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About Garam GallonicaGaram 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
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
Short Duration Spells (used before entering a dangerous location) Shield (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), 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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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)
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 --------------------
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.
Patron Abilities
Hexes
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) |