Contingent Wayfinder

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; +2 vs. enchantments |

Classes/Levels

Init: +3 | Perc: +11, SM: +2 | Speed 30ft | Archaeologist's Luck +1: 9/9 | Active conditions: None.

Gender

Male NG Half-elf Bard (Archaeologist) 1 |

About Everon Nemnis

Background:

Always a very active and adventurous half-elf, Everon dream was to become a Pathfinder just like his parents before him. He focused his studies on history and legends, while keeping his body in shape to be ready for anything the Society could throw at him. At 22 he left his home in Diobel to study at the Grand Lodge in Absalom, where he became a full-fledged Pathfinder after three years of hard study. He now travels the world as a real adventurer, living his dream to the fullest.

Statblock:

Everon Nemnis
Male half-elf bard (archaeologist) 1 (Pathfinder RPG Ultimate Combat 32)
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; +1 morale vs. fear, +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20)
Ranged shortbow +6 (1d6+2/×3)
Special Attacks archaeologist's luck 9 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—comprehend languages, cure light wounds
. . 0 (at will)—dancing lights, detect magic, mage hand, read magic
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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 +5; CMD 14
Feats Lingering Performance[APG], Skill Focus (Perception)
Traits fate's favored, maestro of the society
Skills Acrobatics +6 (+2 to jump), Appraise +6, Bluff +4, Climb +0, Diplomacy +8, Disguise +4, Escape Artist +2, Fly +2, Heal +2, Intimidate +4, Knowledge (history) +7, Knowledge (local) +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
SQ bardic knowledge +1, elf blood
Combat Gear potion of cure light wounds, wand of cure light wounds (CL 3rd, 8 charges); Other Gear leather armor, arrows (20), dagger, shortbow, backpack, bedroll, belt pouch, compass[APG], fishhook (2), flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], mess kit[UE], mirror, mug/tankard, pot, sewing needle, signal whistle, soap, spell component pouch, string or twine[APG], thread (50 ft.), torch (10), trail rations (7), waterskin, whetstone, 81 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 Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
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.

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.
[_] Elixir of Renewal: You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfinder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir.
Not every character can use healing magic, but anyone can consume a potion. This elixir is especially good at curing ability damage, which often accompanies poison, disease, and the special attacks of many undead creatures. Consider this option if you cannot cast healing spells but want a powerful way to heal yourself in an emergency.
(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)

[_] 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)