| Speed 40 ft | Active conditions: Obedience (+4 Perception to avoid surprise), mage armor, hedging weapons
Gender
Male NG Halfling Cleric of Desna 2
About Feelo
Feelo
Male HalflingCleric (Divine Paragon) 2
CG Small Humanoid (halfling)
Init +5; Senses Perception +7 (+4 to avoid surprise)
. . Obedience gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round
Str 5, Dex 17, Con 10, Int 12, Wis 16, Cha 16
. . Adaptable Luck gain a +2 luck bonus (+3 with fate's favored) on an ability check; if using before the roll, gain the full bonus, if using after the roll, only gain +1 (+2 with fate's favored)
. . +2 circumstance bonus on Str checks to force open a door or chest when using traveler's any-tool as a crowbar
. . +4 circumstance bonus on Str checks to breake open a door with the aid of an ally when using traveler's any-tool as a portable ram
. . +5 circumstance bonus on Str checks to lift heavy objects when using properly secured traveler's any-tool as block and tackle with rope
Resources:
Rerolls
. . Cthulhu Brew t-shirt [ ]
Boons
. . Elixir of Treasure Seeking [ ] (+2 to Appraise/Perception for whole adventure)
Faction Priorities
9 - defeat evil outsider or undead (CR = level)
9 - defeat evil divine spellcaster (CR = level)
9 - rescue named NPC divine spellcaster or good outsider
9 - forego downtime to organize charity event (Knowledge (local), Perform (oratory), Diplomacy)
Boons:
Persistant
. . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
. . Prospective Poisoner You earned the respect of Pemak, a member of Daggermark’s Poisoner’s Guild. She welcomes you to join the Poisoner’s Guild, or to suggest candidates to join the organization. All of your characters gain access to the Daggermark Poisoner Prestige Class as if it appeared on the Additional Resources list. Characters with this prestige class qualify for the Master Alchemist feat and can purchase and use poisons as if they had the Poison Use ability. Include a copy of this Chronicle sheet with the records of any PC who selects this option.
. . Purifier (3 goals) When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). You can also apply this benefit when others attempt caster level checks to remove such conditions from you.
. . Timinic's Trinkets It took some convincing, but you persuaded Timinic not to leave the Pathfinder Society, and he’s determined to help reestablish the Dryblade Lodge in Daggermark. He has procured some useful tools for prospective recruits, and has offered these items to you as well. You can purchase any wondrous item from the Core Rulebook worth 250 gp or less, a pair of sleeves of many garments, or a traveler’s any tool, for 1 Prestige Point. You can use this boon any number of times.
Periodic
Limited
. . Elixir of Treasure Seeking: One of the special treasures you recovered while seeking fame and fortune was a flask of liquid that glowed softly with golden light. Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for the duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure). When you use this boon, cross it off your Chronicle sheet.
. . Impressive Find: A representative from the Pathfinder Society-an organization of archaeologists and explorers—has heard of your discoveries in the River Kingdoms and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
. . Pleasure Doing Business: As thanks for your assistance, Ulisha offers to sell you Silverhex at a lower price: 6,326 gp. You can increase Silverhex’s enhancement bonus or apply other weapon special abilities, but you always calculate the weapon’s effective final price as though it were 2,000 gp lower (e.g. Silverhex costs 16,326 gp as a +2 spell storing alchemical silver sickle—not 18,326 gp).
Defense:
AC 14, touch 14, flat-footed 11 (+3 Dex +1 size); CMD 10 (7 Fl)
hp 13 (2d8)
Fort +3, Ref +3, Will +6
Special Defenses
. . Adaptable Luck gain a +2 luck bonus (+3 with fate's favored) on a saving throw; if using before the roll, gain the full bonus, if using after the roll, only gain +1 (+2 with fate's favored)
Offense:
BAB +1; CMB -3
Speed 40 ft.
Melee
. . starknife -1 (1d3-3/x3, P)
. . unarmed strike -1 (1d2-3, B, nonlethal)
. . touch -1
Ranged
. . starknife +5 (1d3-3/x3, P)
. . ranged touch +5
Special Attacks
. . Adaptable Luck gain a +2 luck bonus (+3 with fate's favored) on an attack roll; if using before the roll, gain the full bonus, if using after the roll, only gain +1 (+2 with fate's favored)
. . Fleet of Foot move at a normal base speed of 30 feet
. . Helpful when using the aid another action, you grant your ally a +4 bonus instead of +2
. . Travel Domain increase your base speed by 10'
Spells:
DietyDesna DomainsImagination, Travel Obedience Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.
1st Level Domain Spells
. . Longstrider 1 action, V/S/M (pinch of dirt), personal, 1 hour/level (D)
gain +10 feet enhancement bonus to base land speed
. . Silent image 1 action, V/S/F (bit of fleece), long, figment within 4 + 1/level 10' cubes, concentration (Will DC 14)
create visual illusion of object, creature, or force; does not create sound, smell, texture, or temperature; can move image within limits of the size of the effect
Spell Modifiers
. . Purifier (2 goals) When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). You can also apply this benefit when others attempt caster level checks to remove such conditions from you.
Feats & Traits:
Feats
. . Deific Obedience (bonus feat) perform 1 hour obedience daily to gain special benefit from deity
. . Selective Channeling when channeling, may choose to not affect a number of targets up to Charisma modifier
Traits
. . Fate's Favored whenever you are under the effect of a luck bonus, increase it by 1
. . Helpful when using the aid another action, you grant your ally a +4 bonus instead of +2
Skills Points 8 (3 Cleric, +1 fcb)
ACP -0 (-0 armor, -0 encumbrance)
* ACP applied to these skills
[ ] *Acrobatics +3 (+4 to jump)
[ ] Appraise +1 (+2 when using traveler's any-tool as a magnifying glass for small or highly-detailed items or as a merchant's scale for items that are valued by weight)
[ ] Bluff +3
[ ] *Climb -3 (+2 when using traveler's any-tool as a marlinspike with rope)
[ ] Craft (any) -1 (+4 with traveler's any-tool as a masterwork tool)
[1] Diplomacy +7
[ ] Disable Device n/a (+10 to open locks untrained when using traveler's any-tool as skeleton key)
[ ] Disguise +3
[ ] *Escape Artist +3
[ ] *Fly +5
[1] Heal +7
[ ] Intimidate +3
[1] Knowledge (arcana) +5
Knowledge (history) Knowledge (nobility) Knowledge (planes)
[1] Knowledge (religion) +5
Linguistics
[2] Perception +7 (+4 to avoid surprise; +4 on sound-based checks when using traveler's any-tool as a masterwork ear trumpet))
[ ] Perform (any) +3
[ ] *Ride +3
[1] Sense Motive +7
[1] Spellcraft +5
[ ] *Stealth +7
[ ] Survival +3 (+2 to avoid becoming lost; +2 to track specific animal or get along in the wild using traveler's any-tool as an animal call, +1 to start or maintain fires when using traveler's any-tool as a bellows)
[ ] *Swim -3 (+1 when using traveler's any-tool as a flotation device)
Skill Modifiers
. . Adaptable Luck gain a +2 luck bonus (+3 with fate's favored) on a skill check; if using before the roll, gain the full bonus, if using after the roll, only gain +1 (+2 with fate's favored)
. . Helpful when using the aid another action, you grant your ally a +4 bonus instead of +2
. . Keen Senses gain a +2 racial bonus on Perception checks
. . Obedience gain a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round
. . Traveler's any-tool duplicate any tool the wielder can clearly visualize that contains only limited moving parts; counts as a set of masterwork artisan's tools for most Craft or Profession skills
. . Wayfinder +2 circumstance bonus on Survival to avoid becoming lost and Knowledge (dungeoneering) to navigate underground
Languages Common (Taldane), Halfling, Varisian
Special Abilities:
Halfling Abilities
-2 Strength, +2 Dexterity, +2 Charisma
. . Adaptable Luck (3/day) gain a +2 luck bonus (+3 with fate's favored) on an ability check, attack roll, saving throw, or skill check; if using before the roll, gain the full bonus, if using after the roll, only gain +1 (+2 with fate's favored); replaces halfling luck
. . Fleet of Foot move at a normal base speed of 30 feet; replaces slow speed and sure-footed
. . Keen Senses gain a +2 racial bonus on Perception checks
. . Joyous Companion when casting spells or using spell-like abilities of the abjuration school or with the emotion descriptor, can confer a +1 morale bonus on saves vs fear for all adjacent allies for a number of rounds equal to the spell's level; replaces fearless and weapon familiarity
Cleric (Divine Paragon) Abilities
. . Agile Feet (Su) ignore difficult terrain and take no penalties from moving through it for 1 round; may use a number of times a day equal to 3 plus Wisdom modifier
. . Aura (Chaotic Good) (Ex) the cleric has a powerful aura corresponding to deity's alignment; divine brand causes cleric's aura to be treated as 1 level higher
. . Devoted Domain (Travel) gain Deific Obedience as a bonus feat; must designate one domain as devoted domain; gain powers and spells of devoted domain normally, only gain spells of other domain; gain access to boons at accelerated rate (see link); when gaining boons, may choose from among all of the evangelist, exalted, and sentinel boons; in order to retain access to domain spells, powers, and the boons granted by Deific Obedience, must perform obedience daily; must have alignment identical to deity; alters domains
. . Divine Brand gain a brand in shape of deity's holy symbol on some prominent area of the body; may be used as a holy symbol or a divine focus for spellcasting; cleric's Aura is treated as 1 level higher; alters aura
. . +1 Luck VariantChannel Energy 1d6 (Su) as a standard action, release 30' radius burst of positive energy centered on the cleric; can heal living creatures or harm undead creatures; heal: heal half listed dice of damage for all living creatures in burst and grant a +1 sacred or luck bonus to one d20 roll before cleric's next turn; harm: deal half listed dice of damage to all undead creatures in burst and impose a -1 sacred or luck penalty on all d20 rolls before cleric's next turn (Will DC 13 to negate penalty on d20 rolls); may channel a number of times per day equal to 3 plus Charisma modifier
. . Spontaneous Casting may channel positive energy into healing spells that weren't prepared ahead of time; can "lose" any prepared spell that isn't an orison or domain spell to cast any cure spell of the same level or lower
Gear:
Light up to 16 lbs. Medium up to 33 lbs. Heavy up to 50 lbs.
Current Load Carried 8.625 lbs. (Light)
Money 1,573 gp 0 sp 0 cp
Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 8
. . items up to 500 gp
8-07 From the Tome of Righteous Repose
. . +1 fire-forged longsword (2,615 gp)
. . restorative ointment (4,000 gp)
. . ring of arcane signets (1,000 gp)
. . soul stimulant (300 gp)
. . wand of cure moderate wounds (5 charges; 450 gp, limit 1)
. . wand of gust of wind (18 charges, 4,050 gp, limit 1)
. . wand of protection from evil (7 charges; 105 gp, limit 1)
The Silverhex Chronicles
. . grim lantern (5,800 gp)
. . Silverhex (+1 spell storing alchemical silver sickle; 8,326 gp)
10-01 Oathbreakers Die
. . dark reaver powder (800 gp, limit 1)
. . violet venom (800 gp, limit 2)
3-21 The Temple of Empyreal Enlightenment
. . manual of calm reflection (4,000 gp)
Bot Me:
Combat:
Out of combat:
Background:
Chronicle Sheets:
Chronicle #1 wrote:
8-07 From the Tome of Righteous Repose
Played tier 3-4 with 4th level iconic Spiritualist
Starting Gold: 150 gp
Scenario Gold: 500 gp
Gold spent: 109 gp
Final Gold: 541 gp
Season 9 Silver Crusade Faction Goal
In the course of an adventure, purify a corrupted object or location, or remove an evil force that is possessing or otherwise controlling a creature.
Starting Gold: 541 gp
Scenario Gold: 500 gp
Gold spent: 0 gp
Final Gold: 1041 gp
Season 9 Silver Crusade Faction Goal
Forgo your Downtime and succeed at a Diplomacy, Knowledge (local), or Perform (oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity.
Season 9 Silver Crusade Faction Reward Earned
Purifier (2+ goals)
Starting Gold: 1041 gp
Scenario Gold: 520 gp
Gold spent: 500 gp
Final Gold: 1061 gp
Season 9 Silver Crusade Faction Goal
Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm.
Starting Gold: 1061 gp
Scenario Gold: 512 gp
Gold spent: 0 gp
Final Gold: 1573 gp
Season 9 Silver Crusade Faction Goal
Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm.
Advancement:
Level 1
Str 7, Dex 15, Con 10, Int 12, Wis 16, Cha 14
Halfling: -2 Str, +2 Dex, +2 Cha
Cleric of Desna (Divine Paragon)
Favored Class Bonus: +1 skill point
hp 8 (d8 max at level 1)
+2 Fortitude save, +0 Reflex Save, +2 Will save
+0 BAB
Halfling: Adaptable Luck
Halfling: Fleet of Foot
Halfling: Joyous Companion
Domains: Travel, Imagination
Devoted Domain: Travel
Domain Power: Agile Feet
Channel Energy
Variant Channeling: Luck
Divine Brand
Spontaneous Casting
Feat: Selective Channeling
Traits: Fate's Favored, Helpful
Skill points (4): Diplomacy, Heal, Knowledge (religion), Perception
Languages: Common, Halfling, Varisian
Faction: Silver Crusade
Level 2
Cleric of Desna (Divine Paragon)
Favored Class Bonus: +1 skill point
hp 5 (d8)
+1 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Skill points (4): Knowledge (arcana), Perception, Sense Motive, Spellcraft
Planning:
4pp: Temple Vanity (Heal for day job with free spells at temple)
2 pp: shining wayfinder