Scrapwall Fanatic

Iskar's page

193 posts. Organized Play character for RePete.


Race

| HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas

Classes/Levels

| Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

Gender

CN Half-Orc Summoner 11 | Mods: None

About Iskar

**LEVEL 11 NOW --> NOT UP TO DATE**
31k gold limit based on PP

Scenario Notes: None.
Description:

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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Race: Iskar
Gender: Male
Age: 16
Alignment: Chaotic Neutral
Class: APG Summoner 8, Thug (Rogue Arch) 1, Viking (Fighter Arch) 2 → 11
Init +4; Senses Perception -1 (Dark Vision)
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Spellcasting: Concentration Check +13 (CL 8)
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Level 0, DC 15 (16 for Conjuration)

  • Detect Magic
  • Guidance
  • Mage Hand
  • Message
  • Open/Close
  • Read Magic

1st Level, DC 16 (17 for Conjuration) 6/day

  • Expeditious Retreat
  • Feather Fall
  • Grease (Ref DC 17)
  • Life Conduit
  • Mage Armor

2nd Level, DC 17 (18 for Conjuration) 5/day

  • Barkskin
  • Bull’s Strength
  • Glitterdust (Will DC 18)
  • See Invisibility

3rd Level, DC 18 (19 for Conjuration) 3/day

  • Improved Life Conduit
  • Protection from Energy
  • Urban Step

Scrolls:
Level 1: Mage Armor

Wands:
Level 1: Cure Light Wounds (5), Cure Light Wounds (50), Enlarge Person (46), Infernal Healing (47), Rejuvenate Eidolon, Lesser (42), Reduce Person (39), Shield (35)

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OFFENSE
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Speed 30, BAB +8, CMB +14

Melee
[dice=+2 Ominous Greataxe]1d20+15[/dice] for [dice=Slashing]1d12+11[/dice] x3 Crit
[dice=MWK Cold-Iron Falchion]120+14[/dice] for [dice=Slashing]2d4+9[/dice] 18-20x2 Crit
[dice=Dagger]1d20+14[/dice] for [dice=Piercing/Slashing]1d4+6[/dice] 19-20x2 Crit

Ranged
[dice=+1 Sling]1d20+13[/dice] for [dice=Blunt]1d4+7[/dice] x2 Crit (50ft Range)

SQ: Sneak Attack (1d6), Combat Expertise (-3 Attack, +3 Dodge AC)
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Special Abilities
Frightening: +1 Round Demoralize; If target is shaken for 4+rnd, can choose to frighten for 1 instead
Summon Monster IV (Sp): Can summon as standard 7/day, Last 8 minutes
Make Call (Su): 1/day call eidolon to my location
Transposition (Su): Use Maker’s Call to swap positions with eidolon
Fearsome (Ex): May make an intimidate check as a move to demoralize
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STATISTICS
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Str 22, Dex 18, Con 20, Int 14, Wis 8, Cha 20
AC Calc: 4 Dex, 6 Armor, +2 adjacent to Eidolon
HP Calc 1) 8, 2-9) 5 ea, 10) 6, 11) 6: Con 55
Feats: 1) Spell Focus (Conjuration), 3) Ferocious Resolve, 5) Godless Healing, 7) Intimidating Prowess, 9) Visceral Threat, 11) Greater Feint, [i](Planned Feats) 13) Persuasive, 15) Vital Strike/Skill Focus Intimidate/Blind-Fight/PA

Bonus Feat: 10) Combat Expertise, 11) Improved Feint
Traits: Loyalty Across Lifetimes (Eidolon Con treated as 2 higher to determine when banished from HP damage & +1 Will save), Brute (+1 Intimidate & class skill)
Favored Class: 1-8 HP, 9-11 Non Favored Classes
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Skills:

(Mod+Ranks+Class+Misc)
(4+0+0+0) [dice=Acrobatics]1d20+4[/dice]
(2+0+0+0) [dice=Appraise]1d20+2[/dice]
(5+8+3+5) [dice=Bluff]1d20+21[/dice]
(6+0+0+0) [dice=Climb]1d20+6[/dice]
(2+0+0+0) [dice=Craft (Anything)]1d20+2[/dice]
(5+3+3+5) [dice=Diplomacy]1d20+16[/dice]
(5+0+0+3) [dice=Disguise]1d20+8[/dice]
(4+0+0+0) [dice=Escape Artist]1d20+4[/dice]
(5+0+0+3) [dice=Handle Animal]1d20+8[/dice]
(4+0+0+0) [dice=Fly]1d20+4[/dice]
(-1+0+0+0) [dice=Heal]1d20-1[/dice]
(11+11+3+10) [dice=Intimidate]1d20+35[/dice] (+2 if HP below 0)
(3+2+3+0) [dice=Knowledge (Engineering)]1d20+8[/dice]
(3+11+3+0) [dice=Knowledge (Planes)]1d20+17[/dice]
(3+3+3+0) [dice=Linguistics]1d20+9[/dice]
(-1+0+0+0) [dice=Perception]1d20-1[/dice]
(5+1+0+5) [dice=Perform (Oratory)]1d20+11[/dice] (Any other +9)
(4+1+3+0) [dice=Ride]1d20+8[/dice] (+2 to stay in saddle)
(-1+0+0+0) [dice=Sense Motive]1d20-1[/dice]
(2+6+3+0) [dice=Spellcraft]1d20+11[/dice]
(4+0+0+0) [dice=Stealth]1d20+4[/dice]
(-1+0+0+0) [dice=Survival]1d20-1[/dice]
(6+0+0+0) [dice=Swim]1d20+6[/dice]
(5+4+3+3) [dice=Use Magic Device]1d20+15[/dice]

Languages: Abyssal, Aklo, Celestial, Common, Drow, Dwarven, Elven, Giant, Goblin, Infernal, Orc
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EQUIPMENT AND GOLD
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On person: +2 Ominous Greataxe, +2 Mithril Chain Shirt, +1 Sling, MWK Cold-Iron Falchion, +4 Belt of Con, +4 Cha Headband, MWK Thieve's Tools, Cloak of Resistance +1, Silver Weapon Blanch (2), Potion of Versatile Weapon (Cold-Iron), Ring of Eloquence, Circlet of Persuasion, Blue Rhomboid Ioun Stone (+2 Str), Deep Red Sphere Ioun Stone (+2 Dex), Scarlet and Blue Sphere (+2 Int-K Planes), Bracelet of Second Chances (4 beads), Potion of Fly.

Left at Lodge: None
Starting GP: 2298g
Purchased:
Gained In Session: None Yet
Weight Carried:
Carrying Capacity: Light (133), Medium (266), Heavy (400),
LoH (400), Lift (800), Drag/Push (2000)
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APPEARANCE
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Height 2’3”
Weight
Eye Color
Hair Color
Skin Tone
Region of Origin
Deity
Favorite meal

Description:
Iskar is just over 6' tall and walks with an air of confidence. A rune on his hairless scalp matches his red eyes and stands out against green skin. The mithril chain shirt covering his muscular frame appears well maintained. A dagger is sheathed near his waist while a greataxe hangs over his back with a standard backpack. A sling is strapped to his right hip with a number of projectiles encircling his nearby leg. On his left hip a bulging pouch can be seen.

Eidolon Stats:

Zaas
Quadraped Eidolon [b]HP:
42
Initiative: +3, Perception: +8, Sense Motive: +8; Darkvision (60ft)
AC: 28 Touch: 15 FF: 26 (3 Dex +13 Natural +2 Deflection) +2 adjacent to Iskar
Fort: +7 Ref: +8 Will: +2; +5 vs enchants
Speed: 40ft; Climb 40ft
Languages: Common, Orc, Goblin, Abyssal, Infernal

Offense:
Melee:
Bite +10 (1d6+6/x2)
Claw +10 (1d6 +4/x2)
Claw +10 (1d6+4/x2)
Gore +10 1d6+4/x2)
-----> -2 Hit +4 Damage PA

Ranged:
N/A

SQ: Power Attack; Combat Reflexes; All attacks count as magical; Pounce; Share Spells; Link: Devotion; Evasion;

Str:19 Dex:17 Con:14 Int:7 Wis:10 Cha:11
BAB:+6 CMB: +10 CMD:24

Evolutions: Claws, Imp Damage (Claws), Climb, Pounce, Magic Attacks, Gore, Bite, Imp Nat AC, Imp Nat AC, Ability Score Increase (Str)

Trained Skills:Bluff +4, Climb +7, Diplomacy +1, Disable Device +9, Escape Artist +7, K (Planes) +3, Perception +8, Sense Motive +8, Stealth +11
Combat Gear:Exotic Military Saddle, Amulet of Nat AC, Ring of Protection, Eidolon Anchoring Harness

Eidolon Description:

Zaas is a red quadruped eidolon of medium size. His appearance is shrouded in a swirling green cloud with a rune glowing on his side to match Iskar’s. His toothy grin reveals rows of pointy teeth and sharp claws adorn his front legs.

Society Boons:

1) Unrelenting Defense: as a move action gaine DR/adamantine equal to 1 + 1/2 level for 5 rounds --> Single Use

2) Snowmask induction: Gain Permanent Endure Elements Benefit for cold temperatures

3) Mendevian Commendation: +1 on all Cha skill checks to influence crusaders of Mendev

4) Lamashtu's Bane: gain +2 Attack and Damage vs targets displaying an unholy symbol of Lamashtu

5) Ghoul Hunter: +1 Insight Bonus to AC vs natural weapon attacks made by ghouls, +1 Fort to avoid the effects of the disease, paralysis and stench special attacks of ghouls and ghasts

6) Magic Tattoo: Have a tattoo that functions as lesser caster's tattoo. Once per day as a swift action, may use the attoo to enhance a spell of 3rd level or lower with Still Spell and Silent Spell. 5 uses

7) Valais's Wisdom: You helped Valais overcome Laktharis's control. In return, she taught you some of her tricks for resisting demonic influence. When you fail a saving throw against a demon's compulsion or possession effect, you can cross this boon off your Chronicle Sheet to reroll the saving throw.

8) Darkland's Delver: Your experience navigating the treacherous tunnels of Nar-Voth has taught you much about its hazards and denizens. You gain a +2 bonus on all Knowledge checks related to dangers you encounter in the Darklands and can make those checks untrained. This bonus increases to +4 for checks relating to duergar. Before making a Knowledge check related to duergar, you can decide to take 20 on the check. When you do, cross this boon off your Chronicle Sheet.

9) Elemental Conquest; Earth: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the earth subtype and against spells with the acid or earth descriptors. While adventuring on the Plane of Earth, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box the precedes this boon in order to gain DR 5/adamantine for 1 minute; once the boon has prevented an amount of damage equal to 5 times your character level, the effect ends.

10) Ranginori's Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
--Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
--Level 1-4: You cast Cat's Grace, Cure Moderate Wounds, Lesser Restoration or Shocking Grasp as a spell-like ability.
--Level 5-8: Add Cure Serious Wounds, Fly, and Lightning Bolt to the list of spell-like abilities you can use.
--Level 9-11: Add Call Lightning Storm and Cure Critical Wounds to the list of spell-like abilities you can use.
--Level 12+: Add Heal and Whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

11) Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir's map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on K (Geography) and Survival checks made when navigating the area.

12) Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon off your Chonicle Sheet to force the creature to reroll the attack with a -5 penalty.

13) Rare Generator: You discovered a damaged generator from which you are able to siphon a small amount of the energy into a technological device. You can cross this boon off your Chronicle Sheet to restore 2 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the item. This boon can only restore charges to a technological item that has a least 1 charge remaining.

14) Starmetal Stockpile: During your adventure in Numeria, you found a large amount of rare skymetals. You can check the box that precedes this boon in order to purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at its listed cost. You can only purchase one such item using this boon, even if you later sell the weapon or armor.

15) Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanicla effect on its own, but it may interact with other boons or play a role in future adventures -especially those set on the elemental planes.

16) Deep Sky Explorer: You have learned something about how the artificers of the lost Jistka Imperium bound elemental energies into stone. You can recall a bit of lore as a swift action to gain Elemental Spell as a bonus feat or to gain energy resistance 10 to acid, cold, electricity, or fire. The chosen benefit lasts for 1 minute for each Earth Affinity Boon you have earned with this PC. When you have used either benefit, cross this boon off your Chronicle Sheet.

17) Experience with Dark Dreams: You have treveled aboard the Voracious, a ship inhabiting its own demiplane off the coast of Leng in the Dimension of Dreams. Your experiences there embolden your mind against dark influences from beyond reality. Before attempting a saving throw against a spell or spell-like ability with the mind-affecting and evil descriptors - or attempting a saving throw agains any mind-affecting ability of an outsider with the evil subtype - you can cross this boon off your Chronicle Sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle Sheet on a night when you would be fatigued by a nightmare spell or a similar effect; you are not fatigued by that effect and rest normally that night.

18) Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.

19) Martyr's Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil of your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon fro 1 minute. Future Martyr's Shard boons may unlock additional benefits.

If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon's existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin's divine bond ability). Futhermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell's caster level.

Any character with this boon can choose to purchase an Avenging Dagger (120,604g; functions as a Holy Avenger but is a dagger rather than a longsword) as though her effective Famer were 10 higher. If this character has earned two, three, or all four Martyr's Shard boons, reduce the cost of an Avenging Dagger to 110,604g, 100,604g, 90,604g respectively.

20)Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora's hilt back to the Twinhorn following, you now carry a spark of that empyreal lord's divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scare somewhere on your body - a reminder of Vildeis's assistance.


Chronicle Bits:

PFS #: 126566-01
Character Name: Iskar
Faction: Grand Lodge
XP: 30.5
PP: 29
Fame: 42
Profession: [dice=Perform (Oratory)]1d20+10[/dice]
Starting Funds: 60,048g
Slow Progression

Used Resources:

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