![]()
About Cenae EoheNotes: The dark skinned human moves confidently through the crowd. She works her way to the meeting place. Her simple traveler's outfit still marks her as an obvious outsider, but she is happy to notice there are quite a few outsiders in the city and little attention is given to her.
1st level, DC 17 6 + domain prepped per day, used up when cast, 1x Pearl of Power
may sacrifice lvl 1 non-domain spells to cast CLW for 1d8+5 2nd level, DC 18 5 + domain prepped per day, used up when cast
may sacrifice lvl 2 non-domain spells to cast CMW for 2d8+8 3rd level, DC 19 4 + domain prepped per day, used up when cast
may sacrifice lvl 3 non-domain spells to cast CSW for 3d8+8 4th level, DC 20 3 + domain prepped per day, used up when cast
may sacrifice lvl 4 non-domain spells to cast CCW for 4d8+8 Wands: Cure Light Wounds (9/12 from boon, 50/50 from Prestige) Scrolls:
Non-Class (use Monocle, all level 1): Bless Weapon, Longstrider, Jump, Speak with Animals, Detect Secret Doors, Disguise Self, Expeditious Retreat, Identify, Hold Portal, Enlarge Person, Reduce Person Magic Consumables: Snapleaf, Antiquarian’s Monocle, Potion of Fly Channel Energy 5/day
Ranged
Skills:
[dice=Acrobatics - ACP]1d20-1[/dice] [dice=Appraise]1d20[/dice] [dice=Bluff]1d20+2[/dice] (Can’t be worse than 12, FJC) [dice=Climb - ACP]1d20-1[/dice] [dice=Craft: Anything]1d20[/dice] [dice=Diplomacy]1d20+6[/dice] (+2 to influence Wayangs) [dice=Disguise]1d20+2[/dice] [dice=Escape Artist - ACP]1d20-1[/dice] [dice=Fly - ACP]1d20-1[/dice] [dice=Handle Animal]1d20+2[/dice] [dice=Heal]1d20+10[/dice] [dice=Intimidate]1d20+2[/dice] (+2 to influence Wayangs) [dice=Knowledge: Arcana]1d20+4[/dice] [dice=Knowledge: History]1d20+4[/dice] [dice=Knowledge: Nobility]1d20+4[/dice] [dice=Knowledge: Planes]1d20+4[/dice] [dice=Knowledge: Religion]1d20+11[/dice] [dice=Perception]1d20+6[/dice] [dice=Perform: Any]1d20+2[/dice] [dice=Ride - ACP]1d20-1[/dice] [dice=Sense Motive]1d20+17[/dice] [dice=Sleight of Hand]1d20[/dice] [dice=Spellcraft]1d20+4[/dice] [dice=Stealth - ACP]1d20-1[/dice] [dice=Survival]1d20+18[/dice] [dice=Swim Take 10 - ACP + Aquatic Cummerbund]10-1+4[/dice] (may always Take 10, has constant water breathing) Languages: Common, Kelish __________________________________________________ EQUIPMENT AND GOLD __________________________________________________ On person: +1 Mithral Chain Shirt, +1 Darkwood Heavy Shield, MW Cold Iron Scimitar, Mithral Spiked Gauntlet, Cloak of Resistance +2, Handy Haversack, Pearl of Power I, Traveler’s Outfit, Wooden Holy Symbol of Sarenrae, Aquatic Cummerbund, Antiquarian’s Monocle, +2 Headband of Wisdom, Scabbard of Vigor, Necklace of Adaptation In Haversack: Trail Rations (4 boon), Waterskin, Ink, Inkpen, Paper (10), Acid Flasks (10), Courtier’s Outfit (boon), Noble’s Outfit (boon), Jewelry for both (shoe boon), Cleric’s Vestments, Crowbar, Bedroll & Winter Blanket, (Cleats, Furs, Snowshoes, Signal Horn all from Chronicle 6-18), Antitoxin (2), Silk Rope (50ft) & Grappling Hook, MW Manacles, Universal Solvent, All the Scrolls Left at Lodge: NA Starting GP: see top Weight Carried: 33 lbs Carrying Capacity: Light (33), Medium (66), Heavy (100), LoH (100), Lift (200), Drag/Push (500) __________________________________________________ APPEARANCE __________________________________________________ Height 5’6” Weight 165 Eye Color Brown Hair Color Black Skin Tone Dark Region of Origin Qadira Deity Sarenrae Favorite meal Braised Camel Shank Special Abilities:
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive. Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
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 Use Knowledge Skills liberally and Aid any Diplomacy attempts, unless it is to negotiate with undead or known evil planar beings, which must be killed. Combat BURNINATE THE PEASANTS!!! Fire Bolt at Range. FIREBALL, Burning Hands or Sound Burst if she can get 2 or more enemies together. Heat Metal (on armor ideally) vs. Biggest Enemy of group or obvious Boss. Always channel to harm undead, otherwise save channels to heal allies w/ selective channel. Wand for Cures but willing to burn a lvl 1 or 2 spell to help a direly injured ally. Daily Preparation:
Take 1-2 hours in the morning to do the following Stretch, quick weapon exercises, pray to the Dawnflower for spells, grab some food, chat in a friendly manner with teammates. Activate Endure Elements. Do the following once per day, preferably the healing portion but if unable then the second part before dusk.
FJC Goals and Boons:
FJC Goals Completed: 3 Practiced Diplomat Boon: Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals you have completed. 0/3 Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes) 1/1 (0-17) Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure. 1/1 (1-34) Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level. 1/2 (1-34) Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal. 0/2 Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level. 1/1 (7-19) Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive. 0/2 During the course of an adventure, secure an alliance with a powerful political figure or a governing body. 1/3 (10-14) & 0/2 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.
PFS Boons:
☐ - cut/paste to use for boon boxes Careful Archaeologist: Basically if you fail the secondary success conditions, mark this off and the whole table succeeds at it! Ectoplasmic Enhancement: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. When you use this boon, cross it off your chronicle sheet. Nightmarish Pigments: You found a pot of nightmarish pigments, which you may purchase for 1000gp. Nightmarish Pigments function as Marvelous Pigments, except the items they create subtly bend, warp, and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, they cannot be mistaken for objects made of standard valuable materials like gold. One pot of nightmarish pigments is sufficient to create a 125 cubic foot object by depicting it two dimensionally over a 25 square foot surface. The pigments can create a collection of mundane items whose value does not exceed 500gp. Savior of Old Flotsam: In thanks for retrieving her precious folding boat, Venture Captain Bennarry commissions you a single token made out of a splinter o fOld Flotsam herself. This special feather token functions as a feather token (swamn boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of CLW, a set of MW thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat’s duration expires. You may purchase the feather token (Old Flotsam) for 450gp or 1 PP. Sky Key Component (Hao Jin Tapestry): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Naldak, who founded the settlement of Naldak’s Point in the Land of the Linnorm Kings, in a region that is now part of Irrisen. Tanbaru’s Respect: You have helped the spirit oni Tanbaru get revenge on the duergar. A Lawful spellcaster of at least 7th level may take Tanbaru as a familiar with the Improved Familiar feat. Tanbaru functions as a standard spirit oni in all ways, except that the influence of a lawful good spellcaster changes his alignment to lawful neutral. If you make this bond with Tanbaru, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource.
Wayang’s Favor: You have earned the recognition of a community of wayangs in the Hao Jin Tapestry, granting you a +2 bonus on Charisma-based checks made to influence wayangs. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to wayangrelated options. Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet. Resources of Redemption: For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame score as 2 higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, flaming or flaming burst special ability; shields with the blinding special ability; crowns of blasting, neclaces of fireballs, phylacteries of faithfulness, staves of healing or staves of illumination. ☐ Gloomspire Explorer: Despite having studied only a small portion of Sevenfinger’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires. ☐ ☐ ☐ 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.
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. Item Access: Antiquarian’s Monocle
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.
☐ ☐ 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. 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. ☐ 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. ☐ ☐ 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 damage per 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 Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When you would purchase a 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 you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit. 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. 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.
Scenario List:
GOM I: A Foul Breed (GM Credit): 3 XP, 4 PP, no DJ, 2PP on CLW Wand GOM II: What Lurks in the Woods (GM Credit): 3 XP, 4 PP, no DJ GOM III: A Festering Blot (GM Credit): 3 XP, 4 PP, no DJ GOM III: A Festering Blot - Bonus Chronicle (GM Credit): 3 XP, 6 PP, no DJ Hall of the Flesh Eaters (GM Credit): 1 XP, 2 PP, no DJ Dawn of the Scarlet Sun: 1 XP, 1 PP, no DJ, 2PP on Snapleaf From Under Ice: 1 XP, 2 PP, no DJ, 2PP on 2x cast Scroll Remove Blindness/Deafness Tapestry’s Toil: 1 XP, 2 PP, no DJ, 2PP on 5x cast Scroll Lesser Restoration In Wrath’s Shadow: 1 XP, 2 PP, no DJ, 2PP on 2x cast Scroll Remove Curse Perils of the Pirate Pact: 1 XP, 2 PP, no DJ, FJC Recover Blackmail Success 1/1 The Labyrinth of Hungry Ghosts: 1 XP, 2 PP, no DJ, FJC Ranks SM 1/1 Debt to the Quah (GM): 1 XP, 2 PP, no DJ, FJC GM 1/5 Encounter at the Drowning Stones: 1 XP, 2 PP, no DJ, FJC Dissuade NPC Success 1/1 & Fulfill Goals Above 1/2 Total XP: 21 Total Fame: 33 (16,500 gold cap, next level at 36) Current Prestige: 21 (stop saving) Chronicle Info:
Player: Pete H. Character Name: Cenae Eohe PFS #: 123584-12 (Core) Faction: Sovereign Court Day Job: N/A Normal Progression |