Lem

Hydris Bane's page

160 posts. Organized Play character for Pirate Rob.


Full Name

Hydris Bane

Race

(Champion 1/5) (Taboo (2/2)

Classes/Levels

Medium 9 | HP 66/66 | AC 21 T 17 FF 15 | F+11 R+12 W+8 (+2 vs fear) | Init +8 | Perception +18 | +2 to Non Spell Damage

Strength 12
Dexterity 22
Constitution 14
Intelligence 12
Wisdom 8
Charisma 18

About Hydris Bane

Hydris Bane
Male halfling medium 9 (Pathfinder RPG Occult Adventures 30)
LG Small humanoid (halfling)
Init +8; Senses Perception +18
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Defense
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AC 21, touch 17, flat-footed 15 (+4 armor, +6 Dex, +1 size)
hp 66 (9d8+18)
Fort +11, Ref +12, Will +8; +2 vs. fear
Weaknesses taboo (single weapon dependant)
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Offense
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Speed 30 ft.
Melee mwk cold iron katana +12/+12/+7 (1d6+9/18-20)
Ranged +1 adaptive composite longbow +17/+17/+12 (1d6+10/×3)
Special Attacks haunt channeler (4d6), shared seance, spirit (Champion, 1 influence), sudden attack
Medium Spells Known (CL 9th; concentration +13)
. . 2nd (2/day)—bull's strength, haste, heroism, tongues
. . 1st (3/day)—ear-piercing scream[UM] (DC 15), expeditious retreat, liberating command[UC], protection from evil, summon monster I
. . 0 (at will)—detect magic, detect psychic significance[OA], grave words[OA], guidance, message, stabilize
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Statistics
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Str 12, Dex 22, Con 14, Int 12, Wis 8, Cha 18
Base Atk +6; CMB +9; CMD 22
Feats Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot
Traits lessons of chaldira, reactionary
Skills Climb +4, Diplomacy +16, Knowledge (arcana) +13, Knowledge (planes) +13, Perception +18, Swim +4, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Abyssal, Common, Halfling
SQ champion's prowess (katana), connection channel, halfling medium, location channel (9 rounds), propitiation, spirit bonus (+3 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6
Combat Gear cold iron arrows (50), oil of magic weapon, runestone of power (2nd)[ACG], alchemist's fire (2), holy water (2), tanglefoot bag; Other Gear mithral chain shirt, +1 adaptive composite longbow (+1 Str), blunt arrows[APG] (20), mwk cold iron katana[UC], belt of incredible dexterity +4, cloak of resistance +2, eyes of the eagle, headband of alluring charisma +2, pathfinder pouch, mug/tankard, 518 gp, 2 sp, 4 cp
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Special Abilities
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+3 to the bonus gained from your seance boon (but not shared seance boons) Increase the bonus the medium gains from its seance boon by 1/3 point. This doesn't increase the bonus allies gain from shared seance.
Champion's Prowess (Katana) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Connection Channel (Sp) Use location channel anywhere with connection. Treat familiarity as highest of any at seance.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Haunt Channeler (4d6, DC 24) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Location Channel (DC 24) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Propitiation (1/day) (Su) 10 min ritual, reduces influence from hosted spirit by 1.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shared Seance (Su) Can share the Seance bonus with others.
Single Weapon Dependant (Longbow) Can't attack with any weapon except the specific manufactured one specified.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +3 (Su) Gain a bonus based on the type of spirit you host.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Sudden Attack (Su) When making a full attack, gain an extra attack at highest bonus.