Baron Hannis Drelev

Bom Skjold's page

748 posts. Organized Play character for N N 959.


Full Name

Bom Skjold

Race

Human (Ulfen) 43870-4 | Ranger 6 | AC 21 T 12 FF 19 | HP / 58| F +8 R +8 W +6 | Init +5* | Perc +13*; Survival +13*; Dipl. +9; Handle Comp. +15

Classes/Levels

Ulfur (Animal Companion) | init +3; Perc +4 | HP 49 (HD6) | AC 25 T:16 FF:22 CMD 20| F:+8; R:+8; W:+2 | Bite +6 (1d6+3)

Gender

Active:
Lead blades Boots of Friendly Terrrain (Underground) Longstrider 1h, Shield Companion 1h, Mage Armor (Uflur) 1h, Heightened Awareness 10m

Size

M

Age

20

Alignment

Chaotic Good

Languages

Common, Skald

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

About Bom Skjold

Black hair and dull blue eyes, Bom was the black sheep of the family. Picked on from an early age, the ranger developed a knack for shielding himself from damage.

Over six feet high and muscular, Bom is a talkative guy despite his average looks.

Bom Skjold Sheet Link

Male Chaotic Good Human (Ulfen) Ranger, Level 6, Init +2, HP 58/58, Speed 30*
AC 21, Touch 12, Flat-footed 19, CMD 22, Fort 8, Ref 8, Will 6, CMB +10/+5, Base Attack Bonus +6 / +1
+1 Adamantine Longsword +11 / +6 (1d8+5, 19/20 x2)
cold iron Spiked Heavy Shield +11 / +6 (1d6+2, x2)
Chakram (4) +8 (1d8+4, x2)
0 ACP on Jump and Climb Masterworks Agile Breastplate, +1 Darkwood, cold iron spiked Heavy Wooden (+6 Armor, +3 Shield, +2 Dex)
Abilities Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 10
Condition Longstrider, Mage Armor, Shield Companion (on Ulfur)

Whetstone +1 Damage on first hit for bladed weapons

Spells:
Resist Energy 0/2

Wands Used:
Heightened Awareness -
Longstrider -
Lead Blades -
CLW -0
Shield Companion -
Mage Armor -
Speak w/Animals -
Feather Step - 0

Favored Enemy/Terrain: Humans (+4), Undead (+2) / Urban (+2)

Traits:

Indomitable Faith (+1 Will Save)
Insider Knowledge - Grand Lodge (+1 Diplomacy - class skill)

Shield-Trained
Requirement(s) Gorum
You were trained to use shields as weapons. Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.


Feats:
Two Weapon Fighting, Improved Shield Bash (Retain AC when using shield as a weapon); Track; Favored Enemy (Human +4,Undead +2); Wild Empathy; Favored Terrain (Urban +2)

Shield SlamBenefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Shield Master: Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.


Skills with Ranks:
Acrobatics +2 (3 ranks), Climb +6, Diplomacy +9, Handle Animal +7, Heal +6, Intimidate +4, K. Dungeon +5, Nature/Geo +4, Perception +9, Survival +9, Spellcraft +4, Stealth -3, Swim +2, Track +11, Wild Empathy +4

Boons:

Faction Fame: +1 to Diplomacy vs Grand Lodge members.

EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check. (+1)

Sewer Sense Your time spent in Absalom's sewers has given you an innate familiarity with the complex network of tunnels and underground streams. You gain a single-use +5 bonus on any Knowledge (local) or Survival check to learn about or navigate the swers under the City of the Centre of the World, applied before the roll is made. When you have used this boon, cross it off the Chronicle sheet.

Heidmarch’s Boon (Grand Lodge): Sheila and Canayven Heidmarch happily write a letter to the Decemvirate lauding you and your assistance over the past year. When you purchase a vanity or a Grand Lodge faction prestige award, reduce the Prestige Point cost by 2 (minimum 1). When you use this boon, cross it o of your Chronicle sheet.

House Thrune's Favor: A rare token stamped wit h the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house: +3 circumstance bonus on Diplomacy checks to influence high -standing member s of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

▫ ▫ ▫ Paragon of the Society: The Pathfinder Society recognizes your admirable contributions to its efforts to explore, report, and cooperate, and this award inspires you to perform increasingly impressive deeds. You may add a +4 luck bonus on any one d20 roll before the roll is made. Alternatively, you may apply a +2 luck bonus on any one d20 roll a er making the roll but before the success or failure of the check are known. Check one of the boxes below each time you use either of these abilities. When you check the last box, cross this boon off your Chronicle sheet.

Debt of Cyphers: When in Riddleport, you gain a + 2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order of the Cypther's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a + 2 bonus on Diplomacy checks made in the city to gather information.

Riddleport Respect: You receive a + 2 bonus on Intimidate checks made in Riddleport.

Kayle's Blessing: You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the. results are determined. You may only use this ability once per saving throw. This ability may be used three times.

Riftwarden Magic: In gratitude for your heroism, the Riftwardens have shared several of their organization's spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: [u]Demon Slayer's Handbook[/u] as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders, and telepathic censure.

Ghalcor's Spell craft: Following the battle at Ghalcor's Tower, you were able to study the dead cleric's notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: [u]Demon Hunter's Handbook[/u] as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.

Moment of Glory: Whether it is by fate, fortune, or circumstance, you are able to tap into a hidden reserve of power at just the right moment to perform a truly extraordinary feat. By activating this boon as a free action, you become a mythic character (1st mythic tier) for 3 rounds. If you fall unconscious due to hit point loss during this time, you automatically stabilize without needing to attempt a Constitution check. In addition, once before this effect ends, you may use the surge mythic ability to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using the surge is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
When you use this boon, cross it off your Chronicle sheet; however, anytime you successfully complete (earning the maximum possible number of Prestige Points) a scenario that using the hard mode option, you may have the GM sign this boon. You may use this boon one additional time for each such signature you receive.

Extra Trait: You gain an extra trait from any legal source. This trait can not belong to the same type as one you already possess and you must bring a copy of its source to any session in which you play this character under the normal guidelines for using Additional Resource: Shield-Trained

Thud's Bane (Grand Lodge faction: You have uncovered Thud's secrets and now understand the threat he and his unique minions pose to the Society. You have spent your free time preparing for the inevitable confrontation by studyins his constructs' weaknesses, As a free action, you can choose one outsider within line of sight that has the extraplanar subtype but no alignment subtype. You gain two of the following five bonuses against that creature for 1 minute: a +1 bonus on attack rolls against the creature, a bonus on damage rolls against that creature equal to one-third your character level (rounded down), a +1 dodge bonus to AC against that creature's attacks, a +1 bonus on saving throws against that creature's spells and abilities, or a +2 bonus on caster level checks to overcome that creature's spell resistance. If you have a familiar, animal companion, eidolon, or similar ally you acquired from a class feature, you may instead grant that ally these two bonuses using your character level. When you use this boon, cross it off your Chronicle sheet.

Back to the Grave: While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. 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. When you use this boon, cross it off your Chronicle sheet.

Foiled Plans: You were part of the Pathfinder team that foiled the Shadow Lodge's plans to ruin the Pathfinder Society's reputation in Magnimar. Surely the Spider and others involved in the plot wi ll remember you should you ever encounter them in the future .

Mercy’s Blessing: You survived the transformative power of Verdant Spark, and you now have a measure of protection against other conditions that would attempt to harm our body. You can cross this boon off your Chronicle see to preroll a saving throw against a poison or disease and take the better result.

Nira’s Gratitude: Thanks to your assistance in solving Mercy’s mysteries, Nira has slowly started to regain her sense of self and memories as Amenira. After receiving some repairs at the Grand Lodge, she is eager to continue to lean and explore alongside of people who helped her. If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great effort. After you roll a Knowledge check, Perception check, or Sense Motive check but before the results are revealed, you can cross this boon off your Chronicle sheet to roll a second time using Nira’s bonus instead (6+your character level), representing Nira’s insights. This act is mentally taxing, and Nira cannot provide assistance more than once.

▫ ▫ ▫ Genie Grudge: Genies may wield wondrous powers, but they are also merciless bargainers and powerful combatants. Whether you’ve been on the receiving end of a djinni’s blade, a marid’s magic, or an efreeti’s unfair deal, you have steeled yourself against any future tricks they might play on you. Choose one of the following descriptors or subtypes: Fire.
• As an immediate action, you can check one of the boxes above before attempting a saving throw against a spell with the chosen descriptor or against an ability created by a creature with that subtype. You gain a +4 bonus on your first saving throw against the effect.
• As an immediate action when a creature with the chosen subtype attacks you, you can check one of the boxes above to gain a +4 bonus to your AC against that creature’s attacks until the beginning of your next turn.
• As a free action, you gain a +4 bonus on an Intelligence-, Wisdom-, or Charisma-based skill check made to identify, influence, or study creatures with the chosen subtype. If the check involves a genie of the chosen subtype, the bonus increases to +6.
If you have an animal companion, familiar, eidolon, or similar creature granted by a class feature or feat, you can expend uses of this boon to benefit that creature as well.
Magic Boon

Hellknights’ Respect: You set aside your initial Pathfinder mission to help the Hellknights of the Order of the Gate defeat a great force of chaos and evil. In recognition of your deeds, the Hellknights assist you in joining their ranks, or in refocusing your training if you are already a member of a Hellknight order. You may cross this boon off your Chronicle sheet to retrain levels into the Hellknight prestige class (Pathfinder Campaign Setting: The Inner Sea World Guide 278) or the Hellknight signifer prestige class (Pathfinder Campaign Setting: Paths of Prestige 28), for free so long as you would qualify for the prestige classes 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 is necessary in order to qualify for the prestige class. If you already have one or more levels in the Hellknight or Hellknight signifer prestige class, you may cross the 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: 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.

Elemental Awakening: Air Affinity(1) You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the air subtype equal to the number of boxes chcked. You can cross this entry off your Chronicle Sheet to cast feather fall as a spell-like ability. If you have two or more boxes checked you can fly. If you have all four boxes checked, you cast mass fly

Magic Boon: (Used - 0) As a standard action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice.

Righteous Redemption: Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. 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 with as you please, but it has an effective resale value of 0 gp.

Worthy Foe: Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. 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 overcome 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.

Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.


Magic Gear:

+1 Cloak of Resistance
Belt of Giant Strength +2
Wands: Longstrider (35), Lead Blades (35), Cure Light Wounds (38), Shield Companion (50); Mage Armor (50); Feather Step (50), Speak with Animals (50);

Gear:
Antiplague, Antitoxin, Verman Repellent X2, Air Crystals, Sunrod x2, Tindertwig x2, Grappling Hook, 50' Hemp Rope, Belt Pouch,Pathfinder's Kit, Whetstone, Armored Coat, Spring Loaded Wrist Sheath x2

Weapons and Armor:
+1 Adamantine Longsword, MW Agile Breatsplate, +1 Heavy Darkwood Spiked Shield, Morningstar, Alchemic Silver Mace, Club, Javelin x6 (3 cold iron), Sling (10 Bullets)

Deity - http://www.archivesofnethys.com/DeityDisplay.aspx?ItemName=Gorum

Ulfur
M N Wolf Animal, Level 6, Init 3, HP 49/49, Speed 50
AC 26, Touch 21, Flat-footed 22, CMD 27, Fort 8, Ref 8, Will 2, CMB +6, Base Attack Bonus +4
trip Bite +5 (1d6+3, x2)
+4 Natural Armor (+4 Armor, +3 Dex, +6 Natural, +1 Deflect, +1 Misc)
Abilities Str 15, Dex 17, Con 16, Int 2, Wis 10, Cha 6
Condition Mage Armor, Shield Companion, Haste

Whet bone: +1 damage on first bite

Tricks: Attack x2, Down, Defend, Flank, Aid, Heel, Breakout, Fetch

Training Harness: +2 on HA checks
Favored Enemy
+4 Humans, +2 Undead

Feats:

Toughness: +5 HPs

Dodge: +1 AC

Mobility: +4 to AC when avoiding AoO's.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Evastion

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Chronicles - http://www.myth-weavers.com/showthread.php?t=221582
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