Full Name |
Archon - 5,274-23 |
Race |
37/38, || AC: 18 <26>, T: 13 <15>, FF: 15 <23>, CMD: 18 || Fort: +8, Refl: +6, Will: +9 || Init: +3, Perception: +3 <Darkvision, Continual Flame, Sense Motive: +9, || |
Classes/Levels |
|| LG Aasimar Cleric 5, || Longspear (PA): +5<+7> 1d8+7<+10> 20/x3 [P] || |
About Archon the Divine Caller
Archon, the Divine Caller
Male garuda-blooded aasimar cleric (herald caller) of Arqueros 5
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
Aura deflection aura (2 ft.)
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex; +2 deflection bonus vs. evil)
hp 38 (5d8+10)
Fort +8, Ref +6, Will +9; +2 resistance vs. evil
Resist acid 5, cold 5, electricity 5, negative energy 10, positive energy 10
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Offense
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Speed 30 ft.
Melee +1 longspear +5 (1d8+7/×3)
silver light mace +4 (1d6+4)
cold iron dagger +4 (1d4+4/19-20)
locked gauntlet +4 (1d3+4)
[spoiler=AoO's (if needed)
[dice=AoO 1]1d20+5[/dice
[dice=Damage]1d8+7[/dice
.
[dice=AoO 2]1d20+5[/dice
[dice=Damage]1d8+7[/dice
.
[dice=AoO 3]1d20+5[/dice
[dice=Damage]1d8+7[/dice
.
[dice=AoO 4]1d20+5[/dice
[dice=Damage]1d8+7[/dice
[/spoiler
Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Special Attacks channel positive energy 3/day (DC 12, 3d6)
Cleric (Herald Caller) Spells Prepared (CL 5th; concentration +8)
3rd: magic circle against evil, protection from energy[D], summon monster III
2nd: admonishing ray, barkskin[D], bull's strength, spiritual weapon
1st: ant haul, bless, liberating command, obscuring mist, shield[D]
0 (at will)—create water, detect magic, enhanced diplomacy, read magic
D Domain spell; Domain Protection (Defense subdomain)
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Statistics
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Str 14, Dex 16, Con 14, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Augment Summoning, Combat Reflexes, Power Attack, Sacred Summons[UM]
Traits force for good, rice runner
Skills Acrobatics +11, Diplomacy +8, Heal +7, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +7, Knowledge (religion) +8, Linguistics +9, Sense Motive +9, Spellcraft +7, Survival +5
Languages Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran
SQ call heralds, divine heralds, heavenborn
Combat Gear wand of comprehend languages (50 charges), wand of cure light wounds (12 charges), wand of endure elements (50 charges), wand of shield (50 charges); Other Gear +1 deathless chain shirt, +1 longspear, 2.) silver light mace, 3.) cold iron dagger, locked gauntlet, handy haversack, ioun torch ioun stone[APG], basic maps, bedroll, belt pouch (2), brush, shaving (0.1 lb), candle (10), canteen[UE], chalk (2), charcoal, chewing stick, climber's kit, comb (0.2 lb), crowbar, cup, shaving (0.2 lb), ear trumpet[UE], earplugs[APG], everburning torch, fishhook (2), flint and steel, flotation device, grappling hook, hairbrush (0.3 lb), hammer, hollowed pommel[UE], holy text (Arqueros)[UE], ink, inkpen, journal[UE], knife, utility (0.5 lb), magnet[APG], masterwork backpack[APG], masterwork snorkel[UE], measuring cord (10 ft.), mess kit[UE], mirror, mug/tankard, nail file (0.1 lb), piton (4), pot, sack (2), scissors (0.3 lb), scroll box[UE], sewing needle, shaving powder (one shave) (0.01 lb) (50), signal whistle, signet ring, silk rope (100 ft.), soap (2), spell component pouch (2), sponge, straight razor (0.2 lb), string or twine[APG], sunrod (3), tattoo holy symbol of Arqueros[UE], thread (50 ft.), tindertwig (4), tooth powder (0.1 lb), torch (10), trail rations (12), waterproof bag[UE], waterproof bag[UE], waterskin, weapon cord[APG], whetstone, wooden holy symbol of Arqueros, wrist sheath, spring loaded, wrist sheath, spring loaded
1,102 gp, 1 cp
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Tracked Resources
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Cleric Channel Positive Energy 3d6 (3/day, DC 12) (Su) [ ] [ ] [ ]
Deflection Aura (5 rounds, 1/day) (Su) [ ]
DM Star Reroll (+4) [ ]
Temple (1/session) [ ]
Wand of comprehend languages (50 charges) - 11/50
Wand of cure light wounds (12 charges) [X] [X] [X] [X] [ ] [ ][ ] [ ] [ ][ ] [ ] [ ]
Wand of endure elements (50 charges) - 1/50
Wand of shield (50 charges) - 3/50
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Call Heralds (+2 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Channel Positive Energy 3d6 (3/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflection Aura (5 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Divine Heralds (Su) Summon creatures appropriate to deity.
Energy Resistance: Acid/Cold/Electricity (5) You have the specified Energy Resistance against Acid/Cold/Electricity attacks.
Energy Resistance: Negative/Positive energy (10) You have the specified Energy Resistance against Negative or Positive Energy attacks.
Heavenborn You cast spells with good or light descriptor at +1 caster level.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
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01.) The Confirmation <DM>
02.) First Steps 1 <DM, Inherited Beacon of Good>
03.) Master of the Fallen Fortress <DM>
04.) On Sharrowsmith's Trail <DM, Temple>
05.) Kaava Quarry <DM, Wand of Comprehend Languages>
06.) The Golden Guardian <DM, Wand of Shield>
07.) Risen from the Sands
08.) The Overflow Archives
09.) Trouble in Tamran <DM>
10.) From the Tome of Righteous Repose
11.) Blood Under Absalom
12.) The Cosmic Captive
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Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. You may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Gripplis’ Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
Stinkeye’s Friend: Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon of your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.
Vanei’s Friend: You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon of your Chronicle sheet; your reckless use of Vanei’s information has compromised her cover and led to her capture.
Blades of the open road are longswords specifically crafted to strike against the Aspis Consortium. A lesser blade of the open road is a +1 longsword with a Glyph of the Open Road stamped into its hilt. A blade of the open road is a +1 Aspis bane longsword. Against agents of the Aspis Consortium and creatures directly employed by the Aspis Consortium, the weapon’s enhancement bonus is 2 higher than its actual bonus, and the weapon deals an extra 2d6 points of damage. A greater blade of the open road has all of the properties of a blade of the open road and gains the ominous and heartseeker weapon special abilities against Aspis Consortium agents and the Consortium’s employees. Any wayinder the wielder carries grants a +2 circumstance bonus on all Survival checks, not just checks to avoid becoming lost. A blade of the open road and greater blade of the open road increase this bonus to +4 or +6, respectively. Between scenarios, the wielder can enhance a lesser blade of the open road to become a blade of the open road and later into a greater blade of the open road by paying the difference in price between the two items.
History of the Sands: Thanks to your discovery of the tomb of Pharaoh Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it of your Chronicle sheet.
Trusted in Tamran: Venture Captain Oraiah Tolal exonerated the Society without increasing tensions between Nirmathas and Molthune, thanks to the information you provided. One of the members of the Nirmathi militia offers you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle Sheet.
+1 human bane ammunition
+1 seeking ammunition
+1 flaming ammunition
+1 holy ammunition (limit 1)
Zurnzal’s Foe: You defeated Zurnal’s protégée Cetenna. You gain access to the following unique magic item at the listed discount.
Slippers of venomous webs (Aura faint necromancy and transmutation; CL 5th; Slot feet; Discounted Price 8,000 gp): These delicate slippers function as slippers of spider climbing, and provide the wearer with additional spider-like abilities. Once per day, the wearer can fire a sheet of sticky webbing as a ranged touch attack with a range increment of 10 feet, and a maximum range of 50 feet. If the attack hits, the target is entangled until he frees himself with a DC 16 Escape Artist or Strength check as a standard action. Other creatures can burst the web as a standard action with a successful DC 12 Strength check. Once per day, as a part of an unarmed strike, the wearer can cause fangs to emerge from the boots and deliver a dose of medium spider venom. This poison cannot be extracted from the boots without destroying them.
Righteous Redemption: Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp. [ ]
Worthy Foe: Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. . Either benefit lasts until the beginning of your next turn. [ ] [ ] [ ]
* gain a +2 bonus on attack and weapon damage rolls, +2 dodge bonus to AC
* gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities
* Bones: You gain the benefits above against undead creatures.
* Scales: You gain the benefits above against dragons and humanoids with the reptilian subtype.
* Scoundrels: You gain the benefits above against humanoids with the human subtype.
* Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.
Magic Boon: As a standard action, you may recall one 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 once. On using this ability, check the box and line through this boon. [ ]
Elemental Conquest: You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces.
Water: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute. [ ]
Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level. Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use. [ ] [ ]
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.
Soldier of Peace: You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage. []
Anointed: You gain a +2 sacred bonus on Charisma-based checks made against good creatures and on saving throws against spells and effects with the evil descriptor. Once per adventure as a swift action, you may grant a weapon you wield the benefits of bless weapon for one round. []