Marcos Farabellus

Aod the Witchchild's page

711 posts. Organized Play character for Kobash.


Classes/Levels

Human Ulfen | HP 89/89 | AC 20/23 [F 17 T 17 | F+10 R+7 W+9 | Init +8 | Perc +10 | Sense Motive +3

About Aod the Witchchild

PFS# 7162-9
Faction The Exchange
XP 24
PP 42 (8 spent)
FAME 42
.

DESCRIPTION Aod appears to be a typical savage brute. Like most Ulfen he is big, with corded muscles and wide shoulders. His head is shaven, his beard braided with small metal charms. A fur rimmed cloak drapes his shoulders over a mail shirt in a constant battle with rust. Around his waist a many ringed thick leather weapons belt bears a battered longsword, club, and a couple mismatched daggers. The remainder of his trappings rest on the bench beside him. A half-dozen javelins in a large quiver alongside a worn travel pack and a notched wooden shield. His one possession of any apparent quality or value is a large bastard sword engraved with arcane runes on the hilt.

PORTRAIT

ALIGNMENT CN
RACE Human
LEVEL 9
Urban Barbarian 2 *Favored class
Kensai Magus 5
Dervish Dancer Bard 2

INIT +8
FOR +10 REF +7 WIL +9
AC 20/23 [F 17 T 17]
HP 89

STATS
STR 18(20) DEX 14 CON 14(16) INT 14(16) WIS 8 CHA 12
*Ability Increases: L4 STR, L8 CON

BA +6 CMB +11 CMD 26
+1 Furious Bastard Sword +13/+7 (1d10+8, 19x2)
*2-Handed PA
Cold Iron Longsword +11/+6 (1d8+5, 19x2)
Javelin +8 thrown/+10 melee (1d6+5, x2)

SKILLS 55
acrobatics 4 (+9)
bluff 2 (+6)
climb 1 (+9)
diplomacy 4 (+8)
intimidate 7 (+13)
knowledge (arcana) 2 (+7) *with headband 9 (+15)
knowledge (dungeoneering) 1 (+7)
knowledge (local) 4 (+10)
knowledge (history) 1 (+7)
knowledge (nature) 1 (+7)
knowledge (planes) 1 (+7)
Linguistics 1 (+7) *abyssal
perception 8 (+10)
perform (dance) 8 (+13/+15 with mwk boots)
sense motive 1 (+3)
sleight of hand 1 (+6)
stealth 2 (+7)
spellcraft 1 (+8)
survival 2 (+4)
swim 1 (+8/+7 in armor)
use magic device 2 (+6)
Languages common, Kellid, Varisian, Abyssal

FEATS weapon focus (bastard sword), power attack, dodge, toughness, extra rage, iron will, improved initiative, extra arcana (concentrate)

TRAITS Bad Reputation (+2 intimidate), Exile (+2 Initiative)

SPECIAL favored class (barbarian +2 HP), Cantrips, Crowd Control, Spell Combat, Rage Power – Moment of Clarity, Uncanny Dodge, Magus Arcana (Wand Wielder), Magus Arcana (concentration), Versatile Dance

Controlled Rage (14 rnds/day) Used: 0
Battle Dance (7 rnds/day) Used: 0
Arcane Pool (5/day) Used: 0

Bard Spells (Caster Level 2 - DC 11+)
0 – detect magic, read magic, message, light, mage hand
(3) 1 – ear-piercing scream, saving finale, invigorate

Magus Spells (Caster Level 5 - DC 13+)
4 - ray of frost, prestidigitation, dancing lights
(4) 1 - shocking grasp x2, vanish, weapon wand
(2) 2 - bull's strength, glitterdust

Spellbook
All cantrips
1st Lvl - true strike, shield, expeditious retreat, silent image, vanish, shocking grasp, enlarge person, weaponwand, blade lash
2nd Lvl - bull's strength, glitterdust

SCENARIO and PRESTIGE:

Aod's CHRONICLES

Veteran's Vault 1xp/2pp/519gp +20DJ
The Icebound Outpost 1xp/2pp/524gp (GM credit)
The Night March of Kalkamedes 1xp/2pp/513gp +5DJ
We Be Goblins! 1xp/1pp/500gp
Thornkeep - The Forgotten Laboratory 3xp/4pp/3711gp (GM credit)
Tide of Morning 1xp/2pp/960gp +50DJ
The Sanos Abduction 1xp/2pp/1315gp +20DJ
Rivalry's End 1xp/2pp/1286gp +50DJ
Day of the Demon 1xp/2pp/1303gp +50DJ
Quest for Perfection - Part 1 1xp/2pp/1895gp (GM credit)
Quest for Perfection - Part 2 1xp/2pp/1839gp (GM credit)
Siege of the Diamond City 1xp/2pp/2500gp
The Wardstone Patrol 1xp/2pp/2248gp +5DJ
My Enemy's Enemy 1xp/2pp/3187gp (GM credit)
The Midnight Mauler 1xp/2pp/3160gp +50DJ
The Paths we Choose 1xp/1pp/3200gp +10DJ
The Immortal Conundrum 1xp/2pp/3989.5gp (GM credit)
The Fortress of the Nail 1xp/2pp/2526gp + Boon (GM credit)
Tears at Bitter Manor 3xp/4pp/11787gp
Siege of Serpants 1xp/2pp/5334gp +50DJ

WEALTH and POSSESSIONS:

Starting Wealth + Scenario Total = 49,546.5gp

Starting Purchases
Longsword (x2) 30gp
Studded leather 25gp
Heavy wooden shield 7gp
5 javelins 5gp
Dagger 2gp
Club 0gp
Backpack 2gp
Sack 1sp
Scrollcase 1gp
Scroll of comprehend languages 25gp (expended)
Scroll of cure light wounds 25gp (expended)
50’ hemp rope & grappling hook 2gp
1 sunrod 2gp
Scrivener’s kit 2gp
Journal 10gp
Whetstone 2cp
Weapon cord 1sp
SUBTOTAL - 138.22

Night March of Kalkamedes
(sold) studded leather +12.5gp
Selling Subtotal +12.5
chain shirt 100gp
ioun torch 75gp
trail rations (6 days) 3gp
scroll of vanish x2 50gp
oil of shillelagh 50gp
antitoxin 50gp
SUBTOTAL - 303

Tide of Morning
2PP - wand of cure light wounds (32 charges)
(sold) chain shirt - 50gp
(sold) 2 longswords - 15gp
(sold) studded leather - 7.5gp
+1 bastard sword - 2335gp
+1 chain shirt - 1200gp
cold-iron longsword - 30gp
silver-tipped javelin - 21gp
pearl of power (1st level) - 1000gp
4 scrolls of shield - 100gp (2 expended)
scroll of expeditious retreat - 25gp (expended)
scroll of detect secret doors - 25gp (expended)
potion of touch of the sea - 50gp
potion of darkvision - 300gp
antitoxen - 50gp (expended)
spring loaded wrist sheath x2 - 10gp
sap - 1gp
masterwork tool (boots for dancing) - 50gp
SUBTOTAL - 5052

Rivalry’s End
2PP – wand of shield (27 charges) *In spring-loaded wrist sheath
scroll of silence 150gp (expended)
scroll of detect secret doors 25gp (expended)
potion of vanish 50gp
SUBTOTAL - 225

Day of the Demon
2PP - wand of protection from evil (37 charges)
cloak of resistance +1 1000gp
alchemical silver light mace 25gp
scroll of communal resist energy 375gp
scroll of haste 375gp (expended)
alchemist fire 20gp
acid x3 20gp
SUBTOTAL - 1810

Seige of the Diamond City
add furious enchantment to +1 bastard sword 6000gp

The Midnight Mauler
2pp wand of frostbite (48 charges)
wand of haste (expended) 225gp *From My Enemy's Enemy Chronicle
wand of bladed dash 4500gp (42 charges) *In spring-loaded wrist sheath
ring of protection +1 2000gp
SUBTOTAL - 6725

The Paths We Choose
antitoxen 50gp
2 scrolls of disguise self 100gp
SUBTOTAL - 150

Siege of Serpents
SELL +1 chain shirt +600gp
+2 mithril shirt 5100gp
headband of vast intelligence +2 (kn arcana) 4000gp
Upgrade cloak of resistance to +2 3000gp
2 potions of enlarge person 100gp
SUBTOTAL - 11700

Planned Purchases
Belt of Physical Prowess (strength and constitution) +2 10000gp
SUBTOTAL - not deducted yet

TOTAL Purchases 32103.22
Current Wealth 17,443.28

Bad Reputation:
The reputation of the Sczarni precedes your arrival. You gain a +2 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.

Urban Barbarian (Archetype):

Every barbarian knows that city life can soften the spirit and the body, but some barbarians take on the trappings and ways of their adoptive homes and bend their savage powers to its challenges. While these urban barbarians' rough edges are smoothed into civility, they can use their primal nature and upbringing to move with the ebb and flow of civilization's natural rhythms.

Weapon and Armor Proficiency: An urban barbarian is not proficient with medium armor.

Skills: An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.

Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.

Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Rage Power - Knockdown (Ex):
Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is knocked prone. This does not provoke an attack of opportunity.

Dervish Dancer (Archetype):

A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.

Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.

Versatile Dance (Ex): At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. This ability replaces versatile performance.

Kensai (Archetype):

Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana - Wand Wielder (Su): The magus can activate a wand or staff in place of casting a spell when using spell combat.

Magus Arcana - Concentrate (Ex): The magus can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll's outcome is determined. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.

Boons:

4-23 Rivalry's End - Fool Me Once: Grandmaster Torch's sudden betrayal and subsequent escape have left you questioning the motives of everyone around you-particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.

4-19 The Night March of Kalkamedes - Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
Subtier 1-2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.

We Be Goblins! - You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.

Thornkeep "The Forgotten Laboratory" - Unidentified Unguent: You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.

Year of the Risen Rune - Kingpin's Pal: You helped Guaril Karela take control of the Varisian Sczarni operation. You gain a +2 bonus on Intimidate checks against ethnic Varisians and members of Sczarni families.

Siege of the Diamond City - Siege-Hardened: You survived the Siege of Nerosyan, and you hav learned some impressive tricks for fighting demons. Yo gan a +2 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon's spell resistance, you may cross this boon off your Chronicle sheet to game a +3 bonus on the roll.

(The Midnight Mauler) Averted Mauling: By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any non-magical item worth up to 400gp, including but not limited to masterwork weapons and armor and courtier clothing and jewelry.

(The Midnight Mauler) Master of Blades Saved: By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.