Demon Hunter

Altovin Prynn's page

127 posts. Organized Play character for Agent Eclipse.

Full Name

Altovin Prynn


| HP: 35/35 | AC: 21 T: 13 FF: 19 | CMB: 3, CMD: 15 | F: 7 R: 1 W: 6* | Init: 2 | Speed 20ft | Active conditions: 6 CLW Charges Used


| Racial Spell Like Ability: 4/4 | Oracle Spells: (1st): 4/4 | Share Will: 1/1 | Smite Evil: 1/1 | Lay On Hands: 4/4


LG Male Gnome Paladin (Chosen One) 2/Oracle (Seeker) 1










Gristmill Lodge


Common | Gnome | Sylvan


Relic Seeker and Medical Support

Strength 14
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 10
Charisma 16

About Altovin Prynn

Altovin Prynn
Male gnome oracle (seeker) 1/paladin (chosen one, warrior of the holy light) 2 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Player Companion: Familiar Folio 6, Pathfinder RPG Advanced Player's Guide 42, 118, Ultimate Wilderness 210)
LG Small humanoid (gnome)
Init +2; Senses darkvision 30 ft., low-light vision; Perception +2
AC 21, touch 13, flat-footed 19 (+6 armor, +2 dodge, +2 shield, +1 size)
hp 35 (3 HD; 1d8+2d10+14)
Fort +7, Ref +1, Will +6; +2 vs. illusions, +2 vs. death
Defensive Abilities bond to the land[ARG], share will
Speed 20 ft.
Melee mwk cold iron morningstar +6 (1d6+2)
Ranged sling +3 (1d3+2)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
Oracle (Seeker) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—command (DC 14), cure light wounds, summon monster I
. . 0 (at will)—detect magic, spark[APG] (DC 13), stabilize, vigor
. . Mystery Life
Str 14, Dex 10, Con 16, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +3; CMD 15
Feats Fey Foundling[ISWG], Toughness
Traits blessed touch, reactionary
Skills Acrobatics -2 (-6 to jump), Diplomacy +10, Disable Device +8, Escape Artist +0, Knowledge (religion) +4, Perception +2, Sense Motive +4, Spellcraft +4; Racial Modifiers +2 Disable Device, +2 Escape Artist
Languages Common, Gnome, Sylvan
SQ gnome magic, lay on hands 4/day (1d6+1), lay on paws, oracle's curse (clouded vision), revelation (life link), trapfinding +1
Combat Gear wand of cure light wounds; Other Gear mithral chainmail, darkwood heavy wooden shield, mwk cold iron morningstar, sling, sling bullets (100), cloak of resistance +1, masterwork thieves' tools, 631 gp
Special Abilities
Bond to the Land (Underground) +2 dodge bonus in selected terrain.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Lay on Hands (1d6+1 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Life Link (1 max bonds, 110 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Altovin is rather young when it comes to gnomish adventurers but his frame is stout and quite muscular so most do not question the choice. His hair is an ashen black with unnatural streaks of white that is kept in a ponytail most of the time. His skin is rather pale from keeping to dungeons, ruins, or libraries rather than the effects of Bleaching.
He dons a blue-green hooded cloak over his brown tinged chainmail. Attached to his belt is a morningstar and on his arm is a buckler that he uses to defend himself and others. He wears a tiger pendant around his neck that he found while adventuring.

His stance is a faked confidence to avoid the questions of a gnome going into ruins alone.


Altovin has been searching for the source of his powers and reoccurring dream that has pushed him forward ever since being found within ruins as a child.

The often dream differs in certain ways but there is always one element that is unchanging, a massive black tiger with white spots. When he is faced with a decision or event in his life the tiger would appear chasing him forward but never catching or eating him. He would run fearing for his life and before he knew his decision was clear because there was no going back to face the fearsome beast.

When younger he would often travel from library to library but most times the leads would point to dungeons or ruins that were deemed dangerous. He would either be chased out by bandits or wildlife but on one occasion he came across a band of Pathfinders. They were injured but still protected the boy from a group of kobolds. During this encounter his powers swelled and his protectors had their wounds healed. They offered to help him in his journey if he helped the Pathfinders on theirs. This started his path towards becoming a Seeker.


Courage CR –
Thrush (Pathfinder RPG Ultimate Magic)
NG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +10
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 17 (1d8-2)
Fort +1, Ref +4, Will +7
Defensive Abilities improved evasion
Speed 10 ft., fly 40 ft. (average)
Melee bite +1 (1d2-5)
Space 1 ft.; Reach 0 ft.
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +2; CMB +0; CMD 5
Feats Skill Focus (Perception)
Skills Acrobatics +2 (-6 to jump), Diplomacy -1, Disable Device +2, Fly +12, Knowledge (religion) +2, Perception +10, Sense Motive +6, Spellcraft -1
Languages Common
SQ empathic link, share will
Special Abilities
Divine Guidance (Sp) An emissary can cast guidance at will.
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.