Amiri

Belka's page

196 posts. Organized Play character for KnightFever.


Full Name

Belka

Race

Human

Classes/Levels

Sorcerer 4/barbarian 2, hp 54/54, AC 20 (T 14, FF 20), Fort +8, Ref +5, Will +5, Perc. +6, Init. +3

Gender

Female

Size

Medium

Age

20

Alignment

Neutral

Deity

Gorum

Location

Absalom

Languages

Common, Hallit

Strength 18
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 15

About Belka

Belka is a young, muscular, savage-looking but attractive Kellid woman with ice-blue eyes. She has the features of her people: tanned skin, long dark hair, prominent cheekbones, rough manners. She usually dresses in Kellid style with fur-trimmed hide tunic, wool trousers and she wears bone and ivory jewellery. She carries a couple of greataxes, a longbow and a warhammer for weapons.

PFS information:
# 21768-2
XP: 18
Faction: Grand Lodge
Fame: 32
Prestige points: 12
Scenarios completed:
1. Intro 1: First Steps—Part I: In Service to Lore
2. Intro 2: First Steps—Part II: To Delve the Dungeon Deep
3. #4–19: The Night March of Kalkamedes
4. #55: The Infernal Vault
5. #2-23: Shadow's Last Stand—Part I: At Shadow's Door
6. #2-24: Shadow's Last Stand—Part II: Web of Corruption
7. Risen from the Sands
8. #6–00: Legacy of the Stonelords
9. #37: The Beggar's Pearl
10. #4–21: Way of the Kirin
11. #5–06: You Have What You Hold
12. Fane of Fangs (Quest)
13. #6–12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail
14. #6–14: Scions of the Sky Key, Part 2: Kaava Quarry
15. #6–16: Scions of the Sky Key, Part 3: The Golden Guardian
16. #7–01: Between the Lines
17. #5–14: Day of the Demon
18. #7–25: Orders from the Gate
19. #8-07: From the Tome of Righteous Repose

Female human sorcerer 4/barbarian 2
N Medium Humanoid (Human)
Init +3 Senses Perception +6

DEFENSE

AC 20, touch 14, flat-footed 20 (+5 armor, +1 deflection, +3 Dex, +1 natural)
hp 54 (4d6+2d12+21)
Fort +8, Ref +5, Will +5
Defensive Abilities resist cold 5, uncanny dodge

OFFENSE

Speed 40 ft.
Melee +1 cold iron greataxe +10 (1d12+7/x3) or masterwork silver warhammer +9 (1d8+6/x3)
Ranged longbow +7 (1d8/x3)
Special Attacks rage (8 rounds/day), rage power (intimidating glare)
Bloodline Spell-Like Abilities (CL 6th; concentration +8)
5/day - Cold Steel (Sp): you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for 2 rounds.
Spells Known (CL 6th; concentration +8)
2nd (4/day) - bull's strength
1st (7/day) - burning hands (DC 13), enlarge person, magic missile, shield
0 (at will) - daze (DC 12), detect magic, light, ray of frost, read magic, spark
Bloodline Boreal

STATISTICS

Str 18, Dex 16, Con 14, Int 10, Wis 10, Cha 15
Base Atk +4; CMB +8; CMD 22
Feats Arcane Armor Training, Eschew Material, Toughness, Weapon Focus (greataxe)
Skills Climb +8, Intimidate +11, Knowledge (arcana) +4, Knowledge (planes) +1 (+3 regarding daemons, demons and devils), Perception +6, Spellcraft +5, Survival +5
Traits Resilient, Magical Knack (sorcerer)
Languages Common, Hallit
SQ dual talent, bloodline arcana (whenever you cast a spell with the cold descriptor, increase the spell's save DC by 1), fast movement, icewalker
Combat Gear potion of cure moderate wounds, potion of lesser restoration, potion of remove blindness/deathness, oil of bless weapon, scroll of magic weapon, scroll of darkvision, scroll of fly, wand of mage armor (27 charges), wand of cure light wounds (42 charges), soul stimulant, antiplague, antitoxin, flask of acid (x2); Other Gear +1 cold iron greataxe, adamantine greataxe, masterwork silver warhammer, dagger, longbow with 17 arrows, +1 mithral chainshirt, ring of protection +1, amulet of natural armor +1, cloak of resistance +1, belt of giant strength +2, clothes, masterwork backpack, bandolier, silk rope (50 ft.), grappling hook, smoked goggles, spell component pouch, scroll case, waterskin, 3,324 gp, 5 sp

Special abilities
Rage When raging, Belka’s stats are AC 18; hp 66; Fort +10, Will +7; Melee +1 cold iron greataxe +12 (1d12+10/x3); Str 22, Con 20; CMB +10; CMD 24; Skills Climb +10.
She can rage for a total of 8 rounds per day and can end a rage as a free action. When her rage ends, she loses the 3 hit points she gained from raging, and if this brings her below 0 hit points, she falls unconscious and begins dying. Ending her rage also makes her fatigued (imparting a –2 penalty to her Strength and Dexterity) for 2 rounds for every round she spent in a rage, and she can’t rage while fatigued or exhausted. While raging, she can’t use Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride).

Enlarged
Size large
Str 20, Dex 14
AC 18, touch 12, flat-footed 18
Space/reach 10/10
+1 cold iron greataxe +10 (3d6+8/x3)
Longbow +5 (1d8/x3)

Boons/Vanities:

BOONS

Spider's Captor (#2-24: Shadow's Last Stand—Part II: Web of Corruption): You gain a +5 bonus on any Diplomacy check made to influence a government official within the nation of Andoran.

Back to the Grave (Risen from the Sands): You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds.

Foes of the Forge Father (Monument District) (#6–00: Legacy of the Stonelords): You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself.

Hero of the Five King (#37: The Beggar's Pearl): When dealing with any dwarf from the Five Kings Mountains region, you gain a +2 circumstance bonus on all Charisma-based checks.

True Ally of the Lantern Lodge (#4–21: Way of the Kirin): Whenever you spend 1 Prestige Point to gain a +4 bonus on any one skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6.

Smine’s Best (#5–06: You Have What You Hold): You may apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing weapon that the venture-captain modifies for you. When you choose the weapon, record its type below. While wielding that weapon, you gain a +1 bonus on performance combat checks as well as a +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition, increase the weapon’s hit point total by 5.

Gripplis’ Favor (#6–14: Scions of the Sky Key, Part 2: Kaava Quarry): 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.

Scholar of Ashkurhall (Grand Lodge faction) (#6–16: Scions of the Sky Key, Part 3: The Golden Guardian): 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 off 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) (#6–16: Scions of the Sky Key, Part 3: The Golden Guardian): 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.

Scholar of The Gates Ajar (#5–14: Day of the Demon): You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons and devils.

Hellknights' Respect (#7–25: Orders from the Gate): You may cross this boon off your Chronicle sheet to retrain levels into the Hellknight prestige class (Pathfinder Campaign Setting: Paths of Prestige 28), for free so long as you would qualify for the prestige class with the levels that you have taken in other classes. Specifically, the levels you take before the prestige class must qualify you for the prestige class, so you could not retrain a character into a Hellknight 8 with no other class levels. You may also freely retrain as many feats and skill ranks as in necessary in order to qualify for the prestige class. If you already have one or more levels in the Hellknight or Hellknight signifier prestige class, you may also cross thee boon off your Chronicle sheet to freely retrain your feats, disciplines, cavalier order, and spells, but only into legal options presented in Pathfinder Campaign Setting: Path of the Hellknight

Reinforced Alliance (#7–25: Orders from the Gate): You sided with the Order of the Gate Hellknights. Word of your deeds spreads among Hellknights, granting you a +2 bonus on all Diplomacy, Bluff, and Intimidate checks against members of a Hellknight order.

Visage of the Broodlord (#7–25: Orders from the Gate): You found a twisted mask on one of the followers of the shoggti qlippoth That Which Peels Flesh. You may purchase the item for a discounted price.

Righteous Redemption (#8-07: From the Tome of Righteous Repose): 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 as you please, but it has an effective resale value of 0 gp.

Worthy Foe (#8-07: From the Tome of Righteous Repose): As a swift action, you can check a box that precede this boon to gain one of two benefits against dragons and humanoids with the reptilian subtype. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures' attacks. Alternatively, you can gain a +2 bonus on caster level checks to oversome those creatures' spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures' spells and abilities. Either benefit lasts until the beginning of your next turn.

VANITY

Caravan (Intimidate): You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You can use Intimidate to make Day Job rolls.

BACKGROUND

Belka is born and has spent all her life in a semi-nomadic tribe of the Realm of the Mammoth Lords. She has never been really accepted by her clan because of her magical powers and her inability to accept the traditional role of Kellid women. One day, she used her spells to defend herself against a bunch of young men who harassed her and one of them was disfigured by a nasty blow of spear. The clan leaders decided to ban the "witch" out of the tribe. Belka wandered during two days before finding a cave where she could settle in. But, unfortunately, the cave was the lair of a large cave bear who decided to chase away the intruder. The young Kellid would surely have succumbed to her wounds if a team of explorers from the Pathfinder Society, who were traveling in the area, hadn't saved her. Detecting some potential with the sorcerer, the leader of the Pathfinders decided to bring her back with them in Absalom with the view to make her a new recruit. Grateful, Belka is since remained faithful and devoted to the Pathfinder Society, particularly to the Grand Lodge faction.

Level Progression:

Level 1
Class: Sorcerer
Class Features: Bloodline power, cantrips, spells known (daze, light, ray of frost, spark, magic missile, shield)
Hit points: 6+2 Con +1 favored class +3 Toughness
Skill points (2): Intimidate (1 rank), Survival (1 rank)
Feats: Eschew Material, Toughness

Level 2
Class: Barbarian
Class Features: Fast movement, rage
Hit points: 7+2 Con
Skill points (4): Climb (1 rank), Intimidate (1 rank), Perception (1 rank), Survival (1 rank)

Level 3
Class: Sorcerer
Class Features: Spell known (detect magic)
Hit points: 4+2 Con +1 Favored Class
Skill points (2): Intimidate (1 rank), Spellcraft (1 rank)
Feat: Weapon Focus (greataxe)

Level 4
Class: Barbarian
Class Features: Rage power (Intimidating Glare), uncanny dodge
Hit points: 7+2 Con +1 Toughness
Skill points (4): Intimidate (1 rank), Knowledge (arcana) (1 rank), Perception (1 rank), Spellcraft (1 rank)
Ability score increase: Charisma

Level 5
Class: Sorcerer
Class Features: Bloodline power (Icewalker), bloodline spell (enlarge person), spell known (burning hands)
Hit points: 4+2 Con +1 Favored Class +1 Toughness
Skill points (2): Intimidate (1 rank), Knowledge (planes) (1 rank)
Feat: Arcane Armor Training

Level 6
Class: Sorcerer
Class Features: Spells known (read magic, bull's strength)
Hit points: 4+2 Con +1 Favored Class +1 Toughness
Skill points (2): Intimidate (1 rank), Perception (1 rank)

Advancement:

Stuff: masterwork composite longbow (+4 str) (800), furious greataxe (8,000), keen greataxe (8,000), scroll of mirror image (150), wand of false life (4,500), Golembane scarab (2,500), Headband of alluring charisma +2 (4,000), Circlet of Persuasion (4,500), lesser elemental (cold) metamagic rod (3,000) +2 mithral chainshirt (4,000), dusty rose ioun stone (5,000), Restorative Ointment (4,000), cloak of resistance +2 (4,000), Belt of Mighty Constitution +2 (4,000), Belt of Physical Might +2 (10,000), Spellguard Bracers (5,000)

Feats: Improved Initiative, Intimidating Prowess, Power Attack, Spell Focus, Eclectic, Elemental Spell, Fearless Curiosity/Intimidate Confidence, Rime Spell, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Endurance, Extra Rage, Elemental Focus, Dazzling Display, Arcane Strike, Disheartening Display, Arcane Shield, weapon versality, Arcane Armor Mastery

Spells: dancing lights, mage hand, mending, open/close, mirror strike, protection from evil, ray of enfeeblement, shocking grasp, touch of gracelessness, true strike, snowball, phantom blood, jump, liberating command, Blur, Bull's Strength, False Life, Frigid Touch, Frost Fall, Glitterdust, Mirror Image, flurry of snowballs, bestow insight, unerring weapon

Rage powers: moment or clarity, quick reflexes, roused anger, smasher, lesser spirit totem

Equipment:

+1 cold iron greataxe (12 lbs.)
Ring of protection +1
+1 mithral chainshirt (12,5 lbs.)
Amulet of natural armor +1
Belt of giant strength +2 (1 lb.)
Longbow (3 lbs.)
17 arrows (3 lbs.)
Adamantine greataxe (12 lbs.)
Dagger (1 lbs.)
Masterwork silver warhammer (5 lbs.)
Clothes (5 lbs.)
Masterwork backpack (4 lbs.)
Bandolier
50 ft. of silk rope (5 lbs.)
Grappling hook (4 lbs.)
Spell component pouch (2 lbs.)
Scroll case (0,5 lbs.)
Waterskin (4 lbs.)
Antiplague
Antitoxin
Flask of acid (x2) (2 lbs.)
Smoked goggles
Cloak of resistance +1 (1 lb.)
potion of cure moderate wounds
Potion of lesser restoration
potion of remove blindness/deathness
Oil of bless weapon
Scroll of magic weapon
Scroll of darkvision
Scroll of fly
Soul stimulant
Wand of mage armor (27 charges)
Wand of cure light wounds (42 charges)

Total weight : 77 lbs (light load)

Creatures encountered/fought:

Dire Rat, Imp, Ghoul, Giant Amoeba, Human Skeleton, Fire Beetle, Blindheim, Kobold, Skulk, Black Bear, Giant Skunk, Young Black Dragon Zombie, Crawling Hand, Ghaele, Lemure, Large Air Elemental, Animated Object, Homunculus, Hobgoblin, Dhampir, Doppelganger, Mimic, Mummified Human, Scarab Swarm, Bloody Skeleton, Burning Skeleton, Zombie Lord, Skeleton Champion, Medium Fire Elemental, Mummy, Zombie, Duergar, Gelatinous Cube, Fungoid Duergar, Junk Golem, Babau, Clockwork Soldier, Mite, Giant Ant, Derro, Orc, Kuwa Oni, Manticore