Camper

Ebert Shimmerblade's page

114 posts. Organized Play character for Gary Pepper.


Race

| HP 16/16 | AC 17 T 10 FF 17 | CMB +3, CMD 13| F: +4, R: +0, W: +6 | Init: +4 | Perc: +3, SM: +3

Classes/Levels

| Speed 20ft | Spells: 1st 3/3 | Blessings: 4/4; Fervor: 4/4 | SLA: Light 1/1 | Re-Roll +2 1/1 | Active conditions: Aura

Gender

Male NG Human (Varisian) Warpriest of Iomedae 2

About Ebert Shimmerblade

PFS # 43992-8
Experience 3 of 6
Faction Sovereign Court
Faction Goals Completed 1
Wealth 462 GP 9 SP, 4 PP 6 Fame
Chronicles
Faction Journal Card
Inventory Tracking Sheet

BotMe:

[dice=Mwk Longsword]1d20+5[/dice]
[dice=Slashing DMG]1d8+2[/dice]

[Dice=Mwk Composite Longbow (+2 Str)]1d20+1[/dice]
[dice=Piercing DMG]1d8+2[/dice][/ooc]

If needed while botting Ebert will assist with any Aid Another on Diplomacy or Intimidate
[dice=Diplo. Aid]1d20+6[/dice]
[Dice=Intim. Aid]1d20+6[/dice]


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Ebert Shimmerblade
Male Human Warpriest of Iomedae 2
NG Medium humanoid (Human, Varisian)
Init +4; Senses Perc +3, SM +3,

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Defense
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AC 17, touch 10, flat-footed 17 (Armor +5, Shield +2)
HP 12 (1d8+4)
Fort +3, Ref +0, Will +5

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Offense
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Speed 20 ft.
Melee Masterwork Longsword +5 (1d8+2/19-20)
Ranged Masterwork Composite (+2) Longbow +1 (1d8+2)
Spell-Like Abilities (1/day) Light
Special Attacks Fervor 1d6 4/day,
Blessing Supernatural Abilities (4/day) Axiomatic Strike, War Mind
Warpriest Spells Prepared (CL 2nd, Concentration +5)
1st — Bless, Divine Favor, Shield of Faith,
0 (at will) — Detect Magic, Light, Read Magic, Stabilize

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Statistics
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Str 14, Dex 10, Con 13, Int 12, Wis 16, Cha 14
Base Atk +1; CMB +3; CMD 13
Feats Weapon Focus (Longsword)b, Improved Initiativeb, Toughness,
b = Bonus Feat
Traits Chosen One, Crusader Tactician
Languages Common, Celestial, Varisian,
SQ aura (faint lawful), blessings (law and war, minor), Focus Weapon, sacred weapon, skilled, spontaneous casting (positive),
Skills 5 Points
Acrobatics +0, Appraise +1, Bluff +2, Climb +2, Craft, Diplomacy +7 (2 rank), Disguise +2, Escape Artist +0, Fly +0, Heal +7 (1 rank), Intimidate +7 (2 rank), Knowledges [Engineering +6 (1 rank), Nobility +6 (1 rank), Religion +5 (1 rank)], Perception +3, Ride +0, Sense Motive +3, Spellcraft +6 (2 rank), Stealth +0, Survival +3, Swim +2,
Skill Modifiers +2 Survival checks to avoid becoming lost, +2 Heal checks
Armor Check Penalty -4 Armor, -2 Shield,
Combat Gear Scroll of Cure Light Wounds (2), Scroll of Endure Elements (2), Scroll of Air Bubble, Scroll of Divine Favor, Wand of Cure Light Wounds (46/50), Alchemist’s Fire, Wrist sheath (spring loaded), Bullets (10), Arrows (40),
Other Gear Masterwork Longsword, Masterwork Composite (+2) Longbow, Scale Mail, Heavy Wooden Shield, Sling, Wayfinder, Healers Kit (10/10), Scroll Case (3), backpack, bedroll, belt pouch, cheap holy text, flint and steel, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol of Iomedae.

Favored Class:

1st Skill Point, 2nd Skill Point,

My Boons:

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.

Blessings:

War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. Each round at the start of its turn, it can select one of the following bonuses: +10 feet to base land speed, a +1 dodge bonus to AC, a +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an extra 1d6 points of damage against chaotic creatures. During this time, it's treated as lawful for the purposes of overcoming damage reduction. This extra damage doesn't stack with the additional damage from the axiomatic weapon special ability.