About FlyndyngylynName: Flyn
Stats:
Strength: 18 (+4) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 8 (-1) Total Hit Points: 167
Initiative modifier: +11 = 8 [dexterity] + 2 [trait] + 1 [ioun stone]
Languages: Common, Elven, Infernal, Abyssal, Draconic Favored class (Ranger) points: Hit points +1; Skill points +0
Weapons/Armor:
+1 Mithral Dagger (+ 19 melee/+ 23 ranged [1d4 + 4, crit 19-20/x2, range incr. 10 ft., 1 lb., light, piercing/slashing] Cúdin: +2 Darkwood Mighty Composite Longbow +31 [1d8 + 9, crit 19-20/x3, range incr. 110 ft., 1.5 lb, piercing, 35 hardness, 115 hp, CMD 55, Break DC 28, +1 to saves, Impervious, Adaptive, Seeker, Holy] No Armor Feats/Traits:
Feats: Point Blank Shot: +1 attack & damage on ranged targets within 30 feet Precise Shot: ranged attack into melee/combat without -4 penalty Rapid Shot: attack with ranged weapon twice per round at -2 Endurance: gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Far Shot: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Dodge: gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Weapon Focus: +1 attack with Composite Longbow Deadly Aim: take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. Combat Reflexes: may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Perfect Strike: can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). A zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk (Currently 6 times a day). Point Blank Master: Choose one type of ranged weapon (Composite Longbow). You do not provoke attacks of opportunity when firing the selected weapon while threatened. Manyshot: With full ranged attack, first shot shoots two arrows. Improved Precise Shot: Ranged attacks ignore the AC bonus granted to targets by anything less than total cover, as well as the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. Clustered Shot: With a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. Special: If the massive damage optional rule is being used (Core Rulebook 189), that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage). Quick Draw: Draw weapon as a free action. Improved Critical: Critical range is doubled on longbow. Mobility: +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Traits:
Skills:
Skill Attrib SkillMod AbilMod Ranks MiscMod Acrobatics Dex* 30 = +8 + 14 + 3 [class skill] +5 [Boots of Elvenkind] Appraise Int 7 = +3 + 1 + 3 [class skill] Bluff Cha +3 = -1 + 1 + 3 [class skill] Climb Str* 11 = +4 + 4 + 3 [class skill] Craft (Bowyer/Fletcher) Int 7 = +3 + 1 + 3 [class skill] Diplomacy Cha 3 = -1 + 1 + 3 [class skill] Disable Device Dex* 30 = +8 + 14 + 3 [class skill] + 4 [Vest of Escape magic tools] + 1 [trapfinding] Disguise Cha -1 = -1 Escape Artist Dex* 31 = +8 + 14 + 3 [class skill] +6 [Vest of Escape] Fly Dex* 8 = +8 Handle Animal Cha +3 = -1 + 1 + 3 [class skill] Heal Wis 7 = +3 + 1 + 3 [class skill] Intimidate Cha -1 = -1 Knowledge (Arcana) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration] Knowledge (Dungeoneering) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration] Knowledge (Engineering) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration] Knowledge (Geography) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration] Knowledge (History) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration] Knowledge (Local) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration] Knowledge (Nature) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration] Knowledge (Nobility) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration] Knowledge (Planes) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration] Knowledge (Religion) Int 7 = 3 + 1 + 3 [class skill] + 1d6 [Inspiration] Linguistics Int 8 = 3 + 2 + 3 [class skill] + 1d6 [Inspiration] Perception Wis 27 = +3 + 14 + 3 [class skill] + 2 [elf] + 5 [Lenses of Detection] Perform (Dancing) Cha 4 = -1 + 2 + 3 [class skill] Profession (Sailor) Wis 10 = 3 + 2 + 3 [class skill] + 2 [boon] Ride Dex* 12 = +8 + 1 + 3 [class skill] Sense Motive Wis 10 = +3 + 4 + 3 [class skill] Sleight of Hand Dex 20 = +8 + 4 + 3 [class skill] + 5 [Gloves of Larceny] Spellcraft Int 8 = 3 + 2 + 3 [class skill] + 1d6 [Inspiration] Stealth Dex* 30 = +8 + 14 + 3 [class skill] + 5 [Elven Runecloak] Survival Wis 18 = +3 + 12 + 3 [class skill] (+24 when tracking w/Lenses of Detection and 1/2 Ranger level bonus) Swim Str** 11 = +4 + 4 + 3 [class skill] * = check penalty for armor/shield ** = some groups double armor/shield penalties for swimmers Special Abilities:
Elf • + 2 dexterity, +2 intelligence, -2 constitution (already included) • Immune to magical sleep • + 2 racial bonus to saves vs. enchantments • Low-light vision -- see twice as far as humans in dim light • Proficient with longswords, rapiers, longbows, composite longbows, & shortbow • + 2 racial bonus on perception checks • Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces the elven magic racial trait. • Elves with Ranger as their preferred class may add 1/2 per level to their Confirm Crit roll with a chosen weapon (Longbow) • Elves with Monk as their preferred class add +1 to the monk’s base speed. • Elves with Investigator as their preferred class increase the total number of points in the investigator’s inspiration pool by 1/3. Infiltrator (Ranger)
Zen Archer (Monk)
Psychic Detective (Investigator)
Divine Hunter (Paladin)
Shadowdancer:
Equipment:
Flyn's Equipment: 3.5 lb Weapons / Armor (from above) 2 lb Efficient Quiver: Durable Cold Iron Arrows (30) Durable Blunt Arrows (20) Durable Silver Arrows (20) Durable Adamantine Arrows (7) Ghost Salt Arrows (Cold Iron) (8) 8 lb Explorer's outfit 4 lb Masterwork Backpack 2 lb Pouch x2 4 lb Waterskin x1 1 lb Whetstone 3 lb Fishing kit 1 lb Torch x1 5 lb Silk rope 3 lb Grappling hook 1 lb Acid flask 1 lb Alchemist fire flask 1 lb Vial of Holy Water Bandolier +4 Elven Rune Cloak (Cloak of Elvenkind/Cloak of Resistance boon) +2 Ring of Protection Boots of Elvenkind Greater Bracers of Archery Belt of Physical Perfection (+4) Headband of Mental Prowess (+4) Vest of Escape Corset of Vishkanya Gloves of Larceny Lesser Talisman of Life's Breath Buffering Cap Wand of Cure Light Wounds (1) Wand of Cure Light Wounds (50) Wand of Cure Moderate Wounds (25) Wand of Cure Serious Wounds (3) Wand of Mage Armor (43) PFS Wayfinder Ring of Feather Falling Lenses of Detection Ioun Torch Cracked Ioun Stone (Dusty Red Prism) Ioun Stone (Dusty Rose Prism) Cracked Ioun Stone (Green Prism) Potion of Flying Tindertwigs x3 Ink vial Inkpen Parchment x3 Flint and steel Anytool Antitoxin, vial Antiplague, vial Meditation tea (pre-brewed), vial Filth Fever Tonic, vial x2 Earplugs Weapon Cord Rations, 3 days worth 3 lb Spell components Courtier's Outfit (not carried on most adventures) _____ 53 lb Total 2,354 gp 6 sp, 3 cp
Background:
Background: Flyn was born in a small Elven settlement on the outskirts of the Fierani Forest. He was raised by his mother, a Druid, and never knew his father, a desert Elf of Osirion (as told by his mom, his dad died on an expedition, killed by ghouls). Still considered a child, on an herb gathering expedition on with his mother one evening, they ran into a large Goblin raiding party from the World's Edge Mountains and his mother was slain. He was captured and carried off but was rescued hours later by a tracking party led by a Ranger that was also a Pathfinder Society member. From that defining moment, Flyn resolved that he too would be a ranger, and join the PFS as well. His rescuer took him on as an apprentice and Flyn learned much of the ways of a Ranger. After coming of age, Flyn traveled to Absalom, the home of the Pathfinder Society, eagerly seeking to start his career as an adventurer. His first adventure took him to a tower outside Absalom where he and his party rescued a Pathfinder member from troglodytes. He and his party were promptly presented to the Pathfinder Society and accepted membership into the Grand Lodge. Since then, he has successfully completed 27 missions as a Pathfinder...
Faction Sheet:
Grand Lodge Faction Sheet: Faction Rewards EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check. NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against an Aspis agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals. [ ][ ][ ]EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition. Faction Goals
[X][X][X] Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check. [X] Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal. [X] Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal. [X] Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact. [X] Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level. [X] Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or other conditions—and he must survive the encounter. [X][X][X][X][X] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
Prestige Rewards / Recurring Boons:
Part-Time Instructor (Grand Lodge): A Venture-Captain invites you to take a direct hand in teaching the next generation of Pathfinders. You may spend 1 Prestige Point to become a part-time instructor at the Grand Lodge. You can use your educational skills to respectfully help your fellow agents thrive when they find themselves in challenging situations. If you are playing an adventure in the higher subtier, you may confer one of the following benefits upon each of the PCs who are 3 or more levels lower than you for the duration of the scenario: a +1 bonus to AC, a +1 bonus on all saving throws, or +1 hit point per level. Aspis Hunter: You gain a +1 bonus on attack rolls and on weapon damage rolls against Aspis agents who wear clearly visible insignia showing their affiliation and rank. Hunting Lodge: You can perform Day Job rolls using Survival (Tracking). Recurring Boons
PFS Chronicles Info:
PFS ID / Character #: 239913-1 Current PFS Module:
Completed PFS Modules:
The Confirmation
The Wounded Wisp
The Consortium Compact
Library of the Lion
The Wardstone Patrol
Voice in the Void
The Devil We Know, Part 1
The Devil We Know, Part 2
The Devil We Know, Part 3
The Devil We Know, Part 4
The Blakros Matrimony
Tome of Righteous Repose
In Wrath's Shadow
City of Golden Death
Where Mammoths Dare Not Tread
Siege of the Diamond City
Tapestry's Toil
The Hao Jin Cataclysm
The Elven Entanglement
Siege of Gallowspire
Eyes of the Ten, Part 1
Eyes of the Ten, Part 2
Eyes of the Ten, Part 3
Eyes of the Ten, Part 4
Race for the Runecarved Key
Prince of Augustana
Tower of the Ironwood Watch
Wonders in the Weave, Part I
Wonders in the Weave, Part II
On Sevenfingers's Sails
King of the Storval Stairs
What Prestige is Worth
Tomb of the Iron Medusa
Serpents Rise
We B4 Goblins
We Be Goblins Free
Initiate's Edge (Welcome to Pathfinder Boon)
PBP Gameday VI Boon #1
Earned PP/Fame: 75
Bot Me:
Flyn primarily provides scouting abilities (searching and tracking) and ranged support in combat; he also has skill with some rogue abilities... When exploring/scouting ahead, he'll try to conceal himself (Stealth), check for traps/foes (Perception), and also look for any tracks (Survival)... When encountering traps, he'll attempt to disable it, whether it be mechanical or magical (Disable Device)... In combat, he prefers hanging back and attacking with his Magic Composite Longbow; however, he can also fight in close quarters with his bow when threatened and not draw an AoO (Point Blank Master). He'll generally use Deadly Aim and Rapid Shot when possible; he keeps a variety of arrow types in his Efficient Quiver to use when DR creatures are faced/known. In addition, he has the Clustered Shot feat that when used against a single creature, all damage is totaled before DR is subtracted...and the Improved Precise Shot feat which ignores all but total concealment and total cover. He has five uses/day of Perfect Strike; he usually saves those for the nastier creatures or when he or a friend are in a pinch. He recently got a weapon cord for his bow; when approaching encounters, he’ll draw his bow and attach the cord... He'll use Acrobatics in combat if needed when moving to avoid an AoO... NOTE: Flyn's favored enemies are the Undead (+4 attack/damage/Knowledge) and Outsider (Evil) (+2 attack/damage/Knowledge). He also has modest skill in the Knowledge Arena (All Knowledge Skills +6 +1d6 due to Inspiration)... As an Infiltrator, he can use Darkvision (60') 60 minutes a day, in ten minute increments... If in life-death situations, he has a couple of boons that can potentially help stave off permanent death, if needed (Tattoo of the Open Road, Kettlehelm of Glory)... Notable Items
Typical Scouting Rolls
Knowledge Rolls
Save Rolls
Most Used Combat Rolls Standard Attack within 30'
[dice=Magic Composite Longbow]1d20+23+5+2+1+1-4[/dice]
Standard Attack over 30'
[dice=Magic Composite Longbow]1d20+23+5+2+1-4[/dice]
Full Attack within 30'
[dice=Magic Composite Longbow (Manyshot)]1d20+23+5+2+1+1-4-2[/dice]
[dice=Magic Composite Longbow (Rapid Shot)]1d20+23+5+2+1+1-4-2[/dice]
[dice=Magic Composite Longbow (Iterative1)]1d20+18+5+2+1+1-4-2[/dice]
[dice=Magic Composite Longbow (Iterative2)]1d20+13+5+2+1+1-4-2[/dice]
Full Attack over 30'
[dice=Magic Composite Longbow (Manyshot)]1d20+23+5+2+1-4-2[/dice]
[dice=Magic Composite Longbow (Rapid Shot)]1d20+23+5+2+1-4-2[/dice]
[dice=Magic Composite Longbow (Iterative1)]1d20+18+5+2+1-4-2[/dice]
[dice=Magic Composite Longbow (Iterative2)]1d20+13+5+2+1-4-2[/dice]
Confirm Critical Rolls:
To avoid AoOs:
To break free from a grapple:
Other Skills:
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