Korvosa Guard

Eadie Navhelan's page

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Full Name

Eadie Navhelan

Race

| HP: 126/126 | AC: 25 (14 T, 22 Fl) | CMB: +16 (+21 [20] with heavy blades), CMD: (31) (33 vs disarm, sunder; 36 grapple) | F: +18, R: (+11), W: +16 (+2 vs death effects, +3 vs fear)

Classes/Levels

| Init: +3 | Perc: +17, SM: +2 | Speed 30' | Active conditions: DR 3/- alchemical grease, life bubble, shield, enlarge person, shield of faith, RE 30 (fire), air walk

Gender

Female CG Human (Chelaxian) Fighter 11

Alignment

Chaotic Good

Deity

I ♡ Abadar

Languages

Common

Strength 20
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About Eadie Navhelan

Female Human (Chelaxian) Fighter 11
CG Medium humanoid (human)
Init +3; Perception +17

"The Dark Maiden"
Black Steel with Gold Accoutrements

XP: 31.5 Fame: 56 PP: 3

botting Eadie:

heroism

life bubble

blessing of fervor

invisible

antitoxin/plague, soothe syrup

Eadie is happy to take the melee lead in any battle, but will not provoke needless AoOs. Nor will she charge away from the party, except against a lone boss or unarmored spellcaster.

Instead, if there is no time to enlarge she will ready an attack and wait for an enemy frontliner to come to her, and/or switch from her favored adamantine falchion to her reaching Lucerne hammer.

She believes strongly in team and focussed fire – always working to put down the most damaged opponent first (all things being equal). Combined with the furious focus feat, she generally uses power attack all the time.

Single Attack:

[dice=adamantine falchion + Power Attack (PA) + Furious Focus (FF)] d20+21 [/dice]
[dice=magic, adamantine, slashing damage] 2d4+22 [/dice]

Full Attack:

[dice=adamantine falchion + Power Attack (PA) + Furious Focus (FF)] d20+21 [/dice]
[dice=magic, adamantine, slashing damage] 2d4+22 [/dice]

[dice=iterative falchion + PA + no FF] d20+16-3 [/dice]
[dice=magic, adamantine, slashing damage] 2d4+22 [/dice]

[dice=iterative falchion + PA + no FF] d20+11-3 [/dice]
[dice=magic, adamantine, slashing damage] 2d4+22 [/dice]

[dice=hasted attack + PA + no FF] d20+21-3 [/dice]
[dice=magic, adamantine, slashing damage] 2d4+22 [/dice]

Eadie likes saving 1 star GM re-rolls for Will (and occasionally Fort) saving throws. She also has the Improved Iron Will feat, which she will use first.

However, in the final fight against the boss, she will use her star reroll to confirm a crit or reroll a missed attack.

Defense:

AC 25 touch 14, flat-footed 22 (+10 armor, +2 dex, +1 dodge, +1 trait, +1 deflection)
hp 126 (11d10 +11 favored class, +3 con, +11 toughness, retrain 1 hp)
Fort +18, Ref +11, Will +16 (+2 vs death effects, +3 vs fear)
DR 3/–

Offense:

Speed 30’

Melee +2 adamantine falchion +21/+16/+11 2d4+7+9+2+2+2 (15-20, x2)
.. or +1 silvered lucerne hammer +17/+12/+7 1d12+7+9+1 (x2)
.. or mwk cold iron falchion +20/+15/+10 2d4+7+9+2+2 (15-20, x2)
.. or cold iron morning star (PA) +16/+11/+6 1d8+7+9 (x2)
.. or cold iron spiked gauntlet +16/+11/+6 1d4+5 (x2)
.. or cold iron dagger +16/+11/+6 1d4+5 (19-20, x2)

Ranged javelin +13/+8/+3 1d6+5 (x2) or cold iron chakram +13/+8/+3 1d8+5 (x2)

Special Abilities bravery +3, Armor training 3 - Armored Juggernaut, Weapon training 2 - Blades, Heavy; Armed Bravery

Statistics:
(human 20 point buy)

Str 20 Dex 14, Con 16, Int 10, Wis 14, Cha 8
BAB +11/+6/+1; CMB +16 (+21 [20] with heavy blades), CMD 31 (33 vs disarm, sunder of heavy blades)

Feats Dodge, Power Attack (-3/+6 x 1.5), Weapon Focus (falchion), Furious Focus, Iron Will, Weapon Specialization (falchion), Toughness, Lunge, Improved Iron Will, Improved Critical (falchion), Great Fortitude, Blind-Fight, Secured Armor
Traits Tomb Raider (Perception), Defender of the Society
Skills Acrobatics +2 (3), Appraise +0, Bluff -1, Diplomacy -1, Disguise -1, Escape Artist -1, Fly -1, Heal +2, Intimidate +8 (6), Knowledge (dungeoneering) +5 (1+1 trait), Perception +17 (11+1 trait), Perform -1, Profession (scrivener) +6 (1), Sense Motive +2, Survival +13 (8), Ride -1, Stealth -1, Climb +7 (2), Swim +6 (1)
Languages Common

Equipment:

Combat Gear +2 adamantine falchion, +1 silvered lucerne hammer, masterwork silver blanched cold iron falchion, cold iron spiked gauntlet, cold iron morning star, cold iron dagger, cold iron chakrams (2), javelins (3), alchemist’s fire (2), acid, alkali, antitoxin, antiplague, holy water, alchemical grease (3 2), soothe syrup, spiritbane spike, oil of bless weapon (4 3), oil of magic weapon (2), oil of daylight, potion of touch of the sea, potion sponge of touch of the sea, air crystals, potion of enlarge person (3 2), potion of CLW (CL 3, 2), potion of CLW, potion of fly (2), potion of remove blindness/deafness, potion of lesser restoration, potion of darkvision, potion of delay poison, potion of blur, potion of barkskin +2, potion of jester's jaunt

Other Gear +1 light fortification, spell storing full plate (frigid touch), +1 ring of protection, +4 cloak of resistance, +2 belt of giant strength, +2 headband of inspired wisdom, buffering cap, lucky horseshoe, four-leaf clover, lesser talisman of freedom, bead of newt prevention, explorers outfit, backpack, bedroll, trail rations (5), whetstone, smoked goggles, ear plugs, snapleaf, clockwork key, ioun stone (cracked Dusty Rose Prism), ioun stone (cracked Pale Green prism - saving throws), ioun stone (cracked Vibrant Purple prism - shield), ioun torch, wayfinder + ioun stone (Clear spindle), wand of cure light wounds (15/50), wand of cure light wounds (24/24), wand of cure light wounds (25/25), wand of endure elements (28/50), scroll case (2), scroll of shield (3), scroll of invisibility purge, scroll of life bubble, scroll of freedom of movement (2), scroll of long arm, scroll of breath of life, scroll of lesser restoration (5), waterskin, flint and steel, iron pot, mess kit, soap, 50’ rope, silken (2); grappling hook, 3245.04 gp; hot weather outfit (lodge), silk bag (lodge)

Encumbrance:
151.5 lb Medium Load; Dropping backpack = 117.5 lb Light Load (light <= 133; 134 < medium <= 266)

Boons:

Faction Pin (Scarab Sages): 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, Knowledge (any) 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.

Scribe (S6 Faction Card): You gain a special scarab that grants a bonus on saving throws against death effects equal to 1 plus 1 for every four goals you have completed (rounded down).

Soul Warden (S6 Faction Card): Your scarab increases your effective Constitution score for determining when you would die from hit point damage by 4.

[✓] [✓] [ ] [ ] [ ] Savior of Knowledge (Salvation of the Sages): Once per scenario when you’re adventuring in Absalom or Osirion, a sage can offer advice on any subject, gaining you a +5 insight bonus on one Knowledge skill check.

You can check a box to instead receive direct attention from a sage anywhere. The sage attempts a trained Knowledge skill check for you, with a bonus equal to twice your character level, and provides the information to you through mental magical communication.

[✓] [✓] Combat Boon (Year of the Shadow Lodge): As an immediate action, you may reroll an attack before success is determined. You must accept the second roll, even if it is worse than the first roll.

You may only use this ability twice. On using this ability for the second time, check the final box and line through this boon.

You Be Goblin! (We Be Goblins!): You gain a +2 bonus on all Bluff, Diplomacy, Intimidate and Sense Motive checks against goblins.

You Rescued the Minotaur Prince (Delirium's Tangle): You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks while made in Absalom.

Even Handed Investigator (God's Market Gamble): You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.

Defender of Katheer (Our Lady of Silver): Whenever the PC deals with humanoids from Katheer in the future, they receive a +1 circumstance bonus on all Diplomacy checks.

Mythic Legacy (DoS III – Sanctum of the Sages): When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat) you gain the benefits of the mythic version of this feat as if you had expended one use of mythic power. When you use the boon, cross it off your chronicle sheet.

Savior of the Sages (DoS III – Sanctum of the Sages): Your effective Constitution score for determining when you would die from hit point damage increases by 3, and you gain a +3 bonus on Constitution checks to stabilize. In addition, you gain a +3 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods.

Scrutiny of the Stars (DoS III – Sanctum of the Sages): Whenever you are confused and roll to determine your behavior in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that an alien entity attempts to affect you as per the spell nightmare (DC 17). You may cross this boon off your chronicle sheet if you are the target of a heal spell while under the effects of nondetection.

Kassen’s Boon (City of Golden Death): With this blessing, you may add 1d6 to a single d20 roll before the results of the roll are revealed.

Alternatively, a spellcaster may recall any one spell or spell slot expended that round.

Finally, the boon may be used to automatically stabilize if at negative hit points and dying. Once any one of these three abilities is used, cross this entire boon off the Chronicle sheet.

Djinni's Admiration (Slave Master's Mirror): You have won the admiration of the captive djinni Jairo. Although you were unable to secure his freedom from an enemy of the Society, he may be able to repay your kindness in the future.

Gnoll Tactics (Slave Master's Mirror): So long as you possess this boon, ALL of your PFS characters have access to the following feats and archetypes from the Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype and the flindbar.

Enlightened Ambassador (Test of Tar Kuata): As a move action, you can enter a meditative trance that lasts for one hour.

You can end it (no action) at any point during this time to gain one of the following benefits: +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10' for one round, or ignore concealment when making attacks for one round.

When the trance ends cross this boon off your Chronicle sheet.

Jeweled Recruiter (Test of Tar Kuata): Once per scenario before rolling a Sense Motive check, you can use this boon to gain a +2 insight bonus on the check.

During any encounter with a creature that possesses a sage jewel but is not a member of the Jeweled Sages, you can cross this boon off your Chronicle sheet when attempting any one attack roll, skill check, initiative check, or caster level check to overcome spell resistance; roll the check twice and take the higher result.

Alternatively, you can gain the same benefit against any creature Amenopheus or Tahonikepsu has explicitly identified as a candidate for joining the Jeweled Sages.

Shortcut to the Centre of the World (Portal of the Sacred Rune): Whenever you are adventuring in Varisia, you may take advantage of any boon or vanity that relies on you being in the city of Absalom as if you were in the city.

Tapestry Fast Travel (Fabric of Reality): Select one location on Golarion other than Absalom. (Haruka, modern Varisia) You may travel freely from this location to the City at the Center of the World and vice versa. When adventuring in either Absalom or the chosen location, you are treated as being in both locations for the purposes of boons and vanities that are location-dependent.

Starmetal Stockpile (Returned to Sky): You found a large amount of rare skymetals (Pathfinder Campaign Setting: Technology Guide 56–57).

You can check the box that precedes this boon in order to purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at its listed cost. You can only purchase one such item using this boon, even if you later sell the weapon or armor.

Rare Generator (Returned to Sky): You can cross this boon off your Chronicle sheet to restore 2 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the item.

This boon can only restore charges to a technological item that has at least 1 charge remaining.

Reinforced Alliance (Orders from the Gate): Word of your deeds spreads among Hellknights, granting you a +2 bonus on all Diplomacy, Bluff and Intimidate checks against members of a Hellknight order.

Formidable Renown (Race for the Runecarved Key): When facing a worshiper of Lissala, you gain a +2 bonus on Intimidate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.

Exemplar of the Order (Salvation of the Sages): When playing an adventure, you can fulfil and check up to two boxes on your Scarab Sages Faction Journal Card.

If you have fulfilled at least 10 goals across these cards and have either earned the Honored Acolyte (Scarab Sages) boon or purchased Anamnesis, you can spend 30 Prestige Points to gain the Jeweled Sage boon.

Torch’s Respect (Salvation of the Sages): When interacting with Torch or his agents, you gain a +2 circumstance bonus on Bluff, Diplomacy and Intimidate checks. If you would die while fighting Torch or his agents, you can cross this boon off your Chronicle sheet to return to life with 0 hit points at the end of the encounter.

You can cross this boon off your Chronicle sheet to cross off the Reckless Revenge boon off another Chronicle sheet.

Siege–Hardened (Siege of the Diamond City): You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype.

Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.

Defender of Nerosyan (Overwhelming Victory – Siege of the Diamond City): While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4.

You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.

Prince of Wolves (Tales): 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.

Opportunistic Strike (Tales: Worldwound Gambit): At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.

Dragon Empires Expert (Tales: Master of Devils): 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.

Temple Trained (Tales: Master of Devils): You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.

Lifetimes of Experience (Tales: Death's Heretic): As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.

Fugitive from Numeria (Tales: City of the Fallen Sky): When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.

Shameless Opportunist (Tales: City of the Fallen Sky): When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.

Nidalese Apostate (Tales: Nightglass): When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.

Strix-Slayer (Tales: Nightglass): As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a flying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10.

Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.

Attuned to the Citysong (Tales: Blood of the City): At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants (Magnimar). 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 (Tales: Blood of the City): 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.

Insights of the Shadowless Sword (Tales: Queen of Thorns): As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds.

Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.

dream journal of the pallid seer:
(From Pathfinder Adventure Path #27 – What Lies in Dust)

Aura no aura (or faint divination); CL 3rd
Slot none; Price 600 gp; Weight 2 lbs.

DESCRIPTION

This battered, leather-bound book looks like an aged and heavily worn notebook. Anyone reading the journal for an hour or more has strange dreams the following night, the details of which he cannot remember. The following day the character is fatigued. Reading the journal for a total of 24 hours or more causes the reader to have a prophetic dream wherein he sees his own death — though, as before, he cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment he is about to die he may reroll any failed saving throw made within the last round or force an opponent to reroll a killing attack. The character must accept the result of the second roll, regardless of its outcome.

Once a character has had the opportunity to avert death, regardless of its success or failure, the journal provides no more benefit and never aids the character again.

The dream journal of the pallid seer is affected by a permanent magic aura that makes it appear to be nonmagical.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, guidance, magic aura; Cost 300 gp.

clockwork key:

Aura faint abjuration; CL 5th
Slot none; Price 500 gp; Weight 1 lb.

DESCRIPTION

A clockwork key has two uses, but one functions only if Abadar is your patron.

Constructs avoid attacking the bearer of the clockwork key, directing their attacks toward other targets if possible, unless they are directly threatened by the bearer or are ordered by their creator to attack. If there are no targets other than a clockwork key’s bearer, a construct will act and attack as normal.

If Abadar is your patron, you can use the clockwork key as an improvised weapon that deals 1d2 points of damage. If you strike a construct with a clockwork key, it takes 1d4 points of damage and must make a DC12 Will save. If the construct fails, it is paralyzed for 1d4 rounds.

Once the key has successfully paralyzed a construct, it is destroyed.

CONSTRUCTION REQUIREMENTS
Craft Construct, Craft Wondrous Item, shatter; Cost 250 gp

elixir of spirit sight:
(From Pathfinder Adventure Path #39 – City of Seven Spears)

Aura faint divination and transmutation; CL 5th
Slot none; Price 1,000 gp; Weight -

DESCRIPTION

This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and her weapons and armor are treated as if they had the ghost touch special ability.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, plane shift, see invisibility; Cost 500 gp.

Background:

Eadie Navhelan was born to a paladin and fallen paladin of Abadar in the Varisian city of Korvosa. When Eadie’s mother died shortly after her birth, the newborn was taken in by the paladin’s unmarried older sister, a bookkeeper also in service to the Master of the First Vault.

Eadie’s childhood was fairly insular - but happy enough. Her more sociable aunt tried unsuccessfully to broaden the girl’s experiences beyond a love for books and hero-worship of that “wicked outlaw” Blackjack. Upon reaching her majority, Eadie’s aunt secured a position for her as a scribe in the Golden Vault. However, the tedium of the work coupled with continuous contact with her aunt drove Eadie to find a distraction outside of the family home. A chance encounter with an attentive young man in Jeggy’s Jug tavern, led Eadie into the world of fencing and performance swordplay, a pastime that quickly became an obsession – to the detriment of her work and relationship with her aunt.

When her adopted mother was accidentally run down by a merchant’s wagon a few hours after a quarrel about the direction her life was taking, Eadie decided to use her modest inheritance to finance a new start in a different city. A random finger stab on a map of the Inner Sea suggested Graydirge in Geb as a potential new home. Eadie decided to give the map a second chance and this time her index finger fell on Magnimar – home to a fledgling lodge of the Pathfinder Society!

Eadie has completed the following missions on behalf of the society:

We Be Goblins!
The Many Fortunes of Grandmaster Torch
Delirium's Tangle

Glass River Rescue
Prince of Augustana
God's Market Gamble

Goblinblood Dead (GM)
Voice in the Void (GM)
Silent Tide (GM)

Rise of the Goblin Guild (GM)
Destiny of Sands – A Bitter Bargain
Destiny of Sands II – Race to Seeker's Folly

Destiny of Sands III – Sanctum of the Sages
Perils of the Pirate Pact
Module: City of Golden Death
Slave Master's Mirror

Test of Tar Kuata
Portal of the Sacred Rune
City of Strangers – The Shadow Gambit
City of Strangers II – The Twofold Demise

Year of the Shadow Lodge (GM)
Returned to Sky
Orders from the Gate

Cairn of Shadows
Our Lady of Silver
Wardens of Sulfur Gulch
Fabric of Reality

Race for the Runecarved Key
Salvation of the Sages
Waking Rune

Siege of the Diamond City