Erastil

Géatan Émond's page

1,147 posts. Organized Play character for Gayel Nord.


Full Name

Venture-Captain Gaétan Émond

Race

Half-elf perception +22; diplomacy 17

Classes/Levels

Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Gender

male arrow ghost salt:18/30 mind affecting +2

Size

medium

Alignment

lN

Deity

Erastil

Strength 14
Dexterity 24
Constitution 16
Intelligence 14
Wisdom 12
Charisma 12

About Géatan Émond

During the adventure
taking 30 of my healing wand.

rod of lesser extand (3000)
50 arrow +1 against wind (18000)

3 talisman of ankh 3750
3 Talisman of Freedom. (2700)
2 warrior courage (900)

scroll of raise dead with diamond (6125)

Change +4 dex to +4 dex and +4 con (14000)

Upgrade Deskari wings for +2 (15000) Edit

Upgrade ring of deflection to +4 (14000)
2500 broken ioun stone

(Selling cloak of resistance +5) +12500
Spellcasting service 1590
buff

Mind blank
Life Bubble

Mage armor
Hero feast.
Heroism
Méditation tea

adventure done:

We be Goblins!
The disappeared
Rise of the goblin guild
Murder on the silken Caravan
We be goblin too.
Pathfinder online:Thornkeep: the accursed Halls
Sewer Dragons of abasalom
Temple of empyreal Enlightment
Pathfinder online: Thornkeep: The forgotten Laboratory
Pathfinder online: Thornkeep: The enigma Vault
My enemy’s enemy
Pathfinder online: Thornkeep: The dark Manegerie
Pathfinder online: Thornkeep: Sanctum of a lost age
The wardstone patrol
The immortal conundrum
The fabric of reality
Siege of the diamond city.
The elven entanglement
Fest of sigil
The Hellknight feast
The rat of round mountain part 1 and 2
Beacon Below
Hall of Drunken Heroes
Below the silver Tarn
Vengeance at sundered Crag
Returned to Sky
Siege of the serpent.
eye of the ten part one and two and 3 and four.
Unleashing the untouchable.
Immortality trilogy
Betrayal in the bones.
The rabsbith rebirth
The 2 part of the last aventure

Statistics:
Male Half-elf Fighter (Mutation)9 / Sentinel (3)/Medium (4) (fighter)
lN Medium Humanoid (Human, elf).Init +15 Senses low-light vision Perception + 22
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DEFENSE
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Hp:153
AC: 35 =10 +9 armor +4 buckler +8 dex +3 deflection+ 1 insight (37 with mutagen)
touch 22 ff 27.

Saving throw: +21 fortitude +20 reflex +19 will; +2 fear.; +2 enchentement,+2 compulsion, +2 Charm,+2 electricity+ 2 poison spell and effect; +3 death effect.+1 acid+1 fire+1 EVASION (from ring.)

Medium: +1 +1 +4
fighter +6 +3 +3
sentinel+2 +1 +1
attri. +3 +8,+1
Cloak +5 +5 +5
rac +2
Trait +1
Comp. +1 +1 +1
Luck +1 +1 +1
Spirit +2
___________________

Speed 30 ft. (Fly 9/minute)

Melee +18
longsword +18 1d8 + 6 (19-20/x2)

Ranged
+5 composite longbow +38/+33/+28 1d8 + 21(19-20/x3)
(full attack) +32/+32/+27/+22 1d8 + 29 (19-20/x3)
+1 to attack and damage if in 30 ft.

Why my archer is a monster : to attack. Bab : + 15, Dex +8, + 4 weapon training (with glove of dueling), Weapon focus and greater : +2, + 5 enchancement + 2 aligned weapon (Sacred), +2 spirit.
Damage : for+2, weapon training +4, enchencement +5, weapon specialization + 4, +2 aligned (Sacred) weapon.+2 spirit +2 boon
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STATISTICS
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Str 14, Dex 24, Con 12, Int 14, Wis 12, Cha 12
Base Atk +15; CMB +19; CMD 37 ;+ 4 bow. +4 disarm.
Traits
Warrior of old
Indomitable faith.
Feats
1st level:Point-blank
3 level (bonus): rapid shot
3 level: precise shot
fourth level (bonus)weapon focus
5:Weapon specialisation
6:Deadly aim
7 bonus :Many shot
8:Clustered shot link
9:Greater weapon focus
10:point-blank master
11 : Deific obedience (erastil)link for feat.god obedience and sentinel spell
13 improved precise shot.
13:improved weapon specialisation
15 improve critical.

Skills (32 points; 32 class, 14 INT, 7 favorite class )
Diplomacy +17 (12) points)
Fly (4) +18.
Arcana +23(16)
Plane (1)
History (1)
Knowledge nature + 7 (1)
Knowledge religion +11 (5) (roll 2 time and take the best. Once by day
Perception+ 22 (16)
survival + 24 (16)

ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, elf, celestial, sylvestre


[/spoiler]

Special Abilities:

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SPECIAL ABILITIES
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(Obediance) Plant five seeds in fertile earth, spacing them out in the shape of an arrow. The seeds may be those of any plant that can potentially grow in the region, though edible plants are preferred. The seeds don’t need to be from a type of plant that could thrive in that soil—all they must have is a chance at survival. If no suitable earth exists, place a small bundle of seeds (again, those that grow edible plants are preferred), a small bundle of preserved food, or a quiver of arrows in a place where a passerby might see it. Mark your gifts with Erastil’s sign, and say a prayer for the health and safety of the communities in the area and those who may be in need of Erastil’s guidance. Gain a +4 sacred bonus on Survival checks.
Bonus Feat: At 2nd level and again at 7th level, the sentinel gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Sentinel levels stack with f ighter levels for the purpose of qualifying for feats with a f ighter level prerequisite. If the bonus feat selected requires the sentinel to select a specif ic weapon for the feat to apply to (such as Greater Weapon Focus), the sentinel must select his deity’s favored weapon.
Divine Boon: As the sentinel gains levels, he gains boons from his chosen deity. The nature of these boons varies depending on the sentinel’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the sentinel gains the f irst boon. At 6th level, he gains the second boon, and at 9th level, he 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 spell-like ability, the sentinel’s caster level for the spell-like ability equals his total character level. This ability allows a sentinel to access these boons earlier than with the Deif ic 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.
Knacks: Mediums learn a number of knacks, or 0-level spells, as noted on Table 1–3. These spells are cast like any other spell, but they don’t consume slots and can be used again.

Spirit (Su): A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration. At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends, which are described further beginning on page 33. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend’s Favored Locations entry. The medium gains the spirit’s listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance.

Spirit Bonus (Su): When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter. (attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.)

Spirit Surge (Su): After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.

Shared Seance (Su): At 2nd level, a medium can share his channeled spirit’s aid with his allies. All allies who participate in the medium’s seance gain the channeled spirit’s seance boon for 24 hours. ( +2 bonus on all non-spell damage rolls.)
Obedience (Ex): In order to maintain the abilities granted by this prestige class, a sentinel must perform a daily obedience to his chosen deity (see page 10).

Symbolic Weapon (Su): When wielding his deity’s favored weapon, the sentinel gains a +1 sacred or profane bonus on attack and damage rolls. These bonuses increase by 1 for every 3 levels he has in the sentinel prestige class (maximum +4). His deity’s favored weapon also functions as a holy (or unholy) symbol when wielded by a sentinel.(bow)
TRAINED INITIATIVE (EX)Source Weapon Master's Handbook pg. 18
As long as he is wielding a weapon from the associated weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter applies his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from the appropriate weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Gear/Possessions:

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GEAR/POSSESSIONS
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2 antiplague, antitoxin, Masterwork, backpack
Wayfinder
wand of cure light wound 50/50 2pp
wand of lesser restauration [9 charge]
Removed fear 50 gp
Paralysis, darkvision 600 gp
kreighton perusial (x2) 100 gp
.Make whole,
(2pp) x2 removed blindness
(2 pp) x2 removed disease,
(2pp) scroll 1x curse.
(2pp) scroll 2x heroism

(2pp) removed blindness,
(2 PP) daylight.
(2 pp) Wand of heigtened awarness. 40/50
Scroll of borrow skill 25 gp
scroll of object reading 25 gp

efficient quiver 1 800 gp
Scroll of breath of life 1 125gp

Gloves of dueling 15 000 gp
Cloak of resistance + 5 16 000 gp
40 Durable adamantine weapon (with 20 ghost salt) 2 840 gp
20 durable cold Iron
20 durable silver
20 contondent
Elixir of Vision 500 gp

Ring of resistance +2 8 000 gp
celestial armor 22 400 gp
longbow 100 gp
ring of evasion 25 000 gp
lucky horse shoe (+1 luck on saves) 6 800 gp
Swarm bane clasp 3 000 gp
adaptative Composite green wood long bow +5(Onguant of timeless) 51 400 gp
Bucklet +3 9000 gp
Boot of speed 12 000 gp
Ioun stone 10 700 gp
craqued dusty rose. (+1 competence on initiative) 500 gp
Dusty rose +1 insight on AC 5000 gp
pale green prism craked (+1 competence on SW) 4000 gp

Flawed Tourmaline sphere (+2 con for death) 600 gp
craked Tourmaline sphere (+1 insight against death effect) 800 gp
Belt of dex 16 000gp
Head band of int,cha 10 000 gp
Band of newt protection 1 000 gp
Blood reservoir (Filled) 2 000 gp
Incense of Eidos (2,000)
Eye of the eagle (2,500)
Lunettes à verre fumé, 10 po
Goz mask. 8000
150 blunt arrow. 300
3 Antiplague, 3 antipoison 300
2 arrow dye 2 gp
1 lode stone 10 gp
Congeler spray 15 gp
30 arrow ghost salted 600
2 holy water palm. 60
2 air cristal 100¸
2 Ambrovosia 200
2 alchemical kindness 2
4 Antimetic stuff 200
Blade guard 40
4 meditation tea. 120
Nostalgai oil 80
Soul stimulant 300
2 Wismuz salix 60
2 Alchemical Glue
2 Bottle of sulight 600
Deskari 'wing +1 30000

Total 242 525

Money 3900 GP 0 SP 0 CP

sample attack:

[dice=first attack] 1d20 +32+2[/dice]
[dice=damage adamantine] 1d8 +29 +1d8 + 29[/dice]
[dice=second attack] 1d20 +32+2[/dice]
[dice=damage adamantine] 1d8 +29[/dice]

[dice=Third attack] 1d20+27+2[/dice]
[dice=damage adamantine] 1d8 +29[/dice]

[dice=Fourth attack] 1d20 +22+2[/dice]
[dice=damage adamantine] 1d8 +29[/dice]

Spell-like ability:

Flamme arrow, Erastil arrow 2/day.
Caster level 2th
0- detect magic, detect psychic significance, grave bubble.