Chain Mauler

Garam Gallonica's page

208 posts. Organized Play character for andreww.


Full Name

Garam Gallonica

Race

Init +17-21 | HP 165/136 | AC24 | T14 | FF20 | Fort +18 | Ref +18 | Will +24, +1 vs fear, confusion, transmutation, death, +4 vs ench, +2 vs fire Immune cold, flanking | CMD 19 | Perception +36 | SM +30

Classes/Levels

Resources:
Patron 13|14, Reroll: Unused

Gender

LN Male Human Sorcerer1|Witch 14

About Garam Gallonica

Garam is a short and rather scrawny looking man, although one who is always impeccably dressed in the latest fashions. He joined the Gallonica trading family to make his fortune. One of the requirements for advancement is a stint as a member of the Pathfinder Society to broaden horizons, develop contacts and seek out new trade deals wherever they may be. Secretly Garam has come to thoroughly enjoy the life of an itinerant adventurer archaeologist and plans to remain with the society rather than return to the mercantile family which adopted him.

Buffs and Spells:

Long Duration Buffs (cast the day before)

Extended Mage Armour
Extended Delay Poison
Extended Countless Eyes
Extended Bestow Planar Infusion 1
Extended Enchantment Foil
Extended Greater False Life
Extended Overland Flight

Chew down on a blood boiling pill

Invisibility from his ring

Medium Duration Buffs (cast shortly before teleporting depending on what we are told about travel time

Extended Heroism
Heightened Awareness (Wand, 10 minutes)

Short Duration Spells (used before entering a dangerous location)

Shield (Wand)
Mirror Image (Wand)

Prepared Spells

Witch (Invoker, Winter Witch) Spells Prepared (CL 14th; concentration +25)

7th—heal (2), particulate form, power word blind

6th—greater dispel magic, dust form[UC], flesh to stone (DC 27), mass suggestion (DC 27), rime sickening ice storm

5th—feeblemind (DC 26), rime sickening frost fall[UC] (2, DC 26), teleport, sickening ice storm

4th—black tentacles, confusion (DC 25), death ward, fear (DC 25), rime ice storm (2)

3rd—dispel magic (2), fly, rime frost fall[UC] (2, DC 26), heroism (2)

2nd—glitterdust (2, DC 23), investigative mind[ACG], see invisibility, stricken heart, false life

1st—ill omen (2)[APG], snowball[UW] (2), unbreakable heart[ISWG] (1), command (DC22), mage armour

0 (at will)—detect magic, guidance, message, stabilize

Stat Block:

Garam Gallonica
Male human (Kellid) sorcerer (crossblooded) 1/witch (invoker, winter witch) 14 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Player Companion: Haunted Heroes Handbook 20, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 69)
LN Medium humanoid (human, orc)
Init +15; Senses darkvision 60 ft.; Perception +34

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Defense
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AC 24, touch 14, flat-footed 20 (+4 armor, +4 Dex, +6 shield)
hp 136 (15d6+74)
Fort +16, Ref +16, Will +22; Boon, +2 racial bonus vs. illusions
Defensive Abilities freedom of movement (constant); Immune cold
Weaknesses light sensitivity

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Offense
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Speed 30 ft., fly 40 ft. (good)

Melee +1 dueling dagger +6/+1 (1d4-1/19-20) or

Special Attacks claws (2, 1d4, 1 rounds/day), hexes (evil eye[APG], ice tomb[UM], misfortune[APG], retribution[APG])

Witch Spell-Like Abilities (CL 14th; concentration +25)
. . Constant—endure elements (cold only)

Witch (Invoker, Winter Witch) Spells Prepared (CL 14th; concentration +25)

7th—heal (2), particulate form,, [open slot]

6th—greater dispel magic, dust form[UC], flesh to stone (DC 27), mass suggestion (DC 27), [open slot]

5th—feeblemind (DC 26), rime sickening frost fall[UC] (2, DC 26), overland flight, [open slot]

4th—black tentacles, confusion (DC 25), death ward, fear (DC 25), rime ice storm (2)

3rd—dispel magic (2), fly, rime frost fall[UC] (2, DC 26), heroism (2)

2nd—false life (2), glitterdust (2, DC 23), investigative mind[ACG], resist energy, see invisibility

1st—ill omen[APG], snowball[UW] (2), unbreakable heart[ISWG] (3), unseen servant

0 (at will)—detect magic, guidance, message, stabilize

Patron Winter

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Statistics
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Str 7, Dex 18, Con 18, Int 32, Wis 20, Cha 7
Base Atk +7; CMB +5 (+7 disarm); CMD 19 (21 vs. disarm)

Feats Alertness, Empower Spell, Eschew Materials, Greater Spell Focus (evocation), Heighten Spell, Preferred Spell (cone of cold)[APG], Rime Spell[UM], Sickening Spell[APG], Spell Focus (evocation), Spell Penetration, Spell Perfection (cone of cold)[APG], Split Hex[UM]

Traits fate's favored, magical lineage [cone of cold]

Skills Acrobatics +6, Appraise +17, Bluff +0, Climb +0, Craft (alchemy) +17, Diplomacy +17, Disguise +0, Escape Artist +6, Fly +23, Heal +7, Intimidate +2, Knowledge (arcana) +31, Knowledge (dungeoneering) +28, Knowledge (engineering) +14, Knowledge (geography) +28, Knowledge (history) +32, Knowledge (local) +14, Knowledge (nature) +26, Knowledge (nobility) +14, Knowledge (planes) +31, Knowledge (religion) +28, Linguistics +30, Perception +34, Ride +6, Sense Motive +28, Spellcraft +33, Stealth +23, Survival +7 (+9 to avoid becoming lost), Swim +0, Use Magic Device +19

Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Common, Draconic, Ghol-gan, Giant, Goblin, Hallit, Ignan, Infernal, Jistka, Polyglot, Shadowtongue, Shoanti, Skald, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian, Wayang

SQ invoke patron, patron facets (bridge, curiosity, reckoning), second invocation, witch's familiar (arctic hare named Archibald)

Equipment:

Gear

Magic Items lesser ectoplasmic metamagic rod[APG], lesser extend metamagic rod (2), extend metamagic rod, lesser persistent metamagic rod[APG], pearl of power (1st level) (2), belt of physical might +4 (Dex, Con), boots of speed, cackling hag's blouse[UE], cloak of resistance +5, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone (diplomacy, fly, linguistics, sense motive, stealth, spellcraft, use magic device), cracked pale green prism ioun stone (saves), eyes of the eagle, handy haversack, headband of mental prowess +6 (Int, Wis), ring of freedom of movement, ring of evasion, stone of good luck (luckstone), wayfinder[ISWG], nexus crystal (-10 negative energy damage), unlife gem (5 charges)

Oils and Potions oil of daylight, potion of darkvision (2), potion of gaseous form, potion of resist cold 10, potion of touch of the sea (2), ring of invisibility

Scrolls scroll of air bubble (x2), scroll of alter self (x2), scroll of communal resist energy, scroll of comprehend languages (x4), scroll of enlarge person (x2), scroll of flurry of snowballs, scroll of life bubble, scroll of mirror image (x2), scroll of mount, scroll of obscuring mist (x2), scroll of remove sickness (x2), scroll of resist energy, scroll of restore corpse (x2), scroll of sanctify corpse (x2), scroll of see invisibility, scroll of unseen servant (x2)

Wands wand of blend (47 charges), wand of comprehend languages (45 charges), wand of cure light wounds (42 charges), wand of dimension door (9 charges), wand of dispel magic (CL 11th, 4 charges), wand of freedom of movement (5 charges), wand of grease (41 charges), wand of greater invisibility (8 charges), wand of heightened awareness (15 charges), wand of identify (25 charges), wand of ill omen (24 charges), wand of infernal healing (39 charges), wand of investigative mind (11 charges), wand of lesser restoration (18 charges), wand of mage armor (18 charges), wand of mirror image (44 charges), wand of see invisibility (11 charges), wand of shield (38 charges), wand of vanish (CL 3rd, 17 charges)

Mundane Items acid (2), air crystal (2), alchemist's fire (4), alkali flask[APG] (2), antiplague[APG] (2), antitoxin (2), blood-boiling pill (4), vermin repellent[UE] (2), blanket[APG], blotter (0.2 lb), cheat sheath[ACG], cold weather outfit, familiar satchel[UE], flint and steel, inkpen, knife for cutting quills into pens (0.5 lb), nexus crystal: -10 negative energy damage, pathfinder chronicle (one for each knowledge skill), pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), scrying mirror (worth 1,000 gp), smoked goggles[APG], spell component pouch (4), unlife gem (5 charges), vial, wrist sheath, spring loaded (2)

Weapons and Armour +5 mithral buckler, +1 dueling dagger, +1 spell storing haramaki (stricken heart),

Special Abilities:

Class Abilities

Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Bloodline Arcana: Orc (Ex) Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Patron Abilities
Invoke Patron (14 minutes/day) As a swift action, gain bonuses from emulated patron.
Second Invocation (Su) Can activate a second facet of her patron.
Bridge (Su) Reduce foe's DR and SR by 5
Curiosity (Su) When assuming this aspect, gain +2 bonus to Hex and patron spell DCs.
Reckoning (Su) When assuming this aspect, gain +1 insight bonus to dam and +4 bonus to confirm crits with spells and natural attacks.

Hexes
Evil Eye -4 (14 rounds, DC 28) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Ice Tomb (DC 28) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Misfortune (2 rounds, DC 28) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Retribution (11 rounds, DC 28) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Split Hex A targeted hex can affect two creatures

Boons and Faction Benefits:

Season 6 Faction card (all goals complete)

Waking Rune: +7 con for determining when you die

From Shore to Sea: +1 to saves against transmutation.

From Under Ice: +2 circumstance bonus to diplomacy in Irrisen, cross off for +2 anywhere for one scenario

Test of Tar Kuata: 1 use, move action, end within one hour for +4 insight to one save vs mind affecting, +10' speed 1 round, ignore concealment for 1 round

Urge to Evolve: Roll twice for a fear save, one use, use before roll

Emerald Spire 5: 1 use, CL6 touch of the sea

Between the Lines: Use to be stunned until end of next round instead of normal effect of one mind affecting compulsion, it starts again after that but you get a new save at the end of your turn

Rats 2: +2 morale bonus to attack and AC if at less than half HP and no conscious ally within 30'

Cairn of Shadows: 1 free body recovery

Carrion Hill: +1 bonus on saves against fear and confusion effects. One use, gain a single peice of information about an aberration

RoW2: +1 insight bonus to initiative once per day

Captive in Crystal: Expert negotiator, cross off for +4 to one bluff, diplomacy or intimidate check, if versus a genie or elemental subtype creature roll twice and keep the best

Sarkorian Prophecy: One use augury with 60% chance of success

Abducted in Aether: Acquainted with 322

Sky Key Solution: Time lost chronicler, +1 on history checks, 1/scenario +1 morale bonus to any d20 roll

Assault on Absalom: Gain an item value 2500gp x lvl for 1 adventure, start a new character at level 2

Thassilonian Library: 1/day +20 competence bonus on Thassilonian History check by taking 8 hours

GM Star Reward Chronicle:

Diverse Training (1st-Level, 1 Star): 1/scenario make skill check as if trained with +8, no other modifiers apply

Retributive Abjuration (3rd-level, 2 Stars): Swift action, absorb up to 15 elemental damage, lasts 5 rounds

Essential Field Agent (5th-Level, 3 Stars): Wayfinder acts as aegis of recovery giving back 2d8+10HP

Wand (9th level, 4 stars)