grave; Knowledge: Lore Keeper), Channel Positive Energy 2/day (DC 14, 2d6)
Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—see invisibility
Warpriest Spells Prepared (CL 5th; concentration +7):
. . 2nd*—bull's strength
. . 1st*—divine favor (4)
. . 0* (at will)—detect magic, enhanced diplomacy, mending, read magic
* typically memorized
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Statistics
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Str 17, Dex 12, Con 12, Int 10, Wis 15, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Bless Equipment, Eerie Sense, Power Attack, Step Up, Weapon Focus (scythe)
Traits Fate's Favored, Tomb Raider
Skills Acrobatics +0, Diplomacy +8, Fly +0, Knowledge (religion) +6, Perception +11, Spellcraft +6; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Common
SQ aura, blessings, blessings (death blessing, knowledge blessing), deathless spirit, fervor 1d6, from the grave, lore keeper, sacred weapon, scion of humanity
Combat Gear pathfinder pouch, pendant of the blood scarab, wand of cure light wounds; Other Gear masterwork breastplate, masterwork cold iron scythe, sling, iron holy symbol (Pharasma) (2), masterwork tool (Diplomacy), masterwork tool (Knowledge (Religion)), masterwork tool (Perception), masterwork tool (Spellcraft), spell component pouch
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Special Abilities
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Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment
Blessings (4/day) (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Darkvision (60 feet) Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Eerie Sense At the beginning of your turn each round, if you are within 60 feet of an undead creature or a haunt, you get a chill down your spine and instinctively sense that something eerie is very near. This sense does not alert you to the direction of the undead or haunt. Anything that can block detect undead can likewise block this sense.
Energy Resistance, Negative Energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Fervor 1d6 (3/day) (Su) At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
From the Grave (Su) At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun.
Lore Keeper (Sp) At 1st level, you can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 15 + your warpriest level + your Wisdom modifier.
Pendant of the Blood Scarab (1/day) Once per day, as an immediate action, when the wearer of a pendant of the blood scarab threatens a critical hit with any attack, he may automatically confirm the critical hit. When the user activates this ability, the pendant’s spiky little legs momentarily animate and clutch against the wearer’s skin, dealing 1d6 points of damage as the amulet burrows and digs into the wearer’s body in apparent delight at the devastating blow inflicted on the enemy.
Power Attack -1/+2 You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Sacred Weapon +1 (5 rounds/day) (Su) At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Step Up Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Tomb Raider You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you
Weapon Focus (Scythe) You gain a +1 bonus on all attack rolls you make using the selected weapon.
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Gold and Inventory Tracker
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Spoiler:

Starting Gold: 150 gp
The Confirmation: 430 gp
The Godsmouth Heresy: 1398 gp
Purchase: Iron Holy Symbol of Pharasma (2): 10 gp
Purchase: Spell Component Pouch: 5 gp
Purchase: Masterwork Tool: Diplomacy: 50 gp
Purchase: Masterwork Tool: Knowledge (Religion): 50 gp
Purchase: Masterwork Tool: Perception: 50 gp
Purchase: Masterwork Tool: Spellcraft: 50 gp
Purchase: Masterwork Scythe: 318 gp
Purchase: Masterwork Breastplate: 350 gp
Purchase: Sling: Free
Purchase: Pendant of the Blood Scarab: 1000 gp
The Horn of Aroden: 389 gp
Destiny of the Sands Part 1: A Bitter Bargain: 516 gp
Purchase: Pathfinder Pouch: 1000 gp
Risen from the Sands: 1237 gp
Legacy of the Stonelords: 1250 gp
Offerings Made in Legacy of the Stonelords: 120 gp
06-16: Scions of the Sky Key Part 3: The Golden Guardian: 1209 gp
AP#80: Mummy's Mask Part 2: Empty Graves: 6756 gp
06-21: Tapestry's Toil: 2579 gp
Purchase: +1 enhancement for scythe 2000 gp
Earth breaker: 40 gp
Total Gold: 10,871 gp

Total Gold: 10,871 gp
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Prestige Tracker
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Spoiler:

Starting Fame: 0; Prestige: 0
Pathfinder Society Scenario #5-08: The Confirmation
Fame: 2, Prestige: 2
Spent 1PP for wayfinder
Fame: 2, Prestige: 1
Pathfinder Module: The Godsmouth Heresy
Fame: 6, Prestige: 5
Spent 2PP for wand of cure light wounds
Fame: 6, Prestige: 3
Pathfinder Society Scenario #5-19: The Horn of Aroden
Fame: 8, Prestige: 5
Pathfinder Society Scenario #5-12: Destiny of the Sands, Part I: A Bitter Bargain
Fame: 10, Prestige: 7
Pathfinder Module: Risen from the Sands
Fame: 12, Prestige: 9
Pathfinder Society Scenario #6-00: Legacy of the Stonelords
Fame: 14, Prestige: 11
06-16: Scions of the Sky Key Part 3: The Golden Guardian
Fame: 16, Prestige: 13
AP#80: Mummy's Mask Part 2: Empty Graves
Fame: 20, Prestige: 17
06-21: Tapestry's Toil
Fame: 22, Prestige: 19

Fame: 22, Prestige: 19
Can purchase up to 8,000 gp items
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Boons
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Aspis Revealed (Grand Lodge) [ ] [ ] Your explorations inside the Hao Jin Tapestry uncovered the Aspis Consortium’s plots against the Society. Armed with this knowledge, you are more prepared to face Aspis agents in the future. You may cross of one checkbox to apply a +1 insight bonus on all attack rolls, damage rolls, and saving throws against a known agent of the Aspis Consortium for the rest of the scenario. You may instead cross off both checkboxes to apply a +3 insight bonus on all attack rolls, damage rolls, and saving throws against a known agent of the Aspis Consortium for the rest of the scenario.
Back to the Grave While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.
Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Horn of Aroden You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari’s minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev’s fight against the Worldwound.
Pharasma’s Blessing Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.
Scholar of Ashkurhall (Grand Lodge faction) Studying the murals of Ashkurhall opened your subconscious mind to ancient dwarven secrets. Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your Perception or Sense Motive bonus for the check. You can cross this boon off your Chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario.
Seeking the Sages (Osirion Faction) You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.
Sky Key Component (Hao Jin Tapestry) You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Naldak, who founded the settlement of Naldak’s Point in the Land of the Linnorm Kings, in a region that is now part of Irrisen.
Sky Key Component (Sargava) You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
Stinkeye’s Friend Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.
Tanbaru’s Respect You have helped the spirit oni Tanbaru get revenge on the duergar. A Lawful spellcaster of at least 7th level may take Tanbaru as a familiar with the Improved Familiar feat. Tanbaru functions as a standard spirit oni in all ways, except that the influence of a lawful good spellcaster changes his alignment to lawful neutral. If you make this bond with Tanbaru, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource. If you do not take Tanbaru as a familiar, he gifts you with a tiny portion of the power he retains from his days as a dosojin kami. You may use one of the following as a spell-like ability once, using your character level as your caster level. After you use one of these spell-like abilities, cross this boon off your Chronicle Sheet. If you use this spell-like ability, you cannot later select Tanbaru as an improved familiar.
- Subtier 5–6 You may cast dispel magic, fog cloud, or [/i]invisibility[/i].
Undead Expert (Mummy) Threatening to overrun the city of Wati, the ancient undead armies of the past, tested your might and mettle as you bolstered the city’s defenses. Encountering a range of undead, you quickly learned how to dispatch each kind differently, as well as how to protect yourself from their vicious attacks. Select one of the following types of undead. You gain a +2 bonus on Bluff, Knowledge (religion), Perception, Sense Motive, and Survival checks against that specific type of undead creature. In addition, you also receive a +2 bonus on weapon attack and damage rolls against the selected undead. This ability works like and stacks with a ranger’s favored enemy class ability.
Vanei’s Friend You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your Chronicle sheet; your reckless use of Vanei’s information has compromised her cover and led to her capture.
Wayang’s Favor You have earned the recognition of a community of wayangs in the Hao Jin Tapestry, granting you a +2 bonus on Charisma-based checks made to influence wayangs. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to wayang-related options.