Rival Explorer

Daniel Thrace's page

365 posts. Organized Play character for Pete H..


Race

| HP: 60/60| AC/Tch/FF 22/15/17 | CMD 26 | F/R/W +9/+13/+6 (Deathless)

Classes/Levels

| Speed 30 | Perception +15, Sense Motive +2 (both vary w/ fav enemy & terrain)| Init: +4 (+4 in Cold, +2 in Forests)

Gender

LN Male Half-Orc Beast Master (Ranger) 8 | +1 Star Folio Re-Roll 1/1, Orc Ferocity 1/1, Feather Step Constant

About Daniel Thrace

Scenario Notes:
To Buy/Do:

Current Attack Line
[dice=Manyshot - Rapid - Deadly + PBS]1d20+16-2-3+1[/dice] for [dice=Cold Iron/Silver/Piercing/Magic + Deadly + PBS]2d8+8+12+2[/dice] (Crit only multiplies 1 arrow & DR is doubled if applicable)

[dice=Rapid Shot - Rapid - Deadly + PBS]1d20+16-2-3+1[/dice] for [dice=Cold Iron/Silver/Piercing/Magic + Deadly + PBS]1d8+4+6+1[/dice]

[dice=Iterative - Rapid - Deadly + PBS]1d20+11-2-3+1[/dice] for [dice=Cold Iron/Silver/Piercing/Magic + Deadly + PBS]1d8+4+6+1[/dice]

Current AC/Touch/FF: 20/15/15

“Good Day Ladies and Gentlemen! I am Daniel, your resident woodsmen and archer. I've got a little buddy named B.C., but he's staying home with the sniffles. But enough of that, let’s get to know each other so we can perform better on this mission." Daniel is a tall half-orc in mottled green clothing. He shares that he is an excellent tracker and quite subtle with his movements. He advises that while most people are intimidated by a big orc, he doesn’t really try that hard to scare people. Lastly he shows a deft little parlor trick and says, ”I don’t really like to use these skills learned as an orphan, but if necessary I can relieve people of their possessions when they are distracted. I wouldn’t tell anyone normally about that, but it has come in handy before on a mission.” He chuckles, "in fact, I actually had to use it to juggle and entertain some weird tree face spirits recently."

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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Spellcasting C.L. 7 Concentration Check +9 If Used
Pearl of Power Level 1: Allows re-use of one prepared level 1 spell.
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1st level, DC 14 2 prepped per day, used up when cast
Gravity Bow: Arrows do 2d6 instead of 1d8.
Resist Energy*: Ignores 20 points of damage/attack from specified energy type

*Or Prep Endure Elements if Necessary[/s]

2nd level, DC 15 2 prepped per day, used up when cast
Cure Light Wounds: 1d8+5 healing
Hunter's Eye: Ignore most concealment for one target.

Class Scrolls: 1) Delay Poison, 2) Stone Call, 3) Cure Serious Wounds

Non-Class Scrolls: 2) Lesser Restoration (2x)

Oils/Potions: 2) Align Weapon: Good, 3) Oil of Daylight, Fly

Wands: Read Magic (50), CLW (37), Gravity Bow (42)

Magic Items: Pirate's Eyepatch - Touch of the Sea OR Expeditious Retreat 1/day (CL 2), Snapleaf - Immediate Action Invisibility & Feather Fall, Elixir of Renewal (see boons)
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OFFENSE
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BAB +8/+3, CMB +10
+2 Hit/Damage vs. Elves, +4 Hit/Damage vs. Humans
Melee
Smine^^ (sturdier) MW Warhammer +11/+6 Hit, 1d8+2 Damage, x3 Crit, B
Dagger +10/+5, 1d4+2 Damage, 19-20x2 Crit, P or S
Ranged
+2 Adaptive Longbow +16/+11 Hit, 1d8+4 Damage, 19-20x3 Crit, P
Possible Mods: Rapid Shot, Deadly Aim, Point Blank Shot, Gravity Bow, Manyshot
Alch Fire +14 Hit vs. Touch, 1d6 Fire Damage + 1d6 Burn Next Round,
1 Splash, x2 Crit, 10 ft Range
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Special Abilities
Improved Empathic Link
Wild Empathy +8: may allow a diplomacy check vs. an animal (see boons to help this)
Woodland Stride (Ex): Not slowed by briars/thorns/etc...
Favored Terrain: Forest +2, Cold +4
Favored Enemy: Elf +2, Human +4
Orc Ferocity 1 time per day for 1 round may act as staggered instead of unconscious when at negative HP.
Snowmask Induction: Permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees and above; you gain no bonuses in extreme heat.
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STATISTICS
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Str 14, Dex 20, Con 12, Int 12, Wis 14, Cha 11
AC Calc 5 Armor, 5 Dex, +2 Buckler (not usable when shooting)
HP Calc 1) 10, 2-8) 42, Con 8
Save Calc Base +6/+6/+2, Ability +1/+5/+2, +2 all Cloak
Feats: 1) Point Blank Shot, 2) Precise Shot, 3) Rapid Shot
3) Endurance, 5) Deadly Aim, 6) Improved Empathic Link, 7) Manyshot
Traits: Magical Knack (+2 Caster Level), Child of the Streets (S.o.H)
Favored Class: 1-7) Skill Point, 8) Half-Orc (+1 HP companion)
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Skills:

[dice=Acrobatics]1d20+16[/dice]
[dice=Appraise]1d20+1[/dice]
[dice=Bluff]1d20[/dice] (+2 vs. Elves, +4 vs. Humans)
[dice=Climb]1d20+8[/dice]
[dice=Craft: Anything]1d20+1[/dice]
[dice=Diplomacy]1d20[/dice]
[dice=Disguise]1d20[/dice]
[dice=Escape Artist]1d20+9[/dice]
[dice=Fly]1d20+5[/dice]
[dice=Handle Animal]1d20+7[/dice]
[dice=Handle Animal (B.C.)]1d20+13[/dice]
[dice=Heal]1d20+6[/dice]
[dice=Intimidate]1d20+12[/dice]
[dice=Knowledge: Dungeoneering]1d20+2[/dice]
[dice=Knowledge: Engineering]1d20+2[/dice]
[dice=Knowledge: Geography]1d20+2[/dice] (+2 in Forest terrain, +4 Cold terrain)
[dice=Knowledge: Local]1d20+2[/dice] (+2 to ID Elves, +4 to ID Humans)
[dice=Knowledge: Nature]1d20+8[/dice]
[dice=Perception]1d20+16[/dice] (+2 in Forest terrain, +4 in Cold terrain, +2 vs. Elves, +4 vs. Humans)
[dice=Perform: Any]1d20[/dice]
[dice=Ride]1d20+9[/dice]
[dice=Sense Motive]1d20+2[/dice] (+2 vs. Elves, +4 vs. Humans)
[dice=Sleight of Hand]1d20+16[/dice]
[dice=Stealth]1d20+16[/dice] (+2 in Forest terrain, +4 in Cold terrain)
[dice=Survival]1d20+13[/dice] (+2 in Forest terrain, +4 in Cold terrain, +4 Tracking, +6 Tracking Elves, +8 Tracking Humans)
[dice=Swim]1d20+8[/dice]

Languages: Common, Orcish, Elven, Sylvan
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EQUIPMENT AND GOLD
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In Handyhaversack: Flint and Steel, Bedroll, Mess Kit, Waterskin, Orc Trail Rations (15), Hunk of Meat (15), Shaving Kit (41), Soap (41), Healer’s Kit (6), Silk Rope (100 ft), Grappling Arrow, Alchemical Fire (5), Holy Water (4), Blunt (65), Cold Iron/Silver Arrows (80), Alch. Silver Arrows (20), Cold Iron Arrows (20) Antitoxins (2), Antiplagues (2), Universal Solvents (2), Soothe Syrups (4), Vermin Repellents (4), Alchemical Grease (4)
On Person: Dagger, Smine Warhammer, +2 Adaptive Composite Longbow, Blunt Arrows (40), Featherstep Slippers, Cold Iron/Silver Arrows (80), Cold Iron/Adamantine Arrows (10), +2 Dexterity Belt, +1 Deathless Mithral Chain Shirt, +1 Steel buckler, +2 Cloak of Resistance, Pirate's Eyepatch, Snapleaf, Bracer’s of Falcon’s Aim
Left at Lodge: 210 regular arrows, 20 Alch Silver Arrows
Starting GP: 123.89 g
Weight Carried: 54.5 lbs + 0 lbs extra
Carrying Capacity: Light (58), Medium (116),
Heavy (175), LoH (175), Lift (350), Drag/Push (875)
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APPEARANCE
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Height 6’2”
Weight 235
Age 20
Eye Color Blue
Hair Color Bald
Skin Tone Green Tinged
Region of Origin Born/Raised in Lastwall, Trained in Nirmathas
Deity Magdh**
Favorite meal Ale and fresh roasted Stag

Special Abilities:

Wild Empathy (Ex): A Ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The Ranger rolls 1d20 and adds his Ranger level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Ranger and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.[/b]

Improved Empathic Link The beast master gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the ranger can also see through a companion's eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The ranger can only see through the eyes of one companion at a time, and is blinded while maintaining this connection.

Favored Terrain: Forest
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Favored Enemy: Human +4, Elf +2
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

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
  • Aid any Intimidate checks
  • Sneak around and use Sleight of Hand if the good of the act outweighs the bad of stealing
  • Tracking should also be used as necessary

Combat
  • Activate Gravity Bow Spell
  • Unload lots of arrows (Deadly/Rapid)
  • If in Melee use Acrobatics to get to range or pull out the Warhammer

Current Combat Full Attack rolls are preformatted at the top of the page.

Daily Preparation:

Take a little over an hour to do the following
Meditate Quietly and prepare spells and scrolls for the day.
Feed B.C. and grab a ration for the road, packing up all the night gear.
Take 20 to hide Dagger on Person (Result 38).

PFS Boons:

☐☐☐ Blood and Courage: As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15-foot cone as a standard action.

Empyreal Revenant: Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain, you either remove 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up). At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore you to life at the end of that adventure is reduced by 3 Prestige Points for each unique Martyr's Shard boon this character has earned. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material component cost by 1,000 gp for each unique Martyr's Shard (3) boon this character has earned.

Blight Bane: As a swift action you can challeng an animal, plant or vermin creature that you can see, gaining special bonuses against that foe for a number of rounds equal to your Wisdom modifier (minimum 1 round). You gain a +1 bonus on attack rolls against that foe and your weapons and spells deal an additional 1d6 damage against it. The bonus on attacks and damage increase to +2 and 2d6 respectively if the creature also has the fiendish simple template. You can instead grant these benefits to an adjacent ally as a move action, using your Wisdom bonus to determine its duration. When you use this boon, cross it off your Chronicle sheet.

Fangwood Purifier: You have vanquished the blighted infestation growing in part of the Fangwood, and in time the flora, fauna, and fey will recover. You can spend 2 prestige points to learn Sylvan as a bonus langage (done after 8-99C). In addition, you can check the box that precedes this boon to attempt a wild empathy check to influence an animal or magical beast, treating your character level as your druid level for this purpose. If you already have the wild empathy class feature or a similar ability, you can instead check the box to roll the check twice and take the higher result.

Initiate’s Edge: Golarion can be a dangerous place, and the pathfinder society takes care to equip its newest recruits. You can apply one of the following benefits to your first character (123584-1); cross out the other two options. The first time you serve as a game master for a Pathfinder Society game and apply the credit to this character, you may double your maximum number of uses for the selected benefit.
Option Chosen - Elixir of Renewal: You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the option only once, even if the user is under the effects of alchemical allocation or a similar effect that would allow one to benefit from a potion multiple times. Cross out this boon when used (or track for a 2nd use if a GM credit is applied).

Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.

Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. future Martyr’s Shard boons may unlock additional benefits.

Marty’s Shard 3: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis’s favor, you have secured that empyreal lord’s assistance in a time of need--particularly when battling evil. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore the first 5 points of damage reduction possessed by undead creatures.

Martyr's Shard 4: The paladin lvvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis's favor, you have secured that empyreal lord's assistance in a time of need-particularly when battling evil. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore the first 5 points of undead creatures' damage reduction.

Any character with these boons (Martyr's Shard) can purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three or all four Marty’s shard boons, reduce the cost of an avenging dagger to 110,604 gp, 1000,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).

Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience.
When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.

Goblin Scourge: Once per scenario, you may call upon your memories of the battle of Thistletop to bolster your resolve against goblinoid foes. Doing so grants you a +1 Morale bonus on Attack and Damage rolls against targets with the goblinoid subtype and a +2 Morale bonus on Will saving throws against spells or effects from goblinoid sources. These bonuses last for 1 minute.

Dragonkiller: You defeated Arantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronical sheet.

Snowmask Induction: You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees and above; you gain no bonuses in extreme heat. This is a supernatural ability.

Sky Citadel Reclaimer > Unrelenting Defense:You have received a boon from one of the dwarven pantheon, granting you the ability to withstand physical harm without complaint. You can use this boon as a move action to gain DR/adamantine equal to 1 + half your level for 5 rounds. If you already have DR/adamantine (such as from stoneskin) you instead increase the DR value by 3 for 1 minute. When you use this boon, cross it off your Chronicle sheet.
Sky Key Core: You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key Component boon, you also recover one Prestige Point.

Magnimarian Debt: The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving—or restoring. When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle sheet.

Formidable Renoun: Word of your defeat of the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimdate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.

Chronicle Info:

Player: Pete H.
Character Name: Daniel Thrace
PFS #: 123584-1
Faction: Grand Lodge
Day Job: Adventure is my career!
Normal Progression

Magdh**:
Magdh is one of the Eldest, a divine fey creature of tremendous power said to be able to reshape the very fabric of the First World on a whim. Magdh is a feminine demigod with three faces and takes the role of prophetess and seer amongst the Eldest; her skills of prophecy and in understanding fate seem to be great. Magdh will accept visitors who wish to partake of her future vision; such searchers find a welcome both strange and mysterious.

Daniel doesn't worship, per say. But he definitely believes in her prophecies. He is also quite wary of fay in general, though he has limited experience with them he has been told many warning stories of such dangerous creatures.

Smine^^ Warhammer:
Smine’s Best: Following your spectacular performance in the Arena of Aroden, Venture-Captain Holgarin Smine decided to craft a spectacular new weapon (colloquially known as a “Smine”) to commemorate your victory. You may apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing weapon that the venture-captain modifies for you. When you choose the weapon, record its type below. While wielding that weapon, you gain a +1 bonus on performance combat checks as well as a +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition, increase the weapon’s hit point total by 5.

Warhammer Chosen (currently primary melee weapon)

B.C. Header:
HP: 34/34 | AC 18, Tch 15, FF 14 | Fort +8, Ref +8 (Evasion), Will +2 | CMD 17 | Perception (Scent) +5

Animal Companion “B.C.”:

B.C. (aka Bad Company) is small Velociraptor. He is staying at home until he grows a bit bigger.

N Small Animal
Senses low-light vision, scent
DEFENSE
AC Calc: +4 Dex, +3 Natural, +1 Size
HP/Saves: See Header
OFFENSE
Speed 60 ft., Base Atk +3, CMB +3
Bite +8, 1d4+1 (+3 bab, +1 size, +4 dex), B/S/P
2 Claws +8, 1d6+1 (+3 bab, +1 size, +4 dex) S/P
STATISTICS
Str 12, Dex 18, Con 18, Int 2, Wis 12, Cha 14
Feats: 1) Skill Focus: Survival, 2) Weapon Finesse
Skills: Acrobatics +4 (+16 on a running long jump), Climb 1, Escape Artist 4, Fly 4, Intimidate 2, Perception 5, Stealth 12, Survival 5, Swim 1
Known Tricks: Attack/Attack, Defend (Self Only Default), Down, Heel (Default), Stay, Track, Sneak.