About Arush Al-FasiAdvancement:
=================================================
0 - 150
Total: 209671, 67 PP, 42 XP
Sovereign Court:
================================================= [ ] [ ] [ ] Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). [ ] Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure. [ ] Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level. [ ] [ ] Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal. [x] [x] Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level. [x] Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive. [x] [x] During the course of an adventure, secure an alliance with a powerful political figure or a governing body. [x] [ ] [ ] / [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. =================================================
Appearance:
================================================= The tiefling woman arrives next. It is obvious that the heat does not bother her at all, which is not surprising, looking at her horns, a long thin tail and leathery wings folded behind her back (however, seem too small and weak to carry her through the air). Through the upper part of her forehead there is a thin strip of tattoo in the form of runes, going somewhere under her short dark hair and probably designed to symbolize a kind of halo. Religion DC25: This is Holly Symbol of Erecura, Queen of Dis, Second lair of Hell. This is a lawful neutral deity of predictions, nobility and cunning, having a special love for nature. She has with her a large bow and a starknife made of a special strange black metal. Her medium armor shimmers in the sun as if made of mercury and seems to be just as mobile. Tiefling smiles discreetly but warmly at everyone present, make a slight curtsy as required by etiquette and introduce herself. Greetings, dear Pathfinders. I am glad to be back in business and I have no doubt that together we will achieve high results in our new task. My name is Arush Al-Fasi. I am a skillful archer and a connoisseur of things related to religion, planes, nobility and customs of different places. I'll be glad to be of service to you. Her voice sounds soft and pleasant. There is no doubt that she is able to do one more thing that she did not mention - to speak charmingly with all the sense of tact.
Boons:
Protege (All for Immortality) - Knowledge (Planes) Bot Me:
[dice=+1 Seeking Merciful Composite Longbow | Deadly Aim]1d20 + 15; 1d8 + 10 + 12 + 1d6[/dice] [dice=+1 Seeking Merciful Composite Longbow | Deadly Aim]1d20 + 10; 1d8 + 10 + 1d6[/dice] [dice=+1 Seeking Merciful Composite Longbow | Deadly Aim]1d20 + 4; 1d8 + 10 + 1d6[/dice] > With Smite Evil & Haste [dice=+1 Seeking Merciful Composite Longbow + SMITE + HASTE | Deadly Aim]1d20 + 19 + 1; 1d8 + 10 + 12 + 1d6[/dice]
Code:
================================================= Deity [Erecura, Queen of Dis]: ================================================= - Even in Hell love is possible and Queen of Dis is our example. [To make any decisions only with love in the heart]
=================================================
SL (1/day): Corruption Resistance [10 points; 14 hours]
Unsanctioned Knowledge: Disguise Self [120 min], Sense Vitals [12 rounds, 4d6], Phase Step [close], Invisibility, Greater [12 rounds] =================================================
Accelerated Drinker: You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand. Aura of Care (Su): At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability. Aura of Faith (Su): At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction. + Righteous Hunter (Su): At 14th level, a divine hunter’s ranged weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any ranged attacks made by an ally within 10 feet of her are likewise treated as good-aligned for the purposes of overcoming damage reduction. Blessing of Prosperity (Su): By expending a use of lay on hands, the knight of coins can grant a boon as standard action, unless the knight of coins targets herself, in which case it is a swift action. A blessing of prosperity lasts up to 1 hour, though the knight of coins who bestowed it can end a blessing’s benefits early as a free action. A character who has benefited from a blessing of prosperity cannot benefit from that same blessing again for 24 hours. - The target gains a +4 sacred bonus on Perception checks and to CMD against disarm and steal combat maneuvers.
Cornered Fury (boon): Whenever Arush is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, she gains a +2 morale bonus on melee attack rolls and to Armor Class. Divine Bond (Sp): The paladin can enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, distance, flaming, flaming burst, holy, keen, merciful, returning, seeking and speed. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. Distant Mercy (Sp): At 6th level, a divine hunter can expend two uses of her lay on hand abilities to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead. Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20). Eye for Forgeries (Sp): At will, a knight of coins can concentrate on a single item within 30 feet as a move action. When she does, the knight of coins can detect if it is magical, as per the spell detect magic. The knight of coins cannot concentrate on more than one item in this way at a time. Fey Foundling: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). Hunter’s Blessing (Su): At 11th level, a divine hunter can expend a use of her smite evil ability as a swift action to grant herself and all allies within 10 feet the Deadly Aim, Precise Shot, and Improved Precise Shot feats, even if they lack the prerequisites. The effects last for 1 minute. Evil creatures gain no benefit from this ability. This ability replaces aura of justice. Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage. ================================================= Feats: Fey Foundling, Piranha Strike, Precise Shot, Deadly Aim, Fiend Sight, Weapon Finesse, Unsanctioned Knowledge
=================================================
Living Steel Breastplate: Armor and shields made from living steel can damage metal weapons that strike them. Whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living steel cannot damage adamantine weapons in this way. Inubrix Starknife: An inubrix weapon deals damage as if it were one size category smaller than its actual size, and is always treated as if it had the broken condition. It ignores all armor or shield bonuses granted by iron or steel armor or shields. Inubrix weapons cannot damage these materials at all (and, by extension, cannot harm iron golems or similar creatures). Unlife Gem: This dark blue crystal pulses faintly with a supernatural heartbeat. The gem has 5 charges. Simply carrying it provides protection against life-stealing magic, granting a resistance bonus equal to the number of remaining charges on saving throws against spells and effects with the death descriptor. The gem also absorbs attacks that inflict negative levels. Each time it absorbs such an effect, the gem loses 1 charge. =================================================
Boots of Speed [10 rounds of haste] - 12000
Porter (Aiyana) - 5 PP Unlife Gem [5/5] - BOON Scroll of Heroism [6/10] - 2000 (4 cl; chronicle)
Sash, Adventurer’s (6 pouches) - 20
Talisman of FoM [2/3] - 2700
Wand of CLW [50/50] - 2 PP +1 Fortification (heavy) 'Living Steel'* Breastplate (ACP -3) - 37350 [*boon]
Mwk Cold Iron Spiked Gauntlet - 310
Arrows (Blanch):
Disguise Kit - 50
Elixir of Swimming [1] - 250
Ioun Stones:
Sold Mwk Breastplate (agile) - 225 Spend Wand of CLW - 2 PP
Coin 85864 gp 27 PP |