Bishop 'The Dark Augur''s page

599 posts. Organized Play character for Karmic Knight.

Full Name

Bishop 'The Dark Augur'


| Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);


Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9








Common, Osiriani, Kelish, Abyssal, Infernal


Information Broker (cover); Agent for the Liberty's Edge

Strength 12
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 13
Charisma 12

About Bishop 'The Dark Augur'

Male Human Unchained Rogue 5
PFS# 58328-5 Liberty's Edge
XP: 13
Fame: 22
Prestige: 18
N Medium humanoid (human)
Init +4; Senses Perception +9
FC Unch Rogue(L1-5)+1 SP
AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex,+1 Dodge)
hp 28
Fort +1 Ref +8 Will +2
Speed 30 ft.
Melee dagger+7 (1d4+4/19-20×2)
Str 12, Dex 18, Con 10, Int 14, Wis 13, Cha 12
Base Atk +3; CMB +4; CMD 18

Combat Macros:

No action = 5ft step; Move action = Improved feint; Standard action = stab with dagger
[dice=Improved Feint]1d20+9[/dice]
[dice=Stab with dagger+Bless+LC]1d20+7+1+1[/dice]
[dice=Sneak attack?]3d6[/dice]


You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. For more information on feinting in combat, see Combat.

Feats Dodge, Combat Expertise, Improved Feint(R), Skill Focus (UMD)
Traits Friend in Every Town - You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Threatening Defender - When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Skills +12 Acrobatics (Dex); +9 Bluff (Cha); +10 Diplomacy (Cha); +12 Disable Device (Dex); +7 Disguise (Cha); +11 Knowledge (local) (Int); +9 Perception (Wis); +9 Profession (information broker) (Wis); +10 Lingusitics (Int); +9 Sense Motive (Wis); +12 Stealth (Dex); +12 Use Magic Device (Cha)
Languages Common, Osiriani, Kelish, Abyssal, Infernal
Magic Items Wands: CLW (intertwined alder wood)((50/50), Mage Armour (steel wand)(44/50), Bless Weapon (birch wood with silver tip) (44/50), oil of magic weapon (PFS)
Other Gear cold iron dagger, daggers x2, silver daggers x2 leather armor, backpack, bedroll, belt pouch, chalk (4), flint and steel, an iron pot, soap, torches (4), trail rations (5 days), travelers clothes, waterskin, whetstone, wooden symbol (Desna), wristsheath (x2), dice, antitoxin, wayfinder, light crossbow bolts 10, cold iron bolts 10, silver bolts 10, 3 vials of alchemist fire, 57 gp

Special Abilities
Rogue's Edge: Acrobatics (Ex) You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Debilitating Injury (Ex) 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.
Bewildered The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

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.

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.

Finesse Training: Dagger (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.

Sneak Attack 3d6; 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.

Evasion 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.

Rogue Talent: Combat Trick: Improved Feint (2), Mobility (4)
Age: 30 Height: 5'8" Weight: 140 lbs.

With a very thin frame this Garundi has very dark skin that make his unnaturally yellow eyes a very exotic look. Dressed in white robes he wears a hooded burnt orange cloak that covers his face and drops down to his ankles. In his hand he constantly shakes a trio of white dice cut in various shapes. On his neck he wears a symbol of the Great Dreamer, Desna.
The Garundi known as Bishop or `The Dark Augur`is actually named Iyasu. He grew up and worked for many years into his adulthood as a caravan worker in Osirion. While journeying to Ipeq the caravan was ambushed by gnoll raiding party. While some of his clan were able to escape Iyasu was not so fortunate. He was soon brought to the Katapesh markets where he was sold off to man the oars in one of the Kelish frigates. Years passed before him with countless lashes to mark the passage of this time. His body no longer able to fight back he did the best he could with his mind but eventually even this became to believe that he would die bound to the oar. Left with little else he began to pray to the stars hopeful that some higher entity would listen to his pleas. By pure luck his prayers were answered after two fortnights when the Kelish frigate ran into a Andoran fleet. When the ship was liberated the slavers were quickly put to death and he was cut free of his bounds. Given the choice to return to Garund or to follow his Andoran liberators he chose to head to Andoran.

Always blessed with a quick mind and a persuasive tongue in Andoran Iyasu was able to take on a new alias, Bishop 'The Dark Augur' and quickly began to learn and use the ways of subterfuge in the name of the cause. At the suggestion of the Liberty`s Edge Bishop has joined the Pathfinder Society to further strengthen the credibility of alias. Working under this alias he has come to Absalom to create a network while feeding information to his Liberty Edge leaders when something of note comes his way.


7-10 - Consortium Compact (GM Red): 1 XP; 2 PP; 450 gp


Remaining Funds from Scenarios: 4222gp


Inside Knowledge: +2 Knowledge (Local) checks vs Aspis Consortium;
Take 20 Knowledge (Local) about Aspis Consortium (cross boon off sheet)
Lord Avid's Recommendation +2 circumstance bonus on all Cha-based checks vs nobility while on Isle of Kortos; +4 circumstance bonus on one Cha-based check can apply to anyone on the Isle of Kortos (cross boon off sheet)

Faction Season 8 Card:

? Liberate one or more slaves, captives, or hostages during an adventure. (3)

Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward.(1)

In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Doing so requires a successful Diplomacy or Perform (acting, comedy, or oratory) check (DC = 15 + your character level).(1)

Fulfill one of the goals above on an Elemental Plane or in pursuit of the freedom of a creature with the air, earth, elemental,fire, or water subtype. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.(2)

Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check (DC = 15 + your character level). (2)

Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives. (2)

Possess a CMD against grapple of at least 25, the evasion class feature, or the ability to cast freedom of movement or break enchantment. Permanent magic items that grant these abilities count, but consumable items such as scrolls do not. (1)

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. (3/2)