About Cannoli JonesScenario Notes: NA
Cannoli’s tiger stripe pattern and coloration are starkly contrasted with the leather and metal studded outfit she wears. Decorative or functional, it’s hard to say. A perfectly fitted breastplate and matte black buckler form most of her armor. Her weapons include a blackened morningstar and silvered dagger. The final striking accoutrement are tall black boots accented with shiny onyx stones, leaving just enough space below her leather skirt to show the fur pattern that covers her entire body. She smiles a toothy grin, ”About time the society called us to work. I’ve gotten my business ventures self-sustaining, it’s time to go crack some heads.” Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
Orisons, DC 13
1st level, DC 14 7 casts per day
2nd level, DC 15 5 casts per day
Magic Items
MW CI Morningstar +6 (1d8+2, x2, CI/P and B)
Ranged
Skills:
[dice=Acrobatics - ACP]1d20+3-1[/dice] (No ACP Jumping, +4 Running Jump) [dice=Appraise]1d20+4[/dice] [dice=Bluff]1d20+9[/dice] [dice=Climb]1d20+10[/dice] (climb speed 20ft, no ACP Agile Breastplate) [dice=Craft: Anything]1d20[/dice] [dice=Diplomacy]1d20+13[/dice] [dice=Disguise]1d20+3[/dice] [dice=Disable Device - ACP + MW Tools t]d20+11-1+2[/dice] [dice=Escape Artist - ACP]1d20+3-1[/dice] [dice=Fly - ACP]d20+3-1[/dice] [dice=Handle Animal]1d20+3[/dice] [dice=Heal]1d20-1[/dice] (boon?) [dice=Intimidate]1d20+7[/dice] [dice=Knowledge: History t]d20+4[/dice] [dice=Knowledge: Planes t]d20+4[/dice] [dice=Knowledge: Religion t]d20+4[/dice] [dice=Linguistics t]NA[/dice] [dice=Perception]1d20-1[/dice] [dice=Perform: Actress]1d20+8[/dice] (+2 w/ Tool for Dayjob) [dice=Perform: Any]1d20+3[/dice] [dice=Ride - ACP]1d20+3-1[/dice] [dice=Sense Motive]1d20+5[/dice] [dice=Sleight of Hand - ACP]1d20+3-1[/dice] [dice=Spellcraft t]d20+4[/dice] [dice=Stealth - ACP]1d20+3-1[/dice] [dice=Survival]1d20-1[/dice] (boon?) [dice=Swim - ACP]1d20+2-1[/dice] [dice=UMD t]d20+4[/dice] Languages: Common, Catfolk __________________________________________________ EQUIPMENT AND GOLD __________________________________________________ On person: +1 Agile Breastplate (25lb), +1 Buckler (5lb), MW CI Morningstar (6lb), Mithral Dagger (1/2lb), 3 Darts (1.5lb), Flint and Steel (1g), Silk Rope (10g, 5lb), 2 rations (1g, 2lb), Traveler’s Outfit (free, 5lb), 2 Acid Flasks (20g, 2lb), Scroll Box (5lb), MW Thieves’ Tools (2lb), +1 Cloak of Resistance, Deathwatch Eyes, Black Onyx Boots of the Cat (100g, Counts as Jewelry for Noble’s Clothes) Left at Lodge: MW Profession Tool (50g, 5lb), Buckler (5g, 5lb), Morningstar (8g, 6lb), Dagger (2g, 1lb), Thieves’ Tools (30g, 1lb), Noble’s Outfit (10lb) Starting GP: 1012g (updated after GOW part 3) Weight Carried: 58lbs Carrying Capacity: Light (58), Medium (116), Heavy (175), LoH (175), Lift (350), Drag/Push (875) __________________________________________________ APPEARANCE __________________________________________________ Age 20 (adulthood at 15) Height 5’4” Weight 140 Eye Color Yellow Fur Color Light orange with very thin white stripes Region of Origin River Kingdoms Deity Gorum a little bit. She has quite a solid itch for battle. To her, it’s just such a badass thing to fight. But she probably thinks she could kick Gorum’s ass too so... Favorite meal Any meal after a VICTORY! Boons:
Pushing Back the Abyss: You stopped Wormgnash’s plots, and, with the help of the town guard, eradicated the last traces of demon bile from Saringallow. Your experiences in Saringallow have taught you to recognize signs of demonic influence. You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles. 0/3 Friends in Saringallow: You rescued both Nolaria Wintren and Nixa Volsetti from Wormgnash’s minions. The cousins decide to provide you with assistance on your future adventures. Using any of these favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Nolaria and Nixa return to Saringallow; cross this boon off your Chronicle sheet.
Savior of Saringallow: 0/2 Bringing the Truth to Light: You recovered records of the Sarini family’s unspeakable deeds from the secret chambers below their manor. In addition to bringing closure to families of Saringallow, these documents provide you with insights about the forces of Hell. You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet. Antidotes and Remedies: Among the poisonous plants in the Sarini garden, you found four potent medicinal plants, each of which has a different effect. You collected a bundle of leaves and roots from each of these plants for future use. You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
0/1 Goblin Slayer: You defeated the goblins who were terrorizing the Escoro family and other local
0/2 Repurposed Trap: On your way up to Highfort, you encountered a trap made of bottled brown
Apprentices Returned: You defeated Gellion and rescued the apprentices he was holding prisoner. The masters of the apprentices that you rescued provide you with handmade gifts from their businesses as a token of their appreciation. Well-Earned Reward: Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp). Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost. Used in First Gallows Adventure Special Abilities:
Climb Speed: A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing Dance of Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability. Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet. Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1. Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait. Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Clever Cat: Catfolk’s generally friendly disposition doesn’t preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter. Cat’s Luck: Once per day when a catfolk attempts a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted. Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.
Non-Combat Be as intimidating or diplomatic or deceitful as the situation allows. She should have enough experience to know which is needed. Combat
Daily Preparation:
Nothing crazy, just prepare some scrolls and brush out any matted fur. Obviously get her armor on. Description:
Her fur is a light orange mixed with really thin strips of white. Her left hand-paw is all white, with the rest matching her body. An incredibly well crafted and flexible breastplate girds her, clinking a tiny bit as she moves. Her leather bracelets, choker, anklets, pants and boots are all studded with short metal spikes. Maybe decorative? Maybe defensive? It’s hard to tell. She carries a nice morningstar strapped across her back with a dagger and darts at her waist.
Scenario List:
Phantom Phenomena: 1 XP, 2 PP, 20g Dayjob, FJC None successful, CLW Wand 2 PP Gallows of Madness Part 1: 3 XP, 4 PP, 20g Dayjob, FJC None, No PP spent Gallows of Madness Part 2: 3 XP, 4 PP, 20g Dayjob, FJC None, No PP spent Gallows of Madness Part 3: 3 XP, 4 PP, 5g Dayjob, FJC None, No PP spent Gallows of Madness Part Bonus: 3 XP, 6 PP, No Dayjob, FJC None, 2 PP on 5x Scroll Lesser Restoration Total XP: 13 (lvl 5) Total Fame: 20 (5250g, 22 is next) Current Prestige: 16 Chronicle Info:
Player: Pete H. Character Name: Cannoli Jones PFS #: 123584-20 Faction: Sovereign Court Normal Progression |
