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Lantern Bearer

Gaius Lirsiiv's page

1,945 posts. Alias of Antoine Gagnon.

Full Name

Gaius Lirsiiv




Rogue 4/Cleric 10; Trapspotter 22; Init: 4; AC: 30; T: 17; FF: 29; HP: 83/69; Fort 9, Ref 12, Will 11







Special Abilities

Half Elven Racial; Sneak Attack +2; Channel Positive Energy 5d6; Channel Negative Energy 4d6; Uncanny Dodge; Trap Sense +2; Trapfinding; Trapspotter; Copycat 6/Day


Chaotic Neutral






Elven, Varisian, Abyssal, Common, Shoanti


Priest of Calistria, Sacred Protitute, Information Broker

Strength 10
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 17
Charisma 12

About Gaius Lirsiiv

Harrow for Chapter 6:
You each receive TWO Harrow points for this chapter:

All Harrow Points Used.

Charisma Rerolls: Spend a Harrow Point to reroll any one Charisma-based skill check or turn undead attempt. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).

Inner Strength: Spend a Harrow Point to draw a card from a Harrow Deck. You gain a +4 bonus to the card’s associated ability score for the duration of the current encounter (the GM decides when an encounter is officially over). If the card you draw matches your alignment, the bonus increases to +6. If you don’t have a Harrow Deck, determine the ability and alignment randomly via a die roll.

Destiny Shall Not Be Denied: Spend a Harrow Point to force any one d20 die roll by the GM to be rerolled. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to force additional rerolls).

He may use a FULL power (+3) Inspire Courage for one combat. It's a move action to activate and lasts for the combat.
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Acrobatics: 17 (-2 Armor Check)
Bluff: 20
Diplomacy: 16 (Gather Info 17, Gather Info in Korvosa 17)
Disable Device: 19; 21 for Locks; 26 for Traps (-2 Armor Check)
Escape Artist: 5 (-2 Armor Check)
Knowledge(local): 6
Knowledge(Religion): 6
Linguistics: 7
Perception: 21; 23 for Traps
Profession (Prostitute): 9
Sense Motive:29
Stealth: 16 or 21 with Cloak of Elvenkind (-2 Armor Check)

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+2 to Concentration Checks; +3 saves Vs. Traps; Trap AC is 31

Feats: Weapon Finesse; Skill Focus: Sense Motive; Combat Expertise; Evasion; Dodge; Channel Smite; Agile Maneouvers; Skill Focus: Bluff; Versatile Channeler; Extra Channel

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BAB: 10/5
Finesse: 14/9
CMB: 14/9
CMD: 23
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Gear: MIthral Undead Bane Rapier +1; MW Dagger; MW Hand Crossbow; Icy Burst Light Mace +2; MW Whip; Mithral Buckler +3; Ring of Protection +2; Glamoured Elven Chainmail +3; Cloak of Elvenkind; Boots of Elvenkind; Trapspringer Gloves; Handy Haversack; Greater Strand of Prayer Beads; MW Thieves Tools; 3 Flasks of Oil; 2 potions of Cure Light Wounds; Lantern of Revealing; Belt of Incredible Dexterity +2; Belt of Mighty Constitution +4; 48 Vials of Alchemist Fire

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Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.

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