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About Drin SholmPFS Details:
Player Name: David Character Name: Drin Sholm Paizo Number: 305033 Character Number: 1 Faction: Dark Archive Day Job Check: Profession(Merchant) +2 Boons: Initiatie's Edge - 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 potion 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. #8-99 - Martyr's Shard 2: 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 the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Outpost I: Back to the Future (2018) Boon #8 - Darkness Specialist: You gain a +2 bonus on Acrobatics checks made to move at your full speed while blind. You also reduce the miss chance due to concealment imposed by dim light to 15%, and you reduce the miss chance due to total concealment imposed by darkness to 40%. You may cross this boon off the Chronicle sheet to gain darkvision 10 feet for 1 round; if you already have darkvision, you instead gain the see in darkness ability (Pathfinder RPG Bestiary 2 301) for 1 round, though you can only use it to see 5 feet. Gallows of Madness (What Lurks in the Woods) - 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
Familiar Statblock:
Prize CR – Female raven (Pathfinder RPG Bestiary 133) N Tiny magical beast (animal) Init +2; Senses low-light vision; Perception +9 -------------------- Defense -------------------- AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size) hp 7 (1d8-1) Fort +1, Ref +4, Will +5 Defensive Abilities improved evasion -------------------- Offense -------------------- Speed 10 ft., fly 40 ft. (average) Melee unarmed strike +5 (1 nonlethal) or . . bite +5 (1d3-4) Space 2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7 Base Atk +1; CMB +1; CMD 7 Feats Skill Focus (Perception), Weapon Finesse [b]Skills Acrobatics +2 (-6 to jump), Appraise -1, Bluff +0, Diplomacy +0, Fly +6, Linguistics -1, Perception +9, Spellcraft +0, Use Magic Device +0 Languages Orc SQ empathic link -------------------- Tracked Resources -------------------- . . -none- -------------------- Special Abilities -------------------- Empathic Link (Su) You have an empathic link with your master. Fly (40 feet, Average) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Background:
Drin has tawny skin and wears a deep red cloak with magical runes sewed into its fringers. He carries a sheathed falchion at his waist and a crossbow is slung across his back. Every possible fold or crevice of his clothing is filled with scrolls and trinkets, the latter of which he will gladly sell to you at a reasonable price. On his right shoulder is perched his raven familiar, Prize. The two of them can often be heard conversing in short fragments of Orcish.
Drin Sholm grew up near Freedom Town, one of many
For reasons known only to the sage himself, Adaur never taught Drin many of the powers known to other wizards, such using magic to read scrolls and detect spells, or how to concentrate magic into damaging force. Drin becomes defensive and irritated when anyone mentions these shortcomings in his training. Now Adaur has sadly passed on, and Drin has new plans. He knows he must learn more and increase his powers before returning home to face his father. Then Drin will show him and his siblings that there are more powerful forces in Golarian than mere muscle. Finally, he will complete Huld's shame by conquering the tribe that ousted him. Drin has recently joined the Dark Archive, knowing that
Drin Sholm Male half-orc enchanter 2 CN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +0 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (2d6+4) Fort +1, Ref +1, Will +1 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 30 ft. Melee cold iron dagger +3 (1d4+2/19-20) or . . mwk falchion +4 (2d4+3/18-20) or . . unarmed strike +3 (1d3+2 nonlethal) Ranged mwk heavy crossbow +3 (1d10/19-20) Arcane School Spell-Like Abilities (CL 2nd; concentration +7) . . 8/day—dazing touch Enchanter Spells Prepared (CL 2nd; concentration +7) . . 1st—charm person (DC 17), grease, hypnotism (DC 17), shield, sleep (DC 17) . . 0 (at will)—acid splash, daze (DC 16), ghost sound (DC 15), mage hand . . Opposition Schools Divination, Evocation -------------------- Statistics -------------------- Str 14, Dex 12, Con 12, Int 20, Wis 7, Cha 8 Base Atk +1; CMB +3; CMD 14 Feats Alertness, Magical Aptitude, Spell Focus (enchantment) Traits arcane archivist, gifted adept Skills Appraise +12, Bluff +3, Diplomacy +3, Intimidate +3, Knowledge (arcana) +10, Knowledge (nature) +9, Linguistics +9, Perception +0, Profession (merchant) +2, Sense Motive +0, Spellcraft +12, Use Magic Device +7; Racial Modifiers +2 Intimidate Languages Common, Draconic, Giant, Gnoll, Goblin, Infernal, Orc, Varisian SQ arcane bond (Prize, raven), enchanting smile, orc blood Combat Gear potion of cure light wounds, potion of lesser restoration, potion of touch of the sea, scroll of comprehend languages, scroll of detect magic, scroll of detect magic, scroll of enlarge person, scroll of identify, scroll of magic weapon, scroll of magic weapon, scroll of obscuring mist, scroll of protection from evil, scroll of ray of enfeeblement, scroll of shield, wand of infernal healing (50 charges), wand of mage armor (50 charges), air crystal, alchemist's fire (2), antitoxin, smokestick, vermin repellent[UE]; Other Gear cold iron dagger, crossbow bolts (35), mwk falchion, mwk heavy crossbow, allnight, backpack, bedroll, belt pouch, drin's spellbook, scroll box[UE], spell component pouch (2), tindertwig (2), trail rations (2), waterskin, wrist sheath, spring loaded, 400 gp, 9 sp -------------------- Tracked Resources -------------------- Alchemist's fire - 0/2 Allnight - 0/1 Antitoxin - 0/1 Cold iron dagger - 0/1 Crossbow bolts - 5/35 Dazing Touch (8/day) (Sp) - 0/8 Harrow Points - 0 Orc Ferocity (1/day) - 0/1 Potion of cure light wounds - 0/1 Potion of restoration, lesser - 0/1 Potion of touch of the sea - 0/1 Smokestick - 0/1 Tindertwig - 0/2 Trail rations - 0/2 Vermin repellent - 0/1 Wand of infernal healing (50 charges) - 0/50 Wand of mage armor (50 charges) - 1/50 -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Dazing Touch (8/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level. Divination You must spend 2 slots to cast spells from the Divination school. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchanting Smile (Su) Gain bonuses to Bluff, Diplomacy and Intimidate. Turn enchantment spells. Enchantment The enchanter uses magic to control and manipulate the minds of his victims. Evocation You must spend 2 slots to cast spells from the Evocation school. Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. |