Taergan Flinn

Corenthiir's page

226 posts. Organized Play character for roll4initiative.


Full Name

Corenthiir

Race

HP 37/37 | AC 14, t14, ff10 (+4 mage armor) | F +4, R +9, W +5 (+2 vs. ench., +4 vs sonic) | Perc +10 (low-light) | Stealth +10 | Init +6 |

Classes/Levels

speed 30' | CMB +4, CMD 17 | cold-iron arrows x20 | [ ] Reroll Used | Active Conditions: ---

Gender

NG m elf core bard 5|

Size

m

Age

156

Alignment

NG

Location

Grand Lodge of Absolom

Occupation

Storyteller

Strength 13
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

About Corenthiir

PFS#: 17148-14
Faction: Grand Lodge (+1d4 w/pin)
Birthplace: Valenwood
Age: 120
Gender & Pronouns: Male, he/him
Height: 5' 10"
Weight: 150 lbs
Physical Appearance: Shoulder-length auburn hair, sparkling silver-specked teal eyes. Air of confidence, cocky grin.

Sign Up Post:

Player name: Roll4initiative
Character name: Corenthiir
PFS#: 17148-14
Faction: Grand Lodge
XP progression (slow/normal): normal
Day job roll: At the local tavern, Corey tells wild tales about his past adventures.
Perform (oratory), take 10+11=21 (20 gp)
"Thank you! Haha! Your tips are greatly appreciated!"

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DEFENSE
------------------------------

AC 22, touch 14, flat-footed 18
(+4 mage armor, +4 dex, +4 shield spell)

hp: 37 (6+1 fcb/level)

[dice=Fortitude]1d20+4[/dice]
(Base +1, Con +1, Cloak +1, Trait +1)
[dice=Reflex]1d20+8[/dice]
(Base +4, Dex +4, Cloak +1)
[dice=Will]1d20+5[/dice]
(Base +4, Wis +0, Cloak +1)
Well-Versed: +4 vs sonic & language dependent spells.
Elf: +2 vs. enchantment spells and effects.
Immune to magical sleep & paralysis.

 -----------------------------
OFFENSE
------------------------------

Speed: 30 ft.

Melee:
[dice=Mwk Cold-Iron Morningstar]1d20+5[/dice]
[dice=spiky bash]1d8+1[/dice]
(crit x2)

[dice=Mwk Longsword]1d20+5[/dice]
[dice=slashing]1d8+1[/dice]
(19-20/x2, scabbard of vigor +3/3 rnds.)
 
Ranged: 
[dice=+1 Darkwood Comp. Longbow (+2 Str), deadly aim, PBS]1d20+7[/dice]
[dice=cold-iron piercing]1d8+4[/dice]
(crit x3, 110' range)

[dice=Rapid Shot, deadly aim, PBS]1d20+6[/dice]
[dice=cold-iron piercing]1d8+4[/dice]
[dice=Rapid Shot, deadly aim, PBS]1d20+6[/dice]
[dice=cold-iron piercing]1d8+4[/dice]
(crit x3, 110' range)

------------------------------
STATISTICS
------------------------------

Str 13, Dex 18*, Con 12,
Int 12, Wis 10, Cha 16
*Belt/Inc. Dex +2

Base Atk: +3; CMB +4, CMD 18

Traits:
Resilient (combat): +1 Fortitude Saves
Warrior of Old (racial): +2 initiative. 

Feats:
1. Point Blank Shot (+1 atk w/i 30')
2. Deadly Aim (-1atk/+2 dmg)
3. Rapid Shot

Languages: common, elven, azlanti, draconic, varisian, osiriani

-----------------------------
SKILLS
(7/level, Class skills are bold)

[dice=Acrobatics]1d20+10[/dice]
(Rank +3, Class +3, Dex +4)
[dice=Appraise]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Bluff]1d20+8[/dice]
(Rank +2, Class +3, Cha +3)
[dice=Climb]1d20+5[/dice]
(Rank +1, Class +3, Str +1)
[dice=Craft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Diplomacy]1d20+11[/dice]*
(Rank +1, Class +3, Cha +3, [Vers. Perf. +11])
[dice=Disable Device]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Disguise]1d20+7[/dice]
(Rank +1, Class +3, Cha +3)
[dice=Escape Artist]1d20+8[/dice]
(Rank +1, Class +3, Dex +4)
[dice=Handle Animal]1d20+3[/dice]
(Rank +0, Class +0, Cha +3)
[dice=Heal]1d20+0[/dice]
(Rank +0, Class +0, Wis +0)
[dice=Intimidate]1d20+3[/dice]
(Rank +0, Class +0, Cha +3)
[dice=Know (Arcana)]1d20+7[/dice]
(Rank +1, Class +3, Int +1, BK +2)
[dice=Know (Dungeon)]1d20+3[/dice]
(Rank +0, Class +0, Int +1, BK +2)
[dice=Know (Engineering)]1d20+3[/dice]
(Rank +0, Class +0, Int +1, BK +2)
[dice=Know (Geography)]1d20+3[/dice]
(Rank +0, Class +0, Int +1, BK +2)
[dice=Know (History)]1d20+3[/dice]*
(Rank +0, Class +0, Int +1, BK +2)
[dice=Know (Local)]1d20+7[/dice]
(Rank +1, Class +3, Int +1, BK +2)
[dice=Know (Nature)]1d20+3[/dice]
(Rank +0, Class +0, Int +1, BK +2)
[dice=Know (Planes)]1d20+7[/dice]
(Rank +1, Class +3, Int +1, BK +2)
[dice=Know (Religion)]1d20+7[/dice]
(Rank +1, Class +3, Int +1, BK +2)
[dice=Linguistics]1d20+6[/dice]
(Rank +2, Class +3, Int +1)
[dice=Perception]1d20+10[/dice]
(Rank +5, Class +3, Wis +0, Racial +2)
[dice=Perform (oratory)]1d20+11[/dice]
(Rank +5, Class +3, Cha +3)
[dice=Profession]1d20+0[/dice]
(Rank +0, Class +0, Wis +0)
[dice=Ride]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Sense Motive]1d20+11[/dice]
(Rank +0, Class +0, Wis +0, [Vers. Perf. +11])
[dice=Sleight of Hand]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Spellcraft]1d20+7[/dice]
(Rank +3, Class +3, Int +1)
[dice=Stealth]1d20+10[/dice]
(Rank +3, Class +3, Dex +4)
[dice=Survival]1d20+0[/dice]*
(Rank +0, Class +0, Wis +0)
[dice=Swim]1d20+1[/dice]
(Rank +0, Class +0, Str +1)
[dice=Use Magic Device]1d20+10[/dice]
(Rank +4, Class +3, Cha +3)

*Grand Lodge Favored Skills
(+1d4, 1/scenario)

Non-Standard Skill Bonuses:
Grand Lodge Faction Pin: +1d4 Diplomacy, Knowledge (history), or Survival 1/scenario. Can make check untrained.
Demonic Scholar: Permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.
Evenhanded Investigator: +2 diplomacy to city guards & officials in Absalom.
Inside Knowledge: +2 Knowledge (local) regarding Aspis Consortium.
Kobold Friend: +2 diplomacy vs. reptilian humanoids.
Elven Magic +2 spellcraft to identify magic items.
Well-Connected:
[ ][ ][ ][ ][ ] 1d6+1 to Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth; 1/adventure.
Five Kings Negotiator: +2 Diplomacy with Dwarves.

------------------------------
SPECIAL ABILITIES
------------------------------

Elven Magic:
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Link to AoN Bard
Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: (15 rounds/day)
Countersong
Distraction
Fascinate
Inspire Courage
Inspire Competence

Versatile Performance:
Oratory (diplomacy & sense motive)

Well Versed:
+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex):
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

------------------------------
Spell-like abilities:
Gift of the Ghaele:
See chronicle #8; (cont. flame, dispel magic, lesser globe/invulnerability, or restoration).

------------------------------

------------------------------
Bard Spells
------------------------------

Cantrips: (6 known):
dancing lights, daze, detect magic, ghost sound, read magic, mage hand.

1st (4 known, 5/day): charm person, grease, hideous laughter, silent image.

2nd (3 known, 3/day): glitterdust, heroism, mirror image.

Confusion chart:

01-25: Act normally
26-50: Do nothing but babble incoherently
51-75: Deal 1d8 points of damage + Str modifier to self with item in hand
76-100 : Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

------------------------------
GEAR/POSSESSIONS

Combat gear:
+1 darkwood comp. longbow, mwk longsword, mwk cold-iron morningstar, cloak of resist +1, scabbard of vigor (longsword), normal arrows (x20), cold-iron arrows (x20).

Other gear:
alchemist fire x2, backpack, waterskin, 50' rope & grappling hook, flint & steel

Magic Items:
scroll/sleep, scroll/grease x2, scroll/comp. languages x2, scroll/detect secret doors, scroll/disguise self, scroll/remove fear x2, scroll/silent image x2, scroll/glitterdust, scroll/silence.

Wand/cure light wounds (48/50 charges)
Wand/mage armor (DC 20, 13/15 charges)*
Wand/shield (DC 20, 50/50 charges)
Wand/grease (10/11 charges)*
Wand/lesser confusion (10/10 charges)*

*Special chronicle items
------------------------------
CHRONICLES & BOONS
------------------------------

RSP 2017 Boon #1: Debt to Society.

Grand Lodge Faction Pin:
Once per session, while wearing a faction pin matching your character's faction, you may add +1 to any skill check. If you apply this benefit to one of your faction's favored skills, listed below, you instead roll 1d4 and add the result. For this roll you also treat the faction's favored skill as if you were trained, even if you don't have a rank in it.
Favored Skills:
• Grand Lodge: Diplomacy, Knowledge (history), and Survival.

Cleaning House:

[ ][ ][ ] Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.

Nemesis of the Aspis:

As an immediate action, force enemy Aspis agent to reroll single d20 and take worse result. One time use.

------------------------------
Pathfinder Tales Boons
------------------------------

Blood of the City:

Attuned to the Citysong:

Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity:

Your work is never done, and a near-death experience is never enough to keep
you down. As an immediate action when you are reduced to negative hit points and dying, you
automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws,
and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

------------------------------
Master of Devils

Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

-------------------------------

Prince of Wolves:

Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

------------------------------
Queen of Thorns

Desperate Bargain:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

-------------------------------
Winter Witch

Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Enemies of the North:

Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.

------------------------------
The Worldwound Gambit

Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

-------------------------------
Liar’s Blade

Liar’s Intuition:
The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the Bluff skill. For every additional successful lie that you tell that creature, the bonus increases by 1 (maximum +5). You can only benefit from this boon against one creature at a given time.

------------------------------
Song of the Serpent

Five Kings Negotiatior:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

-------------------------------
CHRONICLES
-------------------------------

1. Quest: The Silverhex Chronicles (GM):

Boon: Elixir of Treasure Seeking, Impressive Find, Pleasure Doing Business.
PA Earned: +2
Fame Spent:
Gold Earned: 500 gp
Day Job: n/a

2. #3-18: The God's Market Gamble (GM):

Boon: Evenhanded Investigator: +2 Diplomacy guards & city officials in Absalom.
PA Earned: +2
Fame Spent:
Gold Earned: 517 gp
Day Job: n/a
Notes: Tpk'd party when I GM'd this.

3. #2-01: Before the Dawn, pt. I:

Boon: Favor of Cartahegn: purchase mundane equipment at 10% discount.
PA Earned: +2
Fame Spent:
Gold Earned: 506 gp
Day Job: 30 gp

4. #7-10 The Consortium Compact (GM):

Boon: Inside Knowledge: +2 Know. (local) about Aspis Consortium.
Lord Avid's Rec.: +2 CHA checks vs. nobility on Isle of Kortos/Absalom.
PA Earned: +2
Fame Spent:
Gold Earned: 510 gp
Day Job: n/a

5-7. Module: Crypt of the Everflame (GM):

Boon: Kassen's Blessing: free d20 reroll.
PA Earned: +4
Fame Spent/Gained: +1 fame (impressive find)
Gold Earned: 1398 gp
Day Job: n/a

8. #4-19: The Night March of Kalkemedes (GM):

Boon: Gift of the Ghaele.
PA Earned: +2
Fame Spent:
Gold Earned: 1197 gp
Day Job: n/a

9. #3-02: Sewer Dragons of Absalom (GM):

Boon: Contraband Dividends, Koboldfriend.
PA Earned: +2
Fame Spent:
Gold Earned: 2226 gp
Day Job: n/a

10. #17: Perils of the Pirate Pact (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 1271 gp
Day Job: n/a

11. #10-06 Treason's Chains:

Boon: Cleaning House, Well-Connected.
PA Earned: +2
Fame Spent:
Gold Earned: 1855 gp
Day Job: 50 gp

12. #4-07: Severing Ties:

Boon: Nemesis of the Aspis.
PA Earned: +2
Fame Spent:
Gold Earned: 1913 gp
Day Job: 10 gp

13. #35: Voice in the Void:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 2211.5 gp
Day Job: 20 gp

14. #9-09: Beyond the Halflight Path (GM):

Boon: Duskwarden's Favor
PA Earned: +2
Fame Spent:
Gold Earned: 2233 gp
Day Job: n/a

14.5 #5-12: Destiny of the Sands, pt 1 (Slow):

Boon: Reckless Revenge
PA Earned: +1
Fame Spent:
Gold Earned: 925 gp
Day Job: 20 gp