Kanya Ismahe

Cannoli Jones's page

639 posts. Organized Play character for Pete H..


Race

| HP 27 (-4) | AC/Tch/FF 20/13/17 | CMD 17 | F/R/W +4/+5/+3 (Cat’s Luck Reflex)

Classes/Levels

| Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 0/1 (perform) | Spells 1st: 1/6 | Perc: -1 (30 ft sight, Darkvision, Scent), SM: +1 | Init: +4

Gender

CG Catfolk Gorumacle 3 | Mods: Grav Blade 3m

About Cannoli Jones

Scenario Notes: CLW used: 2, scrolls gained: Comprehend Languages, Obscuring Mist and Shield of Faith.
To Buy/Do: NA

Cannoli squints, moves closer, then smiles showing a maw of sharp teeth, ”I thought I smelled pathfinders here. Hopefully the mission will devolve into glorious battle. I mean, hopefully it won’t turn into that, of course. Yes. Discovering new things and avoiding conflict is what we shall strive for, unless forced into it. Yeah.” She seems hopeful for combat. Then she seems itchy, scratching at her neck, fur ruffling a bit before she absentmindedly brushes it back into place.

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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SPELLCASTING
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Caster Level 3 Concentration Check +6, Cast Defensively or while Grappled +12, Spell Penetration +3

Orisons, DC 13
Prepared Unlimited Casts
Create Water
Detect Magic
Read Magic
Stabilize
Purify Food and Drink

1st level, DC 14 6 casts per day
Cure Light Wounds (class)
Lead Blades (mystery)
Command
Sun Metal
Liberating Command

Magic Items
Wands: CLW (37)
Scrolls: Comprehend Languages, Magic Weapon, Protection from Evil, Remove Fear
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OFFENSE
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Base Atk +2, CMB +4
Melee
Mithral Dagger +5 (1d4+2, 19-20x2, Silver/S or P)
[dice=Dagger]1d20+5[/dice] for [dice=Silver/P or S]1d4+2[/dice]

MW CI Morningstar +5 (1d8+2, x2, CI/P and B)
[dice=MW CI Morningstar]1d20+5[/dice] for [dice=CI/P and B]1d8+2[/dice]

Ranged
Dart +5 (1d4+2, x2, P, 20 ft range)
[dice=Dart]1d20+5[/dice] for [dice=P]1d4+2[/dice]
Acid Flasks +5 Hit vs. Touch, 1d6 Acid Damage +1 Splash, x2 Crit, 10 ft Range
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STATISTICS
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Str 14, Dex 16, Con 14, Int 10, Wis 8, Cha 16
AC Calc 6 Armor, 1 Shield, 3 Dex
HP Calc 1) 8, 2-3) 10, Con 6, FC 3
Save Calc Base +1/+1/+3, Ability +2/+3/-1, Cloak +1/+1/+1
Feats: 1) Warrior Priest, 3) Combat Casting
Revelations: 1) Armor Mastery, 3) Dance of Blades
Traits: Armor Expert, Talented (Acting)
Favored Class: 1-3) Hit Point
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Skills:

[dice=Acrobatics - ACP]1d20+3-2[/dice] (No ACP Jumping, +4 Running Jump)
[dice=Appraise]1d20[/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+9[/dice]
[dice=Disguise]1d20+3[/dice]
[dice=Disable Device - ACP + MW Tools t]d20+9-2+2[/dice]
[dice=Escape Artist - ACP]1d20+3-2[/dice]
[dice=Fly - ACP]d20+3-2[/dice]
[dice=Handle Animal]1d20+3[/dice]
[dice=Heal]1d20-1[/dice]
[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+3-2[/dice]
[dice=Sense Motive]1d20+5[/dice]
[dice=Sleight of Hand - ACP]1d20+3-2[/dice]
[dice=Spellcraft t]d20+4[/dice]
[dice=Stealth - ACP]1d20+3-2[/dice]
[dice=Survival]1d20-1[/dice]
[dice=Swim - ACP]1d20+2-2[/dice]
[dice=UMD t]NA[/dice]

Languages: Common, Catfolk
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EQUIPMENT AND GOLD
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On person: MW Agile Breastplate (25lb), MW 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
Left at Lodge: MW Profession Tool (50g, 5lb), Buckler (5g, 5lb), Morningstar (8g, 6lb), Dagger (2g, 1lb), Thieves’ Tools (30g, 1lb)
Starting GP: 660g (updated after GOW part 2)
Weight Carried: 58lbs
Carrying Capacity: Light (58), Medium (116), Heavy (175), LoH (175), Lift (350), Drag/Push (875)
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APPEARANCE
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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:

Courageous Recruit: You rescued Nixa Volsetti, a new recruit to Isger’s army, from Mezodarath’s
prison. During “A Foul Breed,” Nixa grants you a +2 circumstance bonus on Diplomacy checks to gather
information. During “The Festering Blot,” you gain a +2 circumstance bonus on skill checks pertaining
to searching or performing research in libraries. Additionally, Nixa provides you with one additional
rumor about Saringallow.

0/1 Goblin Slayer: You defeated the goblins who were terrorizing the Escoro family and other local
shepherds. You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense
Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack
and damage rolls against them. If you have the favored enemy class feature and chose golbinoid as one
of your favored enemies, increase your favored enemy bonus against golbinoids by +2 instead. Activating
this boon is a free action, and these benefits last for 1 minute.

0/2 Repurposed Trap: On your way up to Highfort, you encountered a trap made of bottled brown
mold. You recovered some these jars for your own future use; immediately check one of the boxes that
precede this boon if you did not disable the trap. So long as you carry a jar with you, you gain the benefits
of endure elements in in hot environments and take a –2 penalty on saving throws against environmental
cold. Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll
against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash
weapon to determine where the jar lands (Pathfinder RPG Core Rulebook 202). When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damageper round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet.

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. When you receive this boon, cross off the rewards for each apprentice you did not rescue. These rewards increase if you apply the Chronicle sheets for one or both of the other chapters of Gallows of Madness to the same character.
Dependable Drummady’s (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallow of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit
Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.
Pricknettle’s Potions and Poultices (rescued Gellion Vazarro): You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.
Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods” she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.
Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.

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 Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.

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
Either wade in to smack stuff with her morningstar and buckler up, or move to heal an ally, or get sunmetal going on an ally THEN wade in to smack stuff. Maybe Command if someone pisses her off.

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
Total XP: 7
Total Fame: 10 (1500g, 13 is 3k)
Current Prestige: 8

Chronicle Info:

Player: Pete H.
Character Name: Cannoli Jones
PFS #: 123584-20
Faction: Sovereign Court
Normal Progression