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About EkaName Eka
Defense:
HP 29/29 (1d10+2; 6+3, 6+2) AC 19, touch 12, flat-footed 17 (+6 armor, +1 natural armor, +2 Dex) Fort* +6, Ref +3, Will +3 (+5 vs. Mind-affecting) * +4 sacred bonus on all saves vs. poisons or diseases CMD 18 (vs. Bardiche, see its entry in the Offense spoiler) Nexus Crystal: Each time Eka is damaged by negative energy, she reduces the damage by 10 points (after saving throw) as long as she’s carrying this crystal. Offense:
Base Attack Bonus: +3 CMB +6 Melee Mstwk Cold iron Bardiche (19-20/x2) [dice=cold iron bardiche]1d20 + 7; 1d10 + 4[/dice] ...brace, reach, +2 bonus to CMD to resist sunder attempts made against a bardiche Mstwk Cold iron morningstar (x2) [dice=cold iron morningstar]1d20 + 7; 1d8 + 3[/dice] Ranged Sling (x2; 50’) [dice=sling]1d20 + 5; 1d4 + 3[/dice] Smite Evil: 1/day
Statistics:
Str 16, Dex 14, Con 14, Int 8, Wis 10, Cha 16 Space 5 ft.; Reach 5 ft. Speed 30 ft. w/o armor; 20 ft w/ armor Armor Check Penalty: -2 from Armor Expert trait and Masterwork Agile Breastplate (0 for Climb and Acrobatics to jump) Favored class (Paladin) +1 skill point (level: 1); +1 hit point (level 2-3) Languages Common, Draconic Traits and Racial Traits:
Traits Magical Knack: +2 to caster level (oracle); (Magic) Seeker: +1 to Perception checks and Perception is a class skill; (Social) Armor Expert: -1 to armor check penalty; (Combat) Voices of Solid Things: Use CHA on Disable Device checks and it’s a class skill Nagaji Racial Traits
Skills:
Bold = Trained; Normal = Untrained acrobatics +2 (-2 armor check penalty; -0 to jump) appraise +0 bluff +3 climb +3 craft (any) +0 diplomacy +7 disable device +7 (-2 armor check penalty) disguise +3 escape artist +2 (-2 armor check penalty) fly +2 (-2 armor check penalty) handle animal n/a (Racial Trait: +2 vs. reptilian creatures) heal +3 intimidate +7 knowledge (religion) +5 linguistics n/a perception +6 perform (any) +3 profession (hired guard) +3 ride +2 (-2 armor check penalty) sense motive -1 sleight of hand n/a (-2 armor check penalty) spellcraft +4 stealth +2 (-2 armor check penalty) survival -1 swim +2 (-2 armor check penalty) use magic device +4 Feats:
Fey Foundling +2 HP healed per die rolled when receiving magical healing; level 1 Additional Traits (Armor Expert and Voices of Solid Things; level 3 Gear:
Combat Gear 03 lbs_____acid flask (3) 05 lbs_____sling bullets (10) 2.5 lbs____potion of cure light wounds (5) 01 lbs_____flask of alchemist's fire (1) 01 lbs_____wand of Cure Light Wounds (46 charges) 00 lbs_____eyepatch of selective blindness (see Boons) 02 lbs_____Holy Water (2) 00 lbs_____vermin repellent (1) 00 lbs_____Scroll of Tap Inner Beauty (2) Other Gear
Food and Drink
Wealth 76.64 GP Total weight: 80.5 lbs
Paladin Class Features:
Paladin (Gray Paladin) Detect Evil (Sp)
My Boons:
Fighting off Corruption (Ghoul): Golarion's history is rife with both loathsome evil and the heroic forces that keep villainy in check. Whether you suffer from an ancestral curse that is only now manifesting, a terrible affliction you acquired on an adventure, or a similar malady, your body and soul now struggle against corruption. You may apply this boon at the beginning of a scenario, at which point you immediately gain its penalty. Once per scenario, you can attempt to fulfill one of the associated tasks in any order, though the final task must be performed last. Once you have completed all of the associated tasks, you have cleansed yourself of the corruption, no longer suffer its penalty, and gain the listed benefit. A PC may only benefit from one Fighting Off Corruption boon. Ghoul: You Penalty: Reduce the amount of healing you receive from spells and effects by 1 per die. ☐ Task: Spend an adventure fasting, eating only infrequently enough to stay alive. For the entire adventure, you have the sickened condition. Partway through the adventure at a time determined by the GM, you must attempt a DC 10 Constitution check or DC 20 Will save. If you succeed, you stave off hunger and the urge to eat. If you fail, you compulsively begin eating anything at hand, causing you to fail this task during this adventure. ☐ Task: Defeat an undead creature whose CR is at least 2 higher than your character level. ☐ Final Task: Receive an atonement spell by a good-aligned spellcaster or one whose deity especially reviles the undead. Completion Benefit: When you take negative energy damage, you reduce the damage taken by 1 point per damage die. You gain a +2 sacred bonus on saving throws to resist the extraordinary and supernatural abilities of undead creatures (+4 against ghoul paralysis). You can cross this completed boon off your Chronicle sheet to change any bloodrager or sorcerer bloodlines you possess to the ghoul bloodline (Pathfinder RPG Monster Codex 60) or undead bloodline. You Be Goblin Whelp: Long days spent walking too far, sleeping under bushes, eating bad food, and fearing for your life--some may call that adventuring, but you’ve realized it’s also frightfully similar to a Licktoad goblin’s childhood. At least they get badges for it, and now you do, too! Choose one of the badges below, and cross the others off your Chronicle sheet. You can use each badge a number of times, after which its power is lost. Furthermore, the badges’ rudimentary magic only lasts for a limited time; once you reach 6th level or higher, check any remaining boxes on the badge.
Great Goblin Relics: To a goblin, even the most repugnant and mundane trinkets can become valuable treasure. As if empowered by the goblins’ superstitions, several of the mementos of the wedding raid have manifested minor enchantments. Choose one of the objects below, and cross the others off your Chronicle sheet. Grace of Minatan Heroes: You’ve earned the attention of powerful Minatan spirits, who now watch over your travels. As a standard action, you may cross this boon off your Chronicle Sheet to gain the effects of greater magic fang or greater magic weapon (CL = your total HD). Regardless of which spell is selected, this effect only lasts for 1 minute per effective caster level. ☐ ☐ Inahiyi’s Gratitude: By participating in the ritual of Inahiyi, you’ve become intertwined in the wayang’s connection to the Shadow Plane. You may, as an immediate action, check a box that precedes this boon to treat positive and negative energy effects as though you were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts 1 minute once activated. Additional text about if you are a wayang deleted. Wayang Body Modification: During your time in the wayang city of Inahiyi, you underwent some form of wayang body alteration. Be it ritual piercings, tattoos, or even skin bleaching, you’ve committed to keeping the modifications you received. While the alteration is noticeable, it bears real significance only when viewed by other wayangs. You gain a +2 on all Charisma-based checks made to influence wayangs. Botting Eka:
See Offense spoiler for standard attack rolls. When a fight breaks out, Eka will position herself to either provide a flank for as many teammates as possible (her bardiche has reach) or block enemy access to her more vulnerable party members. When possible, she’ll do both from one spot. She prefers to use her bardiche, but will switch to the morning star when slashing damage isn’t effective or there isn’t enough room to use the bardiche. The sling is a very, very last resort. Because her speech tends to unnerve people due to its distinctly serpent-like sound, Eka prefers to let others do the talking when tact or diplomacy are preferred. When intimidation is required, she is always willing to give it a go, whether on her own or aiding a comrade. Often a fight can be avoided by simply convincing one’s opponent that they would surely lose. She’s very good at standing in the background, flexing her muscles and winning staring contests. Playing the strong, silent type is easy for her, though rather boring and stifling at times. She won’t commit evil acts themselves, but if her party members choose a path she considers evil, she will show them by her actions and words that there are better ways to achieve their goals, such as by healing allies, using diplomacy or intimidation tactics on opponents to prevent bloodshed, or playing some other supporting roll. If her teammates refuse to listen to reason, she may choose to do no more than heal the injured, or simply walk away. [dice=Lay on Hands]1d6[/dice] Appearance:
Green (and some black) scales There is a curious grouping of dark scales on the back of her neck. It is hard to say what its shape is, as it seems to shift and change at random, but there is something about it that calls to mind the First World. She has three piercings along the ridge that runs down the center of her neck, right in the middle of the shifting patch of dark scales. Yellow reptilian eyes Thin lips, with jagged teeth Imposing, muscular build Age: about 40 Height: 6’-8” Weight: 265 lbs Personality:
Often silent, with an intense stare in place of a verbal response, Eka’s presence is often unnerving. Her reptilian gaze is cold, detached, and analytical, with little to no indication of what thoughts may be going through her head at the time. She is aware that her appearance, unusual in the part of the world in which she resides, tends to lend itself to misunderstandings of her intent. Therefore, she usually allows others to talk first, pinning targets with her powerful gaze to show them that she is a powerful force not to be taken advantage of or mislead in any way. She uses people’s preconceptions to project an aura of strength. She is a firm believer in winning fights before they start. To this end, she is happy to allow diplomacy and/or intimidation tactics to have a chance of resolving an encounter before resorting to violence. Despite having no memory of her deity, Eka is firmly dedicated to upholding the concepts of good and law, in that order. She likes to think that her deity would be pleased that she is still trying to do their will, despite not knowing exactly what it is. Unlike most paladins, she chafes at her own code of conduct, sometimes wishing she could have more moral and practical leeway to achieve her goals, though taking advantage of that would surely wrack her with guilt afterward. Background:
No one knows where exactly Eka came from, or why. One morning she was found, left for dead, among the refuse left out for the weekly pick up behind the Pathfinders’ Grand Lodge in Absalom. Some kind Pathfinders ensured that she was properly cared for during her recuperation. Unfortunately, she had lost nearly all the memories of her life before first coming to consciousness in the infirmary, save her name (Eka) and the fact that she is a paladin, though she remembers nothing of her deity. The only belongings of hers that were found, one clutched in each hand, were a waterlogged, partially burned, illegible book (presumably a holy text), and a mangled, melted, unrecognizable hunk of iron, which may have been a holy symbol at one time. After many weeks of healing, and many more weeks of training to regain her strength, Eka reported to the Grand Lodge to begin training to become a Pathfinder, in the hope that someday, her work and travels with this organization will not only repay their kindness to her in her time of dire need, but also uncover clues to her mysterious past. |