Ari-Ani's page

178 posts. Organized Play character for N N 959.


Full Name

Ari-Ani

Race

Active on Ari-Ani:
Longstrider 1hr

Gender

43870-7 | Human (Keleshite) F uRogue 5 | Init +11 | AC 20 T 16 FF 14 | | HP 38/38| F +4 R +10 W +3 | Perc 9; UMD +9; Disable +16; Acrobatics 13; Escape Art. Stealth +12 ; UMD, Sense Motive +9; K (Local) +5;

Size

M

Alignment

CN

Strength 12
Dexterity 19
Constitution 12
Intelligence 12
Wisdom 12
Charisma 12

About Ari-Ani

[SIZE=+1]Ari-Ani[/SIZE]
F Chaotic Neutral Human (Keleshite) Rogue (Unchained), Level 5, Init 11, HP 38/38, Speed 30
AC 20, Touch 16, Flat-footed 14, CMD 19, Fort 4, Ref 10, Will 3, CMB +3, Base Attack Bonus 2
Light Mace (MW Cold Iron) +9 (1d6+4, 20 x2)
Light Mace (+1 Alchemical Silver) +9 (1d6+5, 20 x2)
dagger +5 (1d4+1, 19-20)
Mithral shirt (+4 Armor, +5 Dex)
Abilities Str 12, Dex 21, Con 12, Int 12, Wis 12, Cha 12
Condition None

Feats - Two Weapon Fighting, Improved Initiative, Weapon Focus, Weapon Versatility:

Weapon Versatility: When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon's normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.

Class Abilities:

Sneak Attack (2d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

[Rogue Talents - Weapon Focus (Light Mace)]

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Finesse Training (Ex) (light mace): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

b]Debilitating Injury (Ex)[/b] At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Rogue Talents - Slow Reaction: Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.

Skill Unlock: Sense Motive 5 Ranks: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

Traits - Life of Toil, Reactionary:

Life of Toil- You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.

Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Boons:

Slush fund: You can attempt a Day Job check untrained. When you roll a Day Job check, you always receive at least 25 gp for every two goals you've completed. If you expended gold on tolls, bribes, living expenses, or other non- permanent costs during an adventure, your faction reimburses you for the gold spent, to a maximum of the amount you earned on your Day Job check. (2 goals completed)

Confirmed Field Agent Having successfully completed and documented your Confirmation, 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. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, 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 off 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.

Year of the Shadow Lodge: As an immediate action, you may reroll a skill check before success is determined. You must accept the second roll, even if it's worse than the first roll. You may only use this ability once. On using this ability, check the box and line through this boon.

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained . You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off youI
Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

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.

O Gloomspire Explorer: Despite having studied only a small portion of Sevenfinger s's tomb, you are now one of th e Society's foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box in cluded with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.

O Elemental Conquest Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor. While adventuring on the Plane of Fire, 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 grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.

OO 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.
[u]Any Level[/u]: 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.

O Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.

O Martyr's Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr's Shard boons may unlock additional benefits.

If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon's existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin's divine bond ability). Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell's caster level.
Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr's Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.

O Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora's hilt back to the Twinhorn following, you now carry a spark of that empyreal lord's divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body--a reminder of Vildeis's assistance.

Ectoplasmic Enhancement: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.

Nightmarish Pigments: You found a pot of nightmarish pigments, which you may purchase for 1,000 gp. Nightmarish pigments function as marvelous pigments, except the items they create subtly bend, warp, and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, they cannot be mistaken for objects made of standard valuable materials like gold. One pot of nightmarish pigments is sufficient to create a 125-cubic-foot object by depicting it two-dimensionally over a 25-square- foot surface. The pigments can create a collection of mundane items whose value does not exceed 500 gp.

Savior of Old Flotsam: In thanks for retrieving her precious folding boat, Venture Captain-Benarry commissions you a single token made out of a splinter of Old Flotsam herself. This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat’s duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point.

Remnant of the First World: One of your items has been infused with a spark o transformation from the First World, giving it unusual characteristics. Item: Gold Coin. Properties: has sprouted tiny, blinking eyes. These effects do not hamper the item's performance. If you wish to remove these effects, you may do so without cost between scenarios by encasing the item in a cold iron box for a week.

Scholar of Ashkurhall (Grand Lodge faction): Studying the murals of Ashkurhall opened your subconscious mind to ancient dwarven secrets. Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your Perception or Sense Motive bonus for the check. You can cross this boon o! your Chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario.

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 o! your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects
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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 Blu!, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon o! your Chronicle sheet; your reckless use of Vanei’s information has compromised her cover and led to her capture.

Perchases:
+1 Alchemical Silver Light Mace = 2025gp