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About Avi Solrem| HP 26/26 | AC 13 T12 FF11 | CMB+1 CMD 13 | F+4 R+4 W+5 | Init+6 | Darkvision 60 ft; Perc+0, SM+2 | Speed 30ft | Mongrel Reservoir: 7/7 | Active Bloodline: Stormborn (Thunderstaff: 6/7) | Quibble: 1/1 | Spells: 1st 4/7, 2nd 3/4 | Active conditions: none Male CN Ganzi Mongrel Mage 4 PFS # 272301-5
Avi Solrem
Defense:
AC 13, touch 12, flat-footed 11 (+1 armor, +2 dex) HP 26 (4d6+8) Fort +4, Ref +4, Will +5 +2 against spells of the polymorph subschool Energy Resistance acid 5, electricity 5, sonic 5 auto feather-fall at 5'+
Offense:
Speed 30 ft. Melee unarmed strike +2 (1d3 B, nonlethal, ×2) Ranged light crossbow +4 (1d8 P, cold iron, 19-20/×2, 80 ft) or light crossbow with gravity bow +4 (2d6 P, cold iron, 19-20/×2, 80 ft) or spell ray +4 (various) Special Attacks quibble (1/day) Sorcerer Spells Known (CL 4; concentration +8) 2nd (4/day)-flaming sphere (DC 16) 1st (7/day)-gravity bow (Advanced Player’s Guide 226), grease (DC 15), shield, silent image 0th (at will)-daze (DC 14), detect magic, disrupt undead, light, mending, open/close Active Bloodline Stormborn Bloodline (Advanced Player's Guide 141) ("Honor" personality)
Past bloodlines
Spoiler:
Active Bloodline Deep Earth (Advanced Player's Guide 137) ("Acquisition" personality) Bloodline Arcana Whenever you and the target of your spell are both underground, increase the spell’s save DC by +1. Bloodline Powers (as 5th level when activated with Mongrel Reservoir) Tremor (Sp) At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Mongrel Reservoir Activated Powers: Rockseer (Su) At 3rd level, you gain the stonecunning trait as a dwarf; if already a dwarf, your bonus improves to +4. At 9th level, you gain tremorsense 30 feet. At 15th level, you can see through solid objects as if using a ring of x-ray vision for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive. Statistics:
Str 11, Dex 14, Con 14, Int 10, Wis 10, Cha 19 Base Atk +2; CMB +2; CMD 14 Favored class (sorcerer) +1 skill point Feats Eschew Materials, Expanded Arcana (Gravity Bow), Improved Initiative Traits Ascendant Recollection, Unpredictable Languages Abyssal, Common SQ ganzi oddity, maelstrom resistance, mongrel reservoir (7 points, 4 rounds), skilled Skills bluff +12, spellcraft +7, use magic device +11; Racial Modifiers sense motive +2, survival +2; Armor Check Penalty -0 Combat Gear cold iron crossbow bolts (29) Other Gear light crossbow, bracers of armor+1, backpack, courtier's outfit, ring of feather falling, cloak of resistance +1 Special Abilities:
Ascendant Recollection (trait) (Ultimate Campaign 56) Your first bloodline power is particularly strong. Your sorcerer level is considered to be 1 level higher when determining the effects of your 1st-level bloodline power. Improved Initiative (Combat) Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks. Mongrel Reservoir (Su) At 1st level, a mongrel mage has an innate pool of magical energy, known as her mongrel reservoir, that she can draw upon to activate her weakened bloodline. Her mongrel reservoir can hold a number of points of magical energy equal to 3 + her sorcerer level. Each day when she refreshes her spell slots, her mongrel reservoir is restored to its maximum. The mongrel reservoir can never hold more points that the maximum amount noted above; points gained in excess of this maximum are lost. Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer. (If this ability is used to gain an arcane bond and the bonded item is selected, she can use the item only to cast a 1st-level spell known, since she counts as only a 1st-level sorcerer.) A mongrel mage can have only one bloodline selected at a time. As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level, including using a bonded item from an arcane bond. This effect lasts for a number of rounds equal to her Charisma modifier (minimum 1). At 3rd level, when activating her selected bloodline, a mongrel mage can instead spend 2 points from her mongrel reservoir to allow her to use the bloodline’s 1st- and 3rd-level powers as well as its bloodline arcana at her full sorcerer level for a number of rounds equal to her Charisma modifier (minimum 1). Quibble (Su) (Planar Adventures 234) For most ganzis, the influence of chaos is relatively subtle and manifests as an ability to infect others with entropy and unexpected luck (be it good luck or bad). Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 20 feet, forcing it to reroll a single d20 roll it has just made. The target must take the second result, even if it is worse. A ganzi can use this ability after the target has rolled but must use it before the GM declares whether the roll was a success or failure. Unwilling creatures can resist a ganzi’s quibble with a successful Will save (DC = 10 + half the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect. Unpredictable (trait) (Ultimate Campaign 61) Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Chronicles:
Emerald Spire, The Tower Ruins +3XP +4PA [PFS] S01-45 Delirium's Tangle +1XP +2PA [PFS] S08-05 Ungrounded but Unbroken DM Jwert02 +1XP +2PA GM Xavier Kahlvet's Strange Aeons 2e +3XP +4PA GM Jhaeman's "The Many Fortunes of Grandmaster Torch" +1XP +2PA [PbP Gameday IX] GM Ladile & the Pathfinder Society Present: Among the Living +1XP +2PA ULTRA PLUS Trial by Machine (6-01) +1XP +2PA
My Boons:
Reclaiming Memories (Why Were You Chosen?) You have fought your way free of the madness of Briarstone Asylum, taking the first steps towards recovering your missing memories. Choose one of the options below and cross the rest off of your Chronicle sheet. You can check one of the boxes preceding your choice to apply a bonus to one of the associated skill checks. You must choose whether or not to apply this bonus after seeing the d20 roll, but before learning the outcome. [_][_][_] Noble: You recall memories of courtroom intrigues and clever verbal duels; perhaps your status as a member of the aristocracy brought you to your current predicament. Gain a +2 bonus on your Bluff or Diplomacy skill check. Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes. [_][_][_] Ungrounded Veteran While your time in the Ungrounded was not easy, you rose to face the challenges that Captain Othis threw in your way. You may check a box before this boon to call upon the skills you reinforced through your training, granting you a +2 circumstance bonus on one of the following skill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check, a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this bonus before rolling. When you check the last box, cross this boon off your Chronicle sheet. Goblin Bane By slaying Grulk, the goblin's bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype. You Rescued the Minotaur Prince You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.
Personality:
Changes when bloodline changes... Primary Motivator Acquisition Adoration Honor
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