Alain

Benson Gangtee's page

429 posts. Organized Play character for Clebsch73.


Full Name

Benson Steel (Gangtee in Tien)

Race

Human

Classes/Levels

Fighter 3 / Rogue (Pirate) 1 / Swordlord 1

Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4

Gender

Male

Size

Medium

Age

21

Alignment

CG

Deity

Cayden Caliean

Location

No fixed home so far.

Languages

Common, Tien

Occupation

Explorer (mercenary)

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 10
Charisma 14

About Benson Gangtee

# 105836-2

Note: I wanted to name the character Benson Steel but the name was unavailable for some reason. Gangtee is Benson's Mother's family name, which in Tien means steel. Benson generally introduces himself as Benson Steel.

Human Fighter (Swordlord) 3/ Rogue (Pirate) 1/ Swordlord 1
Medium humanoid (human)
Init +4; Senses Perception +4

Defense
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
+1 AC vs. melee attacks when making a full attack with dueling sword
hp 41 (4d10 + 1d8 + 8)
Fort +5 Ref +7 Will +1
Bravery: +1 Will Saves vs. Fear

Offense
Speed 30 ft.
Melee
+1 dueling Sword (1-handed) +10 (1d8 + 7, 19-20) [Power Attack: +8 (1d8 + 9, 19-20)]
+1 dueling Sword (2-handed) +10 (1d8 + 9, 19-20) [Power Attack: +8 (1d8 + 12, 19-20)]
MWK Elven Curve Blade +9 (1d10 + 3, 18-20) [Power Attack: +7 (1d10 + 6, 18-20)]
Note: this weapon is stored in a Scabbard of Honing which gives the first attack that does damage with it +1 damage.
Spiked Gauntlet +7 (1d4 + 2) [Power Attack: +6 (1d4 + 4)]
Silver Dagger +7 (1d4 + 2, 19-20) [Power Attack: +5 (1d4 + 4, 19-20)]
Ranged composite longbow (Str +2) +8 (1d8+2/x3) or dagger +8 (1d4 + 2/19-20)
Special Attacks Sneak attack (1d6), Power Attack [-2 to hit, +2 damage (1-handed), +3 damage (2-handed)], Fencer (+1 to AOO with swords and knives), Deft Strike (Add dex modifier to damage with Dueling Sword)

Combat Dice:
Basic
[dice=+1 dueling Sword, 1-Hand]1d20 + 10[/dice]
[dice=Damage]1d8 + 7[/dice]
[dice=+1 dueling Sword, 2-Hand]1d20 + 10[/dice]
[dice=Damage]1d8 + 9[/dice]
[dice=MWK Elven Curve Blade]1d20 + 9[/dice]
[dice=Damage]1d10 + 3[/dice]
[dice=Critical Damage]2d10 + 6[/dice]
[dice=Spiked Gauntlet]1d20 + 7[/dice]
[dice=Damage]1d4 + 2[/dice]
[dice=Silver Dagger]1d20 + 7[/dice]
[dice=Damage]1d4 + 2[/dice]
[dice=Sneak Attack damage]1d6[/dice]

Power Attack
[dice=+1 dueling Sword, 1-Hand, PA]1d20 + 10 - 2[/dice]
[dice=Damage, PA]1d8 + 7 + 2[/dice]
[dice=+1 dueling Sword, 2-Hand, PA]1d20 + 10 - 2[/dice]
[dice=Damage, PA]1d8 + 9 + 3[/dice]
[dice=MWK Elven Curve Blade, PA]1d20 + 9 - 2[/dice]
[dice=Damage, PA]1d10 + 3 + 3[/dice]
[dice=Critical Damage, PA]2d10 + 6 + 6[/dice]
[dice=Spiked Gauntlet, PA]1d20 + 7 - 2[/dice]
[dice=Damage, PA]1d4 + 2 + 2[/dice]
[dice=Silver Dagger, PA]1d20 + 7 - 2[/dice]
[dice=Damage, PA]1d4 + 2 + 2[/dice]

Ranged
[dice=Composite Longbow]1d20 + 8[/dice]
[dice=Damage]1d8 + 2[/dice]
[dice=Critical Damage]2d8 + 4[/dice]
[dice=Dagger, thrown]1d20 + 8[/dice]
[dice=Damage]1d4 + 2[/dice]
[/dice]

Statistics
Str 14 Dex 18 Con 12 Int 10 Wis 10 Cha 14
Base Atk +4; CMB +6; CMD 20
Feats Combat Reflexes, Dazzling Display, Exotic Weapon Proficiency (dueling sword), Power Attack, Quick Draw, Weapon Finesse, Weapon Focus (dueling sword), Weapon Specialization (Dueling Sword)
Traits Fencer, Captain’s Blade
Skills Acrobatics +7, Climb +5, Disable Device +8, Intimidate +10, Knowledge (Dungeoneering) +4, Knowledge(Local) +4, Knowledge (Nobility) +6, Linguistics +4, Perception +4, Profession(Sailor) +4, Sense Motive +6, Stealth +7, Swim +5
Untrained Skills Appraise +0, Bluff +2, Diplomacy +2, Disguise +2, Escape Artist +3, Heal +0, Perform +2, Ride +3, Survival +0
Languages Common, Tien

Skill Dicetext:

[dice=Acrobatics]1d20 + 7[/dice]
[dice=Acrobatics, Daredevil Boots]1d20 + 7 + 5[/dice] (to move through threatened spaces)
[dice=Acrobatics, sea legs]1d20 + 7 + 1[/dice] (when on a sailing vessel on water)
[dice=Appraise]1d20[/dice]
[dice=Bluff]1d20 + 2[/dice]
[dice=Climb]1d20 + 5[/dice]
[dice=Climb, sea legs]1d20 + 5 + 1[/dice] (when on a sailing vessel on water)
[dice=Diplomacy]1d20 + 2[/dice]
[dice=Disable Device, MWK Thieves' Tools]1d20 + 8 + 2[/dice]
[dice=Disguise]1d20 + 2[/dice]
[dice=Escape Artist]1d20 + 3[/dice]
[dice=Heal]1d20[/dice]
[dice=Intimidate]1d20 + 10[/dice]
[dice=Knowledge (Dungeoneering]1d20 + 4[/dice]
[dice=Knowledge (Engineering)]]1d20 + 4[/dice]
[dice=Knowledge (Local)]1d20 + 4[/dice]
[dice=Knowledge (Nobility)]1d20 + 2[/dice]
[dice=Linguistics]1d20 + 4[/dice]
[dice=Perception]1d20 + 4[/dice]
[dice=Perform]1d20 + 2[/dice]
[dice=Profession (Sailor)]1d20 + 4[/dice]
[dice=Day Job Profession (Sailor), Ship]1d20 + 4 + 2[/dice]
[dice=Sense Motive]1d20 + 6[/dice]
[dice=Stealth]1d20 + 7[/dice]
[dice=Survival]1d20[/dice]
[dice=Swim]1d20 + 5[/dice]

Gear +1 Dueling Sword, Spiked Guantlets (x2), MWK Elven Curve Blade, silver Dagger, Composite Longbow (+2 Str), 20 Arrows, Cold Iron Arrows (x5), Silver Arrows (x5), Holy Water (x4), +1 Chain Shirt, Backpack, Explorer's Outfit, Flint and Steel, Ink pen, Ink, Journal, MWK Thieves' Tools, Daredevil Boots, Scabbard of Honning (for ECB), Wayfinder, Elixir of Hiding, Elixir of Swimming, Potion CMW (x2), Scroll Remove Disease, Wand CLW (2 charges), Wand of CMW (5 charges)
Weight: 57.5 lb. Light Encumbrance: Up to 58 lb.
In storage on ship: Cold Weather outfit, Torches (5), Climbing Kit, Horse, riding saddle, bit, bridle, saddlebags, Rations, Waterskin, 2 grappling arrows , MWK Silver Light Mace.
Vanity Item: Ship:
Ship (10 PP): You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn’t necessarily profitable on its own. Whenever you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party. You gain a +2 circumstance bonus on Profession (sailor) checks and it becomes a class skill for you. You may use Profession (sailor) checks to make Day Job rolls.

The ship is named the Steel Falcon.


PBP Boon: Adopted Weapon Training
Details:
Source.
Details
Adopted Weapon Training:
You have spent an extended period of time training in a culture other than your own, and as a result, you have learned that population’s weapon styles to the exclusion of all others. You gain the weapon familiarity racial trait of one of the following races: dwarf, elf, gnome, halfling, or half-orc. This specialization comes at a price, and you suffer a –1 penalty on attack rolls made with manufactured weapons other than those granted by any weapon familiarity racial traits you possess. You ignore this penalty when using a weapon that benefits from any Weapon Focus feat or weapon training class feature you may have. Note: Benson has Weapon Focus for his Dueling Sword.

Elf Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon (Elven Curve Blade: 1d10/18-20, 7 lb, 80 gp).

Traits and Feats:
Trait: Fencer
You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime.
Benefit: You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Trait: Captain’s Blade (Liberty's Edge PFS Trait]
You were born on board a ship and learned to fight beside the sailing men and women of the Andoran fleet. While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. One of these skills (your choice) becomes a class skill for you.

Feat: Combat Reflexes (Combat) [1st level feat]
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Feat: Dazzling Display (combat) [Fighter bonus feat level 2]
Your skill with your favored weapon can frighten enemies.
Prerequisite: Weapon Focus, proficiency with the selected weapon.
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Feat: Exotic Weapon Proficiency (Combat) [Human bonus feat]
Selected weapon: (Dueling Sword) You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisites: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

Feat: Power Attack (Combat) [3rd level feat]
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Feat: Quick Draw (Combat) [Aldori Swordlord Bonus Feat, level 1]
You can draw weapons faster than most.
Prerequisites: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Feat: Weapon Finesse (Combat) [Unchained Rogue Bonus Feat level 1]
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Feat: Weapon Focus (Combat) [Fighter Bonus Feat level 1 (Dueling Sword, Bonus feat from Ancestral Weapon Mastery (longbow/composite bow)]
Selected weapon: Dueling Sword, Longbow/Composite Longbow
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Specialization (Combat) [Fighter bonus feat Level 4]
Selected Weapon: Dueling Sword
You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Class Abilities:

Fighter
Hit Die: d10.
The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 2 + Int modifier.
Level 3
BAB: +3 Fort +2 Ref +0 Will +0
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Swordlord (fighter archetype)
Swordlords are among the deadliest and most feared fighters of the world. They have spent long years mastering the dueling sword, against both other dueling swords and all manner of other weaponry. Their speed and reflexes weave a net of impenetrable steel around them, from which they strike and harry their unfortunate opponents. This variant focuses on avoiding damage and disarming foes; swordlords prefer wearing light or no armor, trusting their skill with their blades for protection.

The following benefits only apply when a swordlord is using a dueling sword and carrying nothing in his other hand.

Defensive Parry (Ex)
At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.

This ability replaces armor training 1 and 4.

Rogue (Unchained)
Hit Die: d8.
The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.

Level 1
BAB +0 Fort +0 Ref +2 Will +0
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: 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.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

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.

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.

Pirate (Rogue Archetype)
A pirate breaks from the confines of country and king to commit her crimes upon the high seas. She holds allegiance only to her ship and its captain (if even that much is true), and lives a lawless life upon the waves, plundering ships and shorelines as suits her whim.

Sea Legs (Ex)
At 1st level, a pirate becomes adept at moving on ships, boats, and similar vessels. She gains the Sea Legs feat as a bonus feat, even if she does not meet the prerequisites.
This ability replaces trapfinding.

Aldori Swordlord (Prestige Class)
Requirements
To qualify to become an Aldori swordlord, a character must fulfill the following criteria.
Feats: Dazzling Display, Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword).
Skills: Acrobatics 3 ranks, Intimidate 5 ranks, Knowledge (nobility) 3 ranks, Sense Motive 3 ranks.

Hit Die: d10.

Class Skills
The Aldori Swordlord's class skills are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Perform (Cha), and Sense Motive (Wis).
Skill Points at each Level: 2 + Int modifier.

Level 1
BAB +1 Fort +0 Ref +1 Will +0

The following are class features of the Aldori swordlord prestige class. Unless stated otherwise, the following benefits apply only when a swordlord is wielding an Aldori dueling sword and carrying nothing in his other hand.

Deft Strike (Ex): An Aldori swordlord can add his Dexterity bonus (if any) to damage rolls made with an Aldori dueling sword instead of his Strength bonus. This bonus on damage rolls applies whether the swordlord is wielding an Aldori dueling sword one-handed or two-handed. An Aldori swordlord cannot use this ability if he is wielding a shield or using an off-hand weapon (including armor spikes, unarmed strikes, or natural weapons).

Quick Draw: An Aldori swordlord gains Quick Draw as a bonus feat. If the character already has this feat, he instead gains Aldori Dueling Mastery (see page 24). If he already has both feats, he instead gains a combat feat of his choice as a bonus feat. The Aldori swordlord must meet all prerequisites of the selected combat feat.

Gear:

Daredevil Boots
Source Ultimate Equipment pg. 230
Aura faint enchantment; CL 3rd
Slot feet; Price 1,400 gp; Weight 1 lb.
Description
This pair of magical boots shimmers in vibrant shades of blazing red and burning orange when they are held up to the light. These boots allow the wearer to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy’s space without provoking attacks of opportunity for up to 10 rounds per day. The rounds do not need to be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +1 bonus on attack rolls against that enemy until the end of her turn.

Scabbard of Honing:
Source Ultimate Equipment pg. 318
Aura faint transmutation; CL 3rd
Slot none; Price 500 gp; Weight 1 lb.
Description
This leather scabbard resizes itself to fit any axe, sword, dagger, or similar item normally stored in a scabbard. Sheathing a nonmagical weapon in the scabbard for 1 minute hones its edge as if it had been sharpened with a whetstone (page 75).
Whetstone: Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.

Wayfinder
Source Pathfinder Campaign Setting pg. 195, Inner Sea World Guide pg. 299
Aura faint evocation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
Description
A small magical device patterned on the design of ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. While it serves as a badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, you can cause a wayfinder to shine (as the light spell). A wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders feature a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head; some ioun stones can grant additional powers once they are fitted into a wayfinder, at the GM’s discretion.

Aldori dueling sword
Source Adventurer's Guide pg. 24, Pathfinder Campaign Setting pg. 209, Inner Sea World Guide pg. 290, Adventurer's Armory pg. 18
Statistics
Cost 20 gp Weight 3 lbs.
Damage 1d6 (small), 1d8 (medium); Critical 19-20/x2; Range —; Type S; Special —
Category One-Handed; Proficiency Exotic
Weapon Groups Blades, Heavy
Description
These slightly curved swords measure just over 3 feet in length. An Aldori dueling sword can be used as a martial weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (Aldori dueling sword), you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an Aldori dueling sword sized for you, even though it isn’t a light weapon. You can also wield an Aldori dueling sword in two hands to apply 1-1/2 times your Strength bonus to damage rolls.

Elven curve blade
Source Ultimate Equipment pg. 20, Pathfinder Campaign Setting pg. 209, PRPG Core Rulebook pg. 143
Statistics
Cost 80 gp Weight 7 lbs.
Damage 1d8 (small), 1d10 (medium); Critical 18-20/x2; Range —; Type S; Special —
Category Two-Handed; Proficiency Exotic
Weapon Groups Blades, Heavy
Description
Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your CMD whenever a foe attempts to sunder your elven curve blade because of its flexible metal.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an elven curve blade that is sized for you, even though it isn’t a light weapon.

Composite longbow
Source Ranged Tactics Toolbox pg. 0, PRPG Core Rulebook pg. 143, Ultimate Equipment pg. 19
Statistics
Cost 100 gp Weight 3 lbs.
Damage 1d6 (small), 1d8 (medium); Critical x3; Range 110 ft.; Type P; Special —
Category Ranged; Proficiency Martial
Weapon Groups Bows
Description
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use it with proficiency). If your Strength modifier is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an aboveaverage Strength score; this feature allows you to add your Strength modifier on damage rolls, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite longbow. A composite longbow fires arrows.
For the purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.

Thieves' tools
Source Ultimate Equipment pg. 77, PRPG Core Rulebook pg. 158
Price PFS Legal 30 gp (common), PFS Legal 100 gp (masterwork); Weight 1 lb. (common), 2 lbs. (masterwork)
Description
This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.
Masterwork Thieves’ Tools: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.

Elixir of Hiding
Source Ultimate Equipment pg. 295, PRPG Core Rulebook pg. 511
Aura faint illusion; CL 5th
Slot none; Price 250 gp; Weight —
Description
A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).
Construction

Elixir of Swimming
Source Ultimate Equipment pg. 295, PRPG Core Rulebook pg. 511
Aura faint transmutation; CL 2nd
Slot none; Price 250 gp; Weight —
Description
This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).

Background:

Note: This has been edited to account for a PBP Boon.
Father was a sailor soldier of an Andoran merchant ship that also sometimes served as a privateer combating slavers. Mother was a translator with the same fleet, daughter of Tien immigrants who learned Varisian, Tien, and a number of other languages. Benson was born at sea and raised in a variety of exotic locales before coming of age and joining the Pathfinders. He shared his father’s skill with a blade and various athletic skills. An elf sword master on board taught young Benson the art of fighting with a dueling sword and the exotic Elven curve blade. He has a charismatic grace and charm that makes him popular with his mates and with the ladies.

Appearance: 6’0” tall, 200 lb, a strong, yet graceful, man, he has a handsome face with dark straight hair, brown eyes with the almond shape of his Tien ancestry. His complexion is naturally tan. He speaks with an Absalom accent (what we would call an English accent).
My mental image of Benson: image link

Benson plays the field and enjoys flirting with women. He is chivalrous toward women in general and slow to let a relationship get physical. He also does not speak of what physical encounters he has had (there have been more than a few). He is not overtly religious, nor is he irreligious. He is a humanist [interpreting the term human very broadly]. He does however revere Cayden Cailean since he is a human who rose to godhood but who still identifies with the common man. He carries a tankard on his belt and offers a toast to Cayden Cailean when he imbibes and always visits any Cayden Cailean temple he comes upon.


Quotes:
"I was born on the good ship Liberty's Fortune 18 years ago. I've been on a ship most of my life. I'm probably one of the few people who get land-sick. It's disconcerting to me when the surface I'm standing on is not shifting back and forth. My father, Anders, was a soldier sailer aboard the Fortune and he fell in love with Aleese Gangtee, an interpreter born in Varisia of Tien immigrants. I was the first and only product of their love, and so I was doted on and raised mostly on ship.

"As a shiprat, I learned my way around the decks at an early age, helped out where I could, learned from anyone who had anything to teach me. When I was 8, an elven sword master named Harianevan began to teach me to fence. When I was big enough, he gave me a dueling sword and taught me in it's use. One of the first things I bought once I had some income from Pathfinder adventures was a masterwork dueling sword," tapping his blade, "'Sweetness' here. Whenever I get back to Andoran, I continue my lessons with Harianevan. There is so much to learn."


PFS Scenarios:

  • 1: #5-08: The Confirmation
    Gold: 430; XP:1; Prestige: 2; Day Job:0
    Boons: Confirmed Field Agent; Explore, Report, Cooperate; Friend of Janira Gavix
  • 2: #3-09 The Quest for Perfection, Part 1: The Edge of Heaven
    Gold: 500; XP: 1; Prestige: 2; Day Job: 0
    Boons: Boots of the winterland, cloak of resistance, scroll of spider climb, sovereign glue [none purchased yet]
  • 3: #3-11 The Quest for Perfection, Part II: On Hostile Waters
    Gold: 501; XP: 1, Prestige: 2; Day job: 0
    Boon: campfire bead [not purchased]
  • 4: #3-13 The Quest for Perfection, Part III: Defenders of Nesting Swallow
    Gold: 524; XP: 1; Prestige: 1; Day job: 1 gp;
    Boons: Axe Beak Companion; Braid of a Hundred Masters [none purchased or taken]
  • 5: #5-22 Scars of the Third Crusade
    Gold: 510; XP: 1; Prestige: 2; Day Job: ;
    Boons: Mendevian Commendation (Bonus to certain checks with Mendvian Crusaders).
    Items: Birdfeather Token, Nightdrops, Potion: CMW, Potion: Invisibility, Scabbard of Honing
  • 6: #2-01 Before the Dawn Part 1: Bloodcove Disguise
    Rewards: 1XP, 2PP, 506gp. Loot: you can purchase a single dose of greenblood oil, the wand noted above, or a potion of invisibility
    Boon: Adopted Weapon Training
  • 7: #2-02 Before the Dawn Part 1: Rescue at Azlant Ridge
    Rewards: 1 XP, 2 PP, 527 gp
    Totals: Prestige: 13, Fame: 13, XP: 7 Gold: 130.35
  • 8: #7-12: The Twisted Circle
    Rewards: 1 XP, 2 PP, 1174 gp. Spent 239 gp for horse and remove disease casting. Job roll online for 10 gp.
    Boon: Nira's Gratitude (soul doll familiar) or single reroll of a knowledge check, perception check, or sense motive check at bonus +6+character level.
    Totals: Prestige: 15, Fame: 15, XP: 8 Gold: 1675.35
  • 9: #7-24 Dead Man's Debt
    Rewards: 1 xp, 1 pp, 1206 gp, spent 2272
    Boon: Ekujar's Blessing: permanent benefits of endure elements but only in heat and only to temperatures of 110 F and below, not extreme cold, Su.
    Totals: Prestige: 16, Fame: 16, XP: 9 Gold: 8.85
  • 10: #6-11: The Slave Master's Mirror
    Rewards: 1 xp, 2 pp, 1278 gp,
    Boon: Gnoll tactics: Access to certain feats and archtype.
    Totals: Prestige: 8, Fame: 18, XP: 10 Gold: 1286.85
  • 11: #8-07 From the Tome of Righteous Repose
    Rewards: 1 xp, 2 pp, 1301 gp, spent 1950 gp
    Boons Righteous Redemption: can requisition one of a list of items from Lastwall.
    Totals: Prestige: 10, Fame: 20, XP: 11 Gold: 637.85
  • 12: #5-06: You Have What You Hold
    Rewards: 1 xp, 2 pp, spent 2 pp to obtain boon of a Smine weapon applied to Aldori Dueling Sword, spent 625
    Totals: Prestige: 10, Fame: 22, XP: 12, Gold: 90.1
  • 13: Scenario 49 Among the Dead
    Rewards: 1 xp, 2 pp, 1260 gp
    Spent 0
    Totals: Prestige 12, Fame: 24, XP: 13, Gold: 1350.1

Accounts:

Income
150 Starting
430 Confirmation 1st scenario
500 Edge of Heaven 2nd scenario
501 On Hostile Waters 3rd scenario
524 Defenders of Nesting Swallow 4th Scenario
1 Day job (after 4th scenario)
12.5 Sold Studded Leather Armor, used
37.5 Sold longbow, used
10 Sold Dueling Sword, used
_________________________________
2166 Net income

Expenses
20 Dueling Sword
75 longbow
2 dagger
25 studded leather armor
5 buckler
10 explorer's outfit
1 arrows (20)
0.05 torches (5)
1 flint & steel
2 rations (4 days)
1 waterskin
0.1 ink pen
8 ink
320 MWK DUeling Sword
80 climbing kit
5 cold weather gear
360 wand of CLW 8 charges (4 left)
300 Composite Longbow (+2 Str)
100 MWK Thieve's tools
2 grappling arrows (2)
250 MWK Chain Shirt
12.5 Misc. expenses
_________________________________
1581.65 Net Expenses

Balance at end of 4th scenario
584.35 gp

Breakdown: 58 pp; 15 gp; 17 sp; 15 cp
Most of his coins are rolled in groups of 10 and hidden in items in his pack like a loaf of bread, etc.
Pouch on belt contains mostly copper and silver. Keeps a couple of gold pieces in a small pocket of his pants, hard to reach.

Expenses from PBP game: Scars of the Third Crusade
3 gp purchases at tent city day 1
5 gp gift to Inquisitor
5 sp charge for writing the letter, day 1
2 gp payment for delivering letter plus extra gp for information.
15 gp general expenses thereafter.
Total: 30 gp

New Balance 585 gp
Gold from PBP Adventure (Scars of the Third Crusade): 530
New Balance 1084.35 gp
Gold from PBP Adventure (Before the Dawn, 2 parts): 506 + 527
New Balance: 2148 gp

+1 Dueling Sword: 2000 gp

New Balance: 130.35 gp

The Twisted Circle Income 1174
Job 10
Horse and gear 89
Remove Disease spell (used) 150
Balance: 1075.35

Dead Man's Debt Income 1205
Day Job 1
Local Vermin Repellant, used up 10
2 scrolls Remove Disease, not used 750
Guide hired 12.5
+1 enhancement to Armor 1000
Scabbard of Honing 500
Balance: 8.85

Slave Master's Mirror 1277
Day Job 1
Ship (used PP) 0
Balance: 1286.9

Tome of Righteous Repose 1300
Day Job 1
Elixer of Vision (used) 150
Elixer of Climbing 150
Elixer of Hiding 150
Holy Water (x4) 100
Daredevil Boots 1400
Balance: 637.85

You Have What You Hold 1274
Day Job 1
Oil of Lead Blades (used) 25
Potion CMW (x2) 600
Wand of CMW (5 charges) 450
Spiked Gauntlets (2) 10
MWK Silver Light Mace 325
5 Cold Iron Arrows 0.5
5 Silver Arrows 10.25
Silver Dagger 22
MWK ECB 380
Balance: 90.1
Among the Dead 1260
Balance: 1350.1

PFS Boons:

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. If this is the first time you have received this boon for any of your characters, you may acquire 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 success conciliation), or negligible (neither contributes to nor opposes the secondary success conciliation). 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.

Mendevian Commendation: You have received a medal for your service to mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (Maximum +3).

The Favor of Carthegn: While in a settlement of 5,000 people or emore anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons and armor) through your favorable connections with House Cartahegn at a 10% discount.

Faction: Liberty's Edge:

In pursuit of liberty, in opposition to tyranny.

When the god Aroden died over a century ago, the catastrophe ushered in not only the Age of Lost Omens, but also a series of rebellions that founded revolutionary nations like Andoran and Galt. The Liberty's Edge faction hopes to see all forms of tyranny wiped from the Inner Sea region while cleansing corruption from even the good-intentioned states. Although the faction maintains warm relations with Andoran, it operates independently so as to limit the influence of unethical officials and minimize any warning that tyrants might enjoy.

Faction Journal Cards