Captain Josper Creesy

Edgar Poe's page

157 posts. Organized Play character for RePete.


Race

| HP: 70/70; DR 5/Bludgeoning| AC 18/14/14 14, Tch 14, Fl 10 | CMB: +3, CMD: 17 | F: +8, R: +8, W: +6

Classes/Levels

| Speed 30ft | Perc: +2, SM: +0 | Init: +2

Magic:
Channel: 5/5; Sanctuary: 3/3; Share Will: 1/1 | Spells 4th: 3/3 3rd: 5/5; 2nd: 4/5 +1; 1st: 5/6 +1

Gender

Human Evangelist 9 | Mods: Eerie Sense, -4 Int/Wis/Cha checks, Defending Bone, Mage Armor

About Edgar Poe

####% Add Quietude (Sp:) Silence 2/day Spell like Double check character stats %####

Level 9

used: CLW Wand 1 charge; Mage Armor Wand 1 Charge

Retrained:

Negative to Positive Energy
450g, 5 PP

Animal Companion “Allen”:

Tiny Animal (Emissary)
Senses low-light vision
DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 Natural, +2 Size)
hp 35
Fort +1, Ref +6, Will +7
OFFENSE
Speed 10 ft.; Fly 40ft (Average)
Melee Bite +7 (1d3-4/x2)

SQ: Divine Guidance (Cast Guidance at will), Share Will (1/day), Domain Influence (1/day Rebuke Death 1d4+2), Improved Evasion, Empathic Link, Speak with Master, Speak with animals of its kind
STATISTICS
Str 2, Dex 16, Con 8, Int 9, Wis 15, Cha 7
Base Atk +1; CMB +1; CMD 6 (Can’t be Tripped)
Skills: Escape Artist +8, Fly +10, Heal +6, Intimidate +2, K (Arcana) +10, K (History) +3, K (Nature) +3, K (Planes) +8, K (Religion) +8, Perception +8, Profession (Mortician) +6, Stealth +16

Special Abilities:

==Hex Channeler Arch==

==>Channel Energy (Su): At 2nd level, a hex channeler can call upon her patron to release a wave of energy from herself or her familiar. A good witch channels positive energy (like a good cleric), and an evil witch channels negative energy (like an evil cleric). A witch who is neither good nor evil must choose whether she channels positive or negative energy; once this choice is made, it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the witch. The witch can channel energy a number of times per day equal to 3 + her Charisma modifier (minimum 1). This otherwise functions as a cleric using channel energy, except the witch does not require a holy symbol to use this ability. The hex channeler uses her witch level as her cleric level for all other effects dependent upon channel energy (except increasing the amount of damage healed or dealt). The hex channeler can choose whether or not to include herself or her familiar in this effect.

This burst heals or deals 1d6 points of damage. Every time the hex channeler is able to learn a new hex (including major or grand hexes, but not hexes gained through the Extra Hex feat), she can instead increase her channel energy amount by 1d6. This ability replaces the hex gained at 2nd level.

==Witch Class==

==> Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

-Hexes: Evil Eye, Misfortune, Cackle, Fortune → DC: 20

==>Witch’s Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

==Familiar Arch (Emissary)==

==>Divine Guidance (Sp): An emissary can cast guidance at will.
---This replaces alertness.

==>Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
---This replaces share spells.

==>Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points.
---This replaces deliver touch spells.

==Evangelist==

==>Obedience (Ex): Must do obedience daily or lose access to Prestige Class Features. → Collect small bones whenever it is convenient and respectful to do so. When it comes time to perform your obedience, lay out the bones in a spiral. At one end of the spiral lay a slip of parchment on which you have written the name of someone newly born. At the other end of the spiral, lay a slip of parchment on which you have written the name of someone newly deceased. Chant hymns from The Bones Land in a Spiral while proceeding solemnly around the spiral, trailing a black scarf on the ground behind you. Gain a +2 profane or sacred bonus on attack rolls made with daggers. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

==>Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class. --Hex Channeler Witch--

==>Protective Grace (Su): The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.

==> Divine Boon: As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat on page 210 and the core deity descriptions in Chapter 1 for details on these divine boons. When a divine boon grants a spelllike ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

---1) Preserver (Sp): sanctuary 3/day, gentle repose 2/day, or speak with dead 1/day
2) Decomposition (Su) You can ensure the final rest of a creature. As a standard action, you can touch a corpse and cause it to dissolve into black ash. A corpse dissolved this way cannot be raised as an undead creature by any means short of a miracle or wish. The black ash left behind can, however, be used as the “corpse” for spells that return the dead to true life—such as raise dead—as long as the entire collection of ash is kept together.
3) The Veil Is Drawn Aside (Su) You gain the Extra Revelation feat, choosing a revelation from either your chosen mystery or the Bones mystery. If you don’t have the revelation class feature, you instead gain a +4 sacred or profane bonus on saving throws against necromancy spells and death effects.

==> Gift of Tongues: At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues.

Botting Preferences:
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Daily Preparation:

Take a little over an hour to do the following
Commune with Allen to decide spells for the day.
Meanwhile, lay out bones in a spiral, put a parchment containing the name of osmeone newly born at one end and the name of someone newly deceased on the opposite end. Chant hymns for The Bones in the Spiral while proceeding solemnly around the spiral.
→ → Grants +2 sacred bonus to attack rolls with daggers and access to Evangelist class abilities

Description:

In Progress

PFS Boons:

==Explore, Report, Cooperate== You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

==Prized Find== You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

===Confirmed Field Agent=== Having successfully completed and documented your Confirmation, one of Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters you receive this wayfinder for free; otherwise you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

==Explore, Report, Cooperate== You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

===Friend of Janira Gavix=== The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

===Inner Struggle=== Your exposure to a mindscape has give you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.

===Insider 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 Consorium 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.

===Lord Avid’s Recommendation=== Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 Circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

===Master of Secrets=== You provided Zarta Dralneen with valuable leverage over one of her enemies; in return, she is willing to assist you against one of your enemies. Before rolling an Intimidate check against a named NPC, you may show this boon to your GM and announce that Zarta Dralneen has provided you with blackmail or other information that can assist you in intimidating this NPCC. Zarta’s information provides you with a +4 bonus on your Intimidate check. Once you use this boon, cross it off your Chronicle sheet.

===Skillful Barterer=== Your experience bartering in Pezzack prepares you to negotiate without coin. Once during a scenario, while in a settlement of at least 100 people, you may trade up to 300gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems, or other money as part of this trade. After you use this boon, cross it off your Chronicle sheet.

===House Thrune’s Favor=== Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the isignia of the House of Thrune, signifying you favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

===[ ] Azlanti Historian=== You rescued Luliet Dias and her team from a xacarba’s influence, and prevented the xacarba from unleashing itself on the Mwangi Expanse. To thank you for your efforts Juliet Dias shares some of her extensive knowledge about Azlanti history and language. You gain a +1 bonus on all Knowledge (History) checks pertaining to Azlant and a +2 bonus on Linguistics checks to interpret Azlanti writing. Check off the box next to this boon to gain a +2 bonus on any Knowledge (history) check before rolling. This bonus stacks with the bons on Knowledge checks about Azlanti history, to a total of +3.

===Impressive Find=== The Pathfinder Society is impressed with your discoveries in tian Xia. Once you earn 12 or more Fame, your superiors award you one additional prestige point (but not Fame) in recognitions of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or be lost. When you use this boon, cross it off your Chronicle Sheet.

===Legacy of a Princess=== You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rul’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle Sheet.

===[ ][ ][ ] Sun Shogun Talismans=== Your return of the sovereign dragon scroll case to Shokuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom (900g), talisman of good fortune (1680g), or talisman of warrior’s courage (450g). When you purchase a talisman in this way, note that it is a Sun Shogan talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogan talismans of any type, cross this boon off your Chronicle sheet.

===Study of Infinite Spells=== Although you were unable to learn spells directly from the book of infinite spells, the Pathfinder Society rewarded you for the recovery of such a powerful artifact by allowing you access to its extensive spell libraries. Choose any number of spells of 1st, 2nd, 3rd or 4th level so long as the total spell levels do not add up to more than eight. You may scribe these spells into a spellbook or formulae book by paying only the scribing costs (see page 219 of the Pathfinder RPG Core Rulebook), or you may teach them to yur familiar as appropriate. Ill Omen, Defending Bone, Euphoric Cloud, Strangling Hair

===Elixir of Life=== The rebellion has recovered a potent elixir of life created from a philosopher’s stone, and you can leverage your influence to claim it. When you or another PC would spend Prestige Points to secure raise dead, resurrection, or true resurrection as a spellcasting service, you may cross this boon off your Chronicle sheet to halve the Prestige Points required. This reduction does not stack with other effects that reduce the Prestige Point cost.

===[X] Savior of the Acisazi:=== You rescued a band of aquatic elves, who offer either to serve your rebellion or offer you their settlement’s magical treasure. You can check the box that precedes this boon to redeem the favor. This either grants a retroactive +4 bonus on any one Secrecy or Security check, or it allows you to purchase (or upgrade) any one magical belt that grants an enhancement bonus to your Strength, Dexterity, and/or Constitution score as though its market price were 1,000 gp lower. **Belt of +2 Con**

===Waterfront Deeds:=== You have acquired a set of stolen deeds associated with warehouses and other waterfront property in Vyre. These once belonged to someone named Molly Mayapple and may serve a purpose in future adventures.

===[ ]Linnormhide Armor=== You can check the box that precedes this boon to purchase a suit of dragonhide armor or dragonhide shield made out of erag linnorm scales, reducing its price by up to 500g (minimum cost 0g). Crag linnormhide armor is immune to fire damage. Alternatively, you can check the box to convert any dragonhide armor you have into crag linnormhide armor at no cost. Any discounted energy resistance abilities the armor may grant change to grant fire resistance instead of their original type.

===Rare Weapons=== You have recovered several exotic weapons, both of which appear in the available items below. These appear on page 8 of Pathfinder Player Companion: Adventurer's Armory 2 and their abilities are provided below. You can spend a Prestige Point to replace one of your feats with Exotic Weapon Proficiency (Butchering Axe) or Exotic Weapon Proficiency (Orc Hornbow). When you do so, you may change the weapon or weapon group selection for any other feat or class feature you have (e.g. Weapon Focus or a fighter's weapon training) for 2 Prestige Points each.

===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: RePete
Character Name: Edgar (and Allen) Poe
PFS #: 126566-05
Faction: Dark Archives
XP: 24
Prestige: 33
Fame: 40
Day Job: [dice=Profession (Mortician)]1d20+5[/dice]
Funds:
Normal Progression

__________________________________________________
Race Human
Gender Male
Age 22
Alignment True Neutral
Class Hex Channeler (Witch) 5, Evangelist 4 (Effective Witch 8)
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Spellcasting Concentration Check +14
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4th level, DC 21 3 prepped per day
Complex Hallucination, Greater Positive Pulse, Ice Storm

3rd level, DC 20 5 prepped per day
Air Geyser, Earth Tremor, Fly, Fly, Stinking Cloud

2nd level, DC 19 5 prepped per day
Cure Moderate Wounds, Defending Bone, Euphoric Cloud, False Life, See Invisibility

1st level, DC 18 6 prepped per day
Chill Touch, Early Judgement, Ear Piercing Scream, Hex Vulnerability, Ill Omen, Ray of Enfeeblement

0 level, DC 17 4 prepped per day
Detect Magic, Ray of Frost, Read Magic, Stabilize

Familiar Spells Known:

==Level 4==
  • Animate Dead
  • Complex Hallucination
  • Cure Serious Wounds
  • Greater Positive Pulse
  • Ice Storm

==Level 3==

  • Air Geyser
  • Contagion
  • Earth Tremor
  • Fly
  • Stinking Cloud
  • Strangling Hair

==Level 2==

  • Blindness/Deafness
  • Command Undead
  • Cure Moderate Wounds
  • Defending Bone
  • Euphoric Cloud
  • False Life
  • Glitterdust
  • See Invisibility

==Level 1==

  • Beguiling Gift
  • Chill Touch
  • Cure Light Wounds
  • Detect Undead
  • Early Judgement
  • Ear Piercing Scream
  • Enlarge Person
  • Hex Vulnerability
  • Ill Omen
  • Ray of Enfeeblement

==Level 0==
All Level 0


--Wands--
Wand of CLW (35), Wand of Mage Armor (40)
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OFFENSE
__________________________________________________
Speed 30, BAB +5

Melee
[dice=Fate Blade]1d20+4[/dice] for [dice=P or S Damage]1d4-1[/dice] Crit on 19-20x2 Counts as +1 Silver Dagger
[dice=Cold-Iron Dagger]1d20+3[/dice] for [dice=P or S Damage]1d4-2[/dice]

Ranged
[dice=MWK Darkwood Light Crossbow]1d20+8[/dice] for [dice=P Damage]1d8[/dice] Crit on 19-20/x2; 80ft range

Possible Modifiers: +2 Attack w/daggers
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Special Abilities
Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
Channel (Su): A hex channeler can call upon her patron to release a wave of energy from herself or her familiar. DC = 10 + 1/2 level + Cha. Do not need to display a holy symbol. Can choose to exclude self and familiar for free. Positive Energy
Hex (Ex): DC 21 = 10 + 1/2 Level + Int --> Fortune (Su), Misfortune (Su), Cackle (Su), Evil Eye (Su) --> As a standard action
Eerie Sense: At the beginning of your turn each round, if you are within 60 feet of an undead creature or a haunt, you get a chill down your spine and instinctively sense that something eerie is very near. This sense does not alert you to the direction of the undead or haunt. Anything that can block detect undead can likewise block this sense.

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STATISTICS
__________________________________________________
Str 7, Dex 14, Con 16, Int 25, Wis 7, Cha 14
AC Calc +2 Dex, +2 Deflection
HP Calc
Feats: 1b) Extra Hex (Evil Eye), 1) Extra Hex (Misfortune), 3) Selective Channel (2/day Exclude), 5) Deific Obedience, 7) Eerie Sense, 9) Extra Hex (Fortune)
Hex: 2) Channel Positive (1d6), 4) Channel (2d6), 7) Channel (3d6), 9) Channel (4d6)
Traits: Soul Drinker (Faction-1/day Temp HP = Enemy HD); Spirit Guide (Pharasma trait +2 K Religion & CS)

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Skills:

[dice=Acrobatics]1d20+2[/dice]
[dice=Appraise]1d20+6[/dice]
[dice=Bluff]1d20+2[/dice]
[dice=Climb]1d20-2[/dice]
7[dice=Craft (Any)]1d20+7[/dice]
[dice=Diplomacy]1d20+6[/dice]
[dice=Disguise]1d20+2[/dice]
[dice=Escape Artist]1d20+10[/dice]
[dice=Fly]1d20+13[/dice]
[dice=Heal]1d20+9[/dice]
[dice=Intimidate]1d20+10[/dice]
[dice=Knowledge (Arcana)]1d20+15[/dice]
[dice=Knowledge (Dungeoneering)]1d20+9[/dice]
[dice=Knowledge (Engineering)]1d20+9[/dice]
[dice=Knowledge (Geography)]1d20+9[/dice]
[dice=Knowledge (History)]1d20+13[/dice]
[dice=Knowledge (Local)]1d20+9[/dice]
[dice=Knowledge (Nature)]1d20+13[/dice]
[dice=Knowledge (Nobility)]1d20+9[/dice]
[dice=Knowledge (Planes)]1d20+18[/dice]
[dice=Knowledge (Religion)]1d20+21[/dice]
[dice=Linguistics]1d20+18[/dice]
[dice=Perception]1d20+3[/dice]
[dice=Perform (Any)]1d20+2[/dice]
[dice=Profession (Mortician)]1d20+5[/dice]
[dice=Ride]1d20+2[/dice]
[dice=Sense Motive]1d20+0[/dice]
[dice=Spellcraft]1d20+17[/dice]
[dice=Stealth]1d20+8[/dice]
[dice=Survival]1d20+1[/dice]
[dice=Swim]1d20-2[/dice]
[dice=Use Magic Device]1d20+13[/dice]

Languages: Abyssal, Aklo, Ancient Osirian, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Orc, Skald, Sphinx
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EQUIPMENT AND GOLD
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On person: Cacklig Hag’s Blouse (Chest), Fate Blade, Belt of Might Con +2, Headband of Vast Int +4, Cloak of Resistance +2, Bag of Holding Type 1, Cold-Iron Dagger, Darkwood Light Crossbow, 20 Bolts
Left at Lodge: None
Starting GP: 289g
Purchased:
Gained In Session:
Weight Carried:
Carrying Capacity: Light (26), Medium (53), Heavy (80), LoH (80), Lift (160), Drag/Push (400)
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APPEARANCE
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Height
Weight
Eye Color
Hair Color
Skin Tone
Region of Origin
Deity Pharasma
Favorite meal
Phobia: