Full Name |
Altovin Prynn |
Race |
| 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: 21 CLW Charges Used |
Classes/Levels |
|
Gender |
LG Male Gnome Paladin (Chosen One) 2/Oracle (Seeker) 1 |
Size |
Small |
Age |
44 |
Alignment |
LG |
Deity |
Jaidz |
Location |
Gristmill Lodge |
Languages |
Common | Gnome | Sylvan |
Occupation |
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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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.
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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.
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Courage CR –
Thrush (Pathfinder RPG Ultimate Magic)
NG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +10
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Defense
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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
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +1 (1d2-5)
Space 1 ft.; Reach 0 ft.
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Statistics
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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
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Special Abilities
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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.
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Boons
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Pathfinder Tales: 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 Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.
Pathfinder Tales: Plague of Shadows
• Master of Shadows:
You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
• Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise.
Pathfinder Tales: 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.
• Magical Scrivener
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.
Pathfinder Tales: 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.
• Temple Trained:
Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
Pathfinder Tales: Song of The Serpent
• Five Kings Negotiator:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
• Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.
Pathfinder Tales: Death’s Heretic
• Faithless:
Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
• Supernatural Investigator:
A history of solving mysteries and sniffing out renegades has trained you to look in all of the right places. You gain a +1 competence bonus on Knowledge, Perception, and Survival checks to find clues, locate hidden compartments, and identify tracks, lasting until the end of the scenario in which the boon is used. When this bonus is used, cross it off your Chronicle
Pathfinder Tales: Called to Darkness
• Unwitting Spelunker:
You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.
• Subterranean Slayer:
You allow nothing to stand in the way of your goals, and as a result, you tend to leave very little standing. You may use this boon before making an attack roll against a dinosaur or giant. You gain a +2 bonus on the attack and damage roll, and your weapon’s critical multiplier increases by 1 for that attack. When you use this boon, cross it off the Chronicle sheet.
Pathfinder Tales: 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.
Pathfinder Tales: City of The Fallen Sky
• Fugitive from Numeria:
You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
• Practiced Artificer:
Your tinkering with long-forgotten artifacts has granted you considerable insight into how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks—increasing to a +4 bonus when activating an item blindly—lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.
Pathfinder Tales: 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
Pathfinder Tales: Nightglass
• Nidalese Apostate:
Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
• True Magic of the Shadowcaster:
The purest expression of Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
Pathfinder Tales: The Worldwound Gambit
• Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.