Tournament Champion

Everon Nemnis's page

58 posts. Organized Play character for Diaz Ex Machina.


Full Name

Everon Nemnis

Race

HP 11/11 | AC 15 (13 Tch, 12 Fl) | CMB +5, CMD 14 | Fort +4, Ref +7, Will +4; +1 morale vs. fear, +2 vs. enchantments | Immune sleep |

Classes/Levels

Speed 30 ft. | Spells 1st (2/2) | Archaeologist's Luck +1 (9/9) | Active conditions None

Gender

Male NG half-elf bard (archaeologist) 1 | Init +3; Senses low-light vision; Perception +11 |

About Everon Nemnis

Male half-elf bard (archaeologist) 1
NG Medium humanoid (elf, human)
Init 3; Senses low-light vision; Perception +11
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d8+3)
Fort 4, Ref 7, Will 4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger -3 (1d4+3 P or S/19+)
Ranged shortbow +5 (1d6+2 P/×3)
Bard (Archaeologist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—comprehend languages, cure light wounds
. . 0 (at will)—dancing lights (at will), detect magic (at will), mage hand (at will), read magic (at will)
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Statistics
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Str 12, Dex 16, Con 14, Int 11, Wis 10, Cha 15
Base Atk +0; CMB 4; CMD 14
Feats Lingering Performance, Skill Focus (Perception)
Traits fate's favored, maestro of the society
Skills Acrobatics +6 (+2 to jump), Appraise +2, Bluff +4, Climb +0, Diplomacy +8, Disable Device +5, Disguise +4, Escape Artist +2, Fly +2, Heal +2, Intimidate +4, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +6, Perception +11, Ride +2, Sense Motive +2, Stealth +2, Survival +2 (+4 to avoid becoming lost), Swim +0; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
Combat Gear potion of cure light wounds, potion of invisibility, wand of cure light wounds (5 charges), wand of cure light wounds (CL 3rd, 8 charges); Other Gear leather armor, dagger, shortbow with 20 arrows, wayfinder, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hemp rope (50 ft.), ink, inkpen, journal, masterwork thieves' tools, mess kit, mirror, mug/tankard, pot, sewing needle, signal whistle, soap, spell component pouch, string or twine, thread (50 ft.), torch (10), trail rations (7), waterskin, whetstone, 192 gp, 7 sp, 9 cp
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Special Abilities
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Archaeologist's Luck +1 (9 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Elf Blood
Elven Immunities - Sleep
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sewer Sense +5 bonus on Knowledge (local) or Survival check to learn about or navigate the sewers under Absalom.

Boons:

Initiate’s Edge: Golarion can be a dangerous place, and the Pathfinder Society takes care to equip its newest recruits. You can apply one of the following benefits to your first character (XXXXXX–1); cross out the other two options. The first time you serve as a game master for a Pathfinder Society game and apply the credit to this character, you may double your maximum number of uses for the selected benefit.
[X] Restorative Wand: You gain a wand of cure light wounds with 5 charges. This wand has an effective market price of 0 gp if sold. Consider this option if you are able to cast healing spells, as you can activate the wand without difficulty.
(Welcome to Pathfinder)

[_] Sewer Sense Your time spent in Absalom's sewers has given you an innate familiarity with the complex network of tunnels and underground streams. You gain a single-use +5 bonus on any Knowledge (local) or Survival check to learn about or navigate the sewers under the City at the Center of the World, applied before the roll is made. When you have used this boon, cross it off the Chronicle sheet.
(Ambush in Absalom)

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the 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).
(The Confirmation)

The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.
(Before the Dawn, Part I: The Bloodcove Disguise)

[_] Expedition Manager: In addition to your more dangerous duties as a Pathfinder, you also have undertaken an archaeological excavation at a minor site. Your venture-captain expects you to fund the expedition yourself, but so long as you report on your findings, you may keep any physical goods uncovered for yourself. When rolling your Day Job check at the end of a scenario, you may spend between 2 and 6 Prestige Points to pay for supplies, expenses, and personnel. The next time you roll a Day Job check, the expedition returns with research and relics dependent upon how many Prestige Points you spent.
You can acquire any single item of the listed price or less at no cost. An item acquired in this way is worth 0 gp and cannot be sold. In addition, your archaeological findings may contain clues about historical events, arcane enigmas, or other mysteries. As a free action, you gain a bonus on a Knowledge (arcana, history, planes, or religion) check equal to the number of Prestige Points that you spent. When you use the skill bonus, cross this boon off your Chronicle sheet.

2 PP: The item acquired costs 1,000 gp or less.
4 PP: The item acquired costs 2,000 gp or less.
6 PP: The item acquired costs 3,500 gp or less.
(PbP Outpost V)