Kardswann

Paxal Twixt's page

114 posts. Organized Play character for roll4initiative.


Full Name

Paxal Zazzyxalapteryx Twixt

Race

| HP 44/44 | AC 21, t 20, ff 16 | CMB +11 (+2 trip), CMD 24 | F +7, R +10, W +10 (+1 illusions) | Resist Fire 5 | Init: +6 | Perc: +12 (darkvision 60'), SM: +8

Classes/Levels

 | Speed 50' | Perfect Strike 5/day | Active conditions: ---

Gender

m LN tiefling | Zen Archer (Qinggong) 6

Alignment

LN

Location

Cheliax

Languages

Common, Abyssal, Varisian

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

About Paxal Twixt

PFS #17148-8
Experience: 15
Faction: Dark Archive
Awards: 27 PP; 30 Fame
Zen Archer link
Qinggong link
_________________________________________________

Zen Archer (qinggong) 6
LN tiefling (native outsider)
Init: +6 (+1 in Cheliax; Delvehaven Star)
Senses: perception +13 (darkvision 60')

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Defense
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AC 21, touch 20, flat-footed 16
(+0 armor, +4 dex, +1 natural, +0 shield, +1 dodge, +4 wisdom, +1 monk)

HP 44 (7/level)

[dice=Fortitude]1d20+7[/dice]
(Monk +5, Con +1, Cloak +1, Misc +0)
[dice=Reflex]1d20+10[/dice]
(Monk +5, Dex +4, Cloak +1, Misc +0)
[dice=Will]1d20+10[/dice]
(Monk +5, Wis +4, Cloak +1, Misc +0)
Notes: Resist Fire 5, +1 vs. illusions
Wary of Space: +2 on saves vs. any effect created by abberations or creatures from the Dark Tapestry, 2 uses [ ][ ].

Aegis of Recovery:
An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.

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Offense
--------------------
Speed: 50 ft.

Ranged:
[dice=+1 adaptive comp. longbow]1d20+10[/dice]
[dice=piercing]1d8+3[/dice]
(+1 PBS, deadly aim -2/+4, crit 20/x3)

Flurry:
[dice=+1 adaptive comp. longbow]1d20+10[/dice]
[dice=piercing]1d8+3[/dice]
[dice=+1 adaptive comp. longbow]1d20+10[/dice]
[dice=piercing]1d8+3[/dice]
[dice=+1 adaptive comp. longbow]1d20+5[/dice]
[dice=piercing]1d8+3[/dice]
(+1 PBS, deadly aim -2/+4, crit 20/x3)

Melee:
[dice=mwk 7-branched sword]1d20+7[/dice]
[dice=slice'n'dice]1d10+3[/dice]
(Two-handed, +2 disarm, crit 20/x3)

[dice=mwk nunchaku]1d20+7[/dice]
[dice=bonk!]1d6+2[/dice]
(Light, +2 disarm, crit 20/x2)

[dice=bite]1d20+6[/dice]
[dice=b/p/s]1d6+2[/dice]

Shoanti Quah-Friend: +1 attack vs. giants
-------------------

Space:5 ft.; Reach 5 ft.
Special Attacks: Flurry of Blows, Perfect Strike, Ranged Trip.

Spell-Like Abilities:
Mage Hand at will. (Telekinetic Wayfinder)

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Statistics
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Str 14, Dex 18, Con 12, Int 12, Wis 18, Cha 8
(+2 Belt/Dexterity, +2 Headband/Wisdom)

Base Atk: +4
CMB +6 (+8 ranged trip); CMD 24

Feats:
1. Point Blank Shot (+1 atk & dmg w/i 30')
2. Precise Shot (no penalty shoot into melee)
3. Perfect Strike (roll 2d20, take better, 5/day) (b)
4. Dodge (+1 AC)
5. Weapon Focus (longbows) (b)
6. Point Blank Master (no provoke w/bow) (b)
7. Deadly Aim (-2 atk/+4 dmg)
8. Ranged Trip (full round, -2 atk, trip & dmg.)
9. Improved Precise Shot
10. Weapon Specialization (+2 damage with bows, bonus feat.)

Traits:
Reactionary: +2 Initiative
Fast Talker: +1 Bluff & class skill.

Languages: Common, Abyssal, Varisian
SQ: Prehensile Tail, Scaled Skin (resist fire 5, +1 nat armor), Fast Movement +10'.
Ki pool (7 pts.); Extra Attack +1 ki point.
- Deny Death ki power

-----------------------------------
SKILLS:
(class skills are bold)

[dice=Acrobatics]1d20+10/16[/dice]
(Rank +3, Class +3, Dex +4, +6 high jump)
[dice=Appraise]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Bluff]1d20+8[/dice]
(Rank +3, Class +3, Cha -1, trait +1, race +2)
[dice=Climb]1d20+7[/dice]
(Rank +2, Class +3, Str +2)
[dice=Craft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Diplomacy]1d20-1[/dice]
(Rank +0, Class +0, Cha -1)
[dice=Disable Device]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Disguise]1d20-1[/dice]
(Rank +0, Class +0, Cha -1)
[dice=Escape Artist]1d20+8[/dice]
(Rank +1, Class +3, Dex +4)
[dice=Handle Animal]1d20-1[/dice]
(Rank +0, Class +0, Cha -1)
[dice=Heal]1d20+4[/dice]
(Rank +0, Class +0, Wis +4)
[dice=Intimidate]1d20-1[/dice]
(Rank +0, Class +0, Cha -1)
[dice=Know: Arcana]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Dungeon]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Engineering]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Geography]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: History]1d20+6[/dice]
(Rank +2, Class +3, Int +1)
[dice=Know: Local]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Nature]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Nobility]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Planes]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Religion]1d20+7[/dice]
(Rank +3, Class +3, Int +1)
[dice=Linguistics]1d20+4[/dice]
(Rank +1, Class +3, Int +0)
[dice=Perception]1d20+13[/dice]
(Rank +6, Class +3, Wis +4)
[dice=Perform]1d20-1[/dice]
(Rank +0, Class +0, Cha -1)
[dice=Profession (soldier)]1d20+10[/dice]
(Rank +3, Class +3, Wis +4)
[dice=Ride]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Sense Motive]1d20+8[/dice]
(Rank +1, Class +3, Wis +4)
[dice=Sleight of Hand]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Spellcraft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Stealth]1d20+12[/dice]
(Rank +3, Class +3, Dex +4, race +2)
[dice=Survival]1d20+10/12[/dice]
(Rank +2, Class +3, Wis +4, Spc +1, Wayfinder +2)
[dice=Swim]1d20+6[/dice]
(Rank +1, Class +3, Str +2)
[dice=Use Magic Device]1d20-1[/dice]
(Rank +0, Class +0, Cha -1)

ACP: -0

Non-standard Skill Modifiers:
Racial: +2 Bluff & Stealth.
Friend of Janira Gavix: +1 bonus on Knowledge checks while in the Grand Lodge.
Gloomspire Explorer: +2 perception to notice hidden objects in Gloomspires
Darklands Study: +2 Sense Motive vs. Darklands natives (drow, derro, duergar, etc.)
Master of Secrets: +4 intimidate vs. named NPC. One time use.
Archaeological Expert: +1 Appraise & Knowledge (history) of art & objects.
Delvehaven Star: +2 history, local, nobility in Cheliax.
Eye for Traitors: +1 Sense Motive vs. lies.
Shoanti Quah Friend: +1 attacks vs. giants & specialized in Survival.

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Combat Gear:
+1 Adaptive Comp. Longbow, Cloak of Resistance +1, Mwk 7-branched Sword, Mwk Nunchaku, Headband/Inspired Wis +2, Belt/Incredible Dex +2, Aegis of Recovery, explorer's outfit.

Other Gear:
Backpack, 50' rope & grapple hook, waterskin, Telekinetic Wayfinder, potion of haste, waterskin, potion/cure lt wounds x2, potion/lesser restoration, Efficient Quiver, potion/invisibility, potion/cure mod. x2, wand/cure light wounds (4/8 charges)*, wand of CLW (50/50 charges), scroll/lesser restoration x2.
(* Special chronicle item.)

Normal arrows 20/20
Blunt arrows 20/20
Cold-iron arrows 19/20
Ghost Salt arrows 10/10
Alch. Silver arrows 9/10

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BOONS & CHRONICLES
----------------------------------

Custom Order: purchase +1 human-bane arrows in batches of 10.
Shoanti Quah-Friend: +1 attack Giants & specialized in Survival.
Worthy Foe: +2 attack & damage, +2 dodge AC vs. humans. 3 uses [ ][ ][ ].
Shadowy Secrets: As a free action, grant your weapon the frost weapon property for 1 minute. If the weapon already has the frost weapon property, it instead gains the icy burst weapon property. This cold damage ignores the cold resistance and cold immunity of any creature in dim or no lighting. When you use this boon, cross it off your Chronicle sheet.
Return the Favor: You have gone into the dark and dangerous lands of Nidal, learned about the horselords, and thwarted the enemies of the Lodge. You may use this boon to have your body and possessions recovered by a Pathfinder rescue team at no cost. When you use this boon, cross it off your Chronicle sheet.

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Pathfinder Tales Boons
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Blood of the City:

Attuned to the Citysong:

Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity:
Your work is never done, and a near-death experience is never enough to keep
you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

------------------------------
Master of Devils

Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

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Prince of Wolves

Prince of Wolves:

Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

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Queen of Thorns

Desperate Bargain:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

-------------------------------
Winter Witch

Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Enemies of the North:
Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.

------------------------------
The Worldwound Gambit

Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

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1. #5-08: The Confirmation:

Boon: Confirmed Field Agent; Explore, Report, Cooperate; Friend of Janira Gravax.
PA Earned: +2
Fame Spent: 1 pp Wayfinder
Gold Earned: 430 gp
Day Job: 0 gp

2. #5-04: The Stolen Heir:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 509 gp
Day Job: 0 gp

3. #5-19: The Horn of Aroden:

Boon: Horn of Aroden.
PA Earned: +2
Fame Spent:
Gold Earned: 511 gp
Day Job: 0

4. #6-06: Hall of the Flesh Eaters:

Boon: Gloomspire Explorer.
PA Earned: +2
Fame Spent:
Gold Earned: 507 gp
Day Job: 20 gp

5. #6-10: The Wounded Wisp:

Boon: Explore, Report, Cooperate; Prized Find (earn failed Prestige Point).
PA Earned: +2
Fame Spent:
Gold Earned: 510 gp
Day Job: n/a

6. #6-15: The Overflow Archives:

Boon: Darklands Study.
PA Earned: +2
Fame Spent:
Gold Earned: 1177 gp
Day Job: n/a

7. #6-22: Out of Anarchy:

Boon: Master of Secrets, Skillful Barterer.
PA Earned: +2
Fame Spent:
Gold Earned: 1205 gp
Day Job: n/a

8. #7-07: Trouble in Tamran:

Boon: Trusted in Tamran (purchase special ammo); Zurnzal's Foe (gain access to magical slippers).
PA Earned: +2
Fame Spent:
Gold Earned: 1177 gp
Day Job: n/a

9. #7-14: Faithless and Forgotten pt 1:

Boon: Ally of the Green.
PA Earned: +2
Fame Spent:
Gold Earned: 1178 gp
Day Job: 10 gp

10. #7-16: Faithless and Forgotten pt 2:

Boon: Archaeological Expert; Imperium Initiate (treat hardness & DR as 5 lower for 1 round, one time use).
PA Earned: +2
Fame Spent:
Gold Earned: 1850 gp
Day Job: n/a

11. #7-16: Faithless and Forgotten pt 3:

Boon: Delvehaven Star; Eye for Traitors.
PA Earned: +2
Prestige Spent: 3 (telekinetic wayfinder)
Gold Earned: 1179 gp
Day Job: 20 gp

12. #5-02: The Wardstone Patrol:

Boon: Mendevian Commendation; Using Their Strength Against Them.
PA Earned: +2
Fame Spent:
Gold Earned: 1280 gp
Day Job: n/a

13. #9-05: Call of the Copper Gate:

Boon: Student of the Void, Wary of Space.
PA Earned: +2
Fame Spent:
Gold Earned: 2233 gp
Day Job: n/a

14. #8-07: Tome of Righteous Repose:

Boon: Righteous Redemption; Worthy Foe (humans).
PA Earned: +2
Fame Spent:
Gold Earned: 2265 gp
Day Job: 20 gp

15. #4-13: Fortress of the Nail:

Boon: Respect of the Nail.
PA Earned: +2
Fame Spent:
Gold Earned: 1550 gp
Day Job: 10 gp

16. #5-23: Cairn of Shadows:

Boon: Shadowy Secrets, Return the Favor.
PA Earned: +2
Fame Spent:
Gold Earned: 2529 gp
Day Job: 20 gp