About Ajax ArrowhawkSpells: 1-3 2-2 3-2
Consumed:
Wands
Character stats:
[SIZE=+1]Ajax Arrowhawk[/SIZE]
Male Chaotic Good Human (Garundi) Ranger, Level 11, Init 7, HP 103/103, Speed 30 AC 22, Touch 14, Flat-footed 18, CMD 28, Fort 11, Ref 13, Will 8, CMB +14/+9/+4, Base Attack Bonus 11/6/1 (+2 STR) +2 Greenwood Composite Longbow +18/ +13/+8 (1d8+5, x3) Masterworks Longsword +14 / +9 (1d8+3, 19 x2) Cold Iron or Mithral Cestus +13 / +8 (1d4+3, x2) +1 Bolstering Mithral Agile Breastplate, Masterworks Buckler (AC is -1 when using bow) (+7 Armor, +1 Shield, +4 Dex) Abilities Str 16, Dex 19, Con 14, Int 14, Wis 16, Cha 10 Condition Deadeye Spotter's Ring (+2 (competence) Perception/Survival) Amulet of Elemental Strife (60' detection of elementals by type, DR 5 to energy of that type) Spells cast Longstrider, Resist Energy, Life Bubble, Cat's Grace , Barkskin x2 Perception +16, Sense Motive +15
[spoiler=Animal Companion: Small Cat][SIZE=+1]Ara[/SIZE]
Tricks: Attack (all), Aid, Defend, Down, Break Out, Flee, Flank, Maneuvers (Steal, Disarm), Fetch, Deliver. Feats/Abilities
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): The druid may cast a spell with a target of “You†on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw. Ability Score Increase (Ex) - INT+1: The animal companion adds +1 to one of its ability scores. Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. 4th Level Advance: +2 DEX/CON Spring Attack:As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. Skills
Non Combat animal:
Hawk (Domestic Animal) N Tiny animal
Init +3; Senses low-light vision; Perception +14 Defense AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) HP 4 (1d8) Fort +2, Ref +5,bWill +2 Offense Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7 Base Atk +0; CMB +1; CMD 9 feats Weapon Finesse - Speed 10 ft., fly 60 ft. (average) Skills: Fly +7, Perception +14; Racial Modifier +8 Perception Tricks: Stay, Flee, Come, Fetch, Deliver, Get Help. Gear: Training Harness Non-Combat Animal: Hawk (Stay, Come, Flee, Fetch, Deliver, Get Help) Abilities:
Favored Enemies: Human +4, Undead +4, Evil Outsiders +2, vs Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival Favored Terrain: Urban +4, Jungle +2 (buildings, streets, sewers), Jungle +2 - Bonuses to Initiative, Perception, Kn. Geography, Stealth, Survival Improved Precise Shot:Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. Clustered ShotsBenefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. Manyshot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow. Boons:
Magic BoonAs a Standard Action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice. On using the this ability, check one of the boxes. On using this ability a second time, check the final box and line through this boon. Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made. Evoking Day 4712 ar Boon: +5 on any single Spellcraft or K. Arcana declared before the roll (use once). Crystalhue 4712 ar Boon: +4 on Craft or Perform (use once and Zonzon Doll which resets attitude on failed Diplomacy of 5 or more (use once). We Be Goblins: +2 vs Goblins on Bluff, Diplomacy, Intimidate, Sense Motive Minotaur Prince: +1 on (INT/CHR) based skills while in Absalom Year of the Shade Lodge: Recall any one spell cast (single use) Year of the Risen Rune: Fail Diplomacy by 7 or more only changes attitude by 1 step. Mendevian Commendation (1) +1 bonus on Charisma-based skills and ability checks made to influence crusaders of Mendev 3rd Trait: Magical Knack +2 to Ranger Caster Level Siege Hardened: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Concern for Liberty (5-03)Whenever you would receive more than one Will save to overcome an enchantment (compulsion) effect, you gain a +2 bonus on the extra Will saves against that effect. Once per scenario, as an immediate action, you can extend this benefit to an adjacent ally for 1 round. Accumulating an Army (Riftwardens) (5-07): You successfully rescued a group of Riftwardens in Azir, earning
Riftwarden Magic: In gratitude for your heroism, the Riftwardens have shared several of their organization's spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: [u]Demon Slayer's Handbook[/u] as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders, and telepathic censure. Ghalcor's Spell craft: Following the battle at Ghalcor's Tower, you were able to study the dead cleric's notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: [u]Demon Hunter's Handbook[/u] as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood. Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +l [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points. +1 Planar arrows. The Price of Freedom (Andoran Faction): Your friendship with the Freemen has secured you sometime to train at the Price of Freedom, their combat training facility. When using the retraining rules presented in Pathfinder RPG Ultimate Combat to retrain a feat, you may use this boon to retrain that feat for free. When you use this boon, cross it off your Chronicle sheet. Faction Fame+5 Diplomacy vs Andorans. Paragon of the Society:[ ] [ ] [ ] The Pathfinder Society recognizes your admirable contributions to its efforts to explore, report, and cooperate, and this award inspires you to perform increasingly impressive deeds. You may add a +4 luck bonus on anyone d20 roll before the roll is made. Alternatively, you may apply a +2 luck bonus on anyone d20 roll after making the roll but before the success or failure of the check are known. Check one ofthe boxes below each time you use either ofthese abilities. When you check the last box, cross this boon off your Chronicle sheet. Dralneen's Gratitude: Paracountess Zarla Dralneen remembers your efforts in bringing Tancred Desimire to Chelish justice. Your service will be rewarded. You may call in a one-time favor from the Paracountess, granting you a +5 circumstance bonus to Diplomacy or Intimidate checks to influence Chelish nobles, government officials, or Hellknights in good standing. This bonus lasts for the duration of one scenario. Alternatively, you can requisition a non-expendable, noncharged magic item worth no more than 4,000gp for one scenario. When you use this boon, cross it off your Chronicle sheet. O O What Ambush? (Scout Mission): Your experience in Gallowspire has sharpened your senses against hidden foes. When you would fail a Perception check to act on ttre su4rrise round, you can check a box that precedes this boon 1o act on the surprise round. You are still considered flat-footed until you take an action. Alternatively, you can check a box to reroll an initiative check. O Unravel Magic (Spellcaster Mission): You have friends who know their way around magic. Check the box that precedes this boon as a swift action. A Pathfinder ally briefly enters the fight and casts dispel magic with a caster level equal to your character level. If your character level is at least 13 when you activate this boon, your ally can cast greater dispel magic instead. O O Timely Delivery (Muscle Mission): No matter where you travel, you can count on one of your Pathfinder allies to keep you ready. You can spend 1 minute and 2 PP and check the box that precedes this boon to gain an item costing 750 gp or less. Unlike a-normal purchase made with PP, you do not need to be anywhere near a settlement to acquire the item. O Tactical Strike (Guard Mission): You can rally your allies to male a coordinated strike. Check the box that precedes this boon as a swift action and select one opponent. Until the beginning of your next turn, you and all of your allies deal an additional 1d8 points of damage on all attacks against that opponent. You are considered to be flanking that opponent if at least two of your allies are threatening that foe, regardless of your actual positioning. O O Restorative Burst (Medic Mission): A spark of divine grace from your medic allies protects you. When you would be reduced to less than o hit points, you can check the box that precedes this boon to automatically
O O O O Necromantic Surge: You c-an check a box that precedes this boon to strike foes with the Whispering Tyrant's magic, using one of the following spell-Iike abilities based on your level when you activate this boon. Use your character level as your caster level, and use your Charisma modifier to determine the spell's DC.
O O Aspiring Warrior (Muckmouth Lizardfolk): Inspired by your heroism, an eager young lizardfolk has decided to join the Pathfinder Society. She is determined to someday be able to best you in combat, but for now, she’s happy to share a few of her tricks. Language: Draconic; Skills: Acrobatics, Swim; Special: Add +1d6 on all of your damage rolls for 1 round (free action to activate). FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.
Items of Interest:
Jade Wayfinder: Guidance as a Standard Action. 2x Spring-loaded wrist sheath containing Gravity Bow, Lead Blades wand - Draw wand as a swift action Amulet of Elemental Strife - This amulet shines brightly when brought within 60 feet of an outsider with the elemental subtype, shedding light as a torch. The amulet glows a different color depending on the subtype of the elemental or elementals present (white for air, yellow for earth, red for fire, and blue for water). If more than one subtype is present, the gem flickers back and forth between the appropriate colors. The wearer gains resistance 5 against a single energy type determined by the subtype of the closest elemental present (air grants electricity resistance, earth grants acid resistance, fire grants fire resistance, and water grants cold resistance). If the closest elemental possesses multiple subtypes, the wearer may choose which type of resistance she gains. This energy resistance only applies against attacks from elementals. The amulet also allows any attacks made by the wearer to bypass the damage reduction of such creatures.MW Boots (+2 for moving silently)
[/spoiler] |