![]()
About Géatan ÉmondDuring the adventure
rod of lesser extand (3000)
3 talisman of ankh 3750
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)
(Selling cloak of resistance +5) +12500
Mind blank
Mage armor
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 ------------------------------ DEFENSE ------------------------------ 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
Speed 30 ft. (Fly 9/minute) Melee +18
Ranged
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.
Skills (32 points; 32 class, 14 INT, 7 favorite class )
ACP -2 *ACP applies to these skills
Languages Common, elf, celestial, sylvestre [/spoiler] Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ (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.)
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)
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.
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:
------------------------------ GEAR/POSSESSIONS ------------------------------ 2 antiplague, antitoxin, Masterwork, backpack
(2pp) removed blindness,
efficient quiver 1 800 gp
Gloves of dueling 15 000 gp
Ring of resistance +2 8 000 gp
Flawed Tourmaline sphere (+2 con for death) 600 gp
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=Fourth attack] 1d20 +22+2[/dice]
Spell-like ability:
Flamme arrow, Erastil arrow 2/day. Caster level 2th 0- detect magic, detect psychic significance, grave bubble. |