TRAITS
Magical Knack (Magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Freedom Fighter: Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round.
FAMILIAR Jak-jak the monkey (magical beast)
Init +2; Senses low-light vision; Perception +5
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
HD: 2 AC: 15 (+2 size +2 dex +1 natural) HP: 13
Fort +2 (2+0), Ref +7 (3+4), Will +4 (3+1)
Size: Tiny Space 2-1/2 ft.; Reach 0 ft.
Init +2; Senses low-light vision; Perception +5
Speed 30 ft., climb 30 ft.
Attacks: Bite +4 / 1d3-4 (+2 BAB +2 Dex +2 Size / -4 Str) Weapon Finesse
Int: 6
Special abilities: Alertness, improved evasion, share spells, empathic link
Master receives: +2 Perc and Sense motive, Acrobatics +3
Skills:
Acrobatics* +14 (1 rank +2 Dex +3 class +8 racial)
Climb* +10 (Animal: +10 beats 1 rank +0 Str +3 class)
Disable Device +6 (4 rank +2 Dex)
Escape Artist +6 (4 rank +2 Dex)
Fly* +2 (+2 Dex)
Perception* +7 (3 rank +1 Wis +3 class)
Sense Motive +2 (1 rank +1 Wis)
Slight of Hand +3 (1 rank +2 Dex)
Stealth* +7 (2 rank +2 Dex +3 class)
Survival +1 (+1 Wis)
Swim* +4 (1 rank +0 Str +3 class)
Use Magic Device -1 (2 rank -3 Chr)
SPELLCASTING
Arcane school: Divination
Opposition schools: Abjuration, Enchantment (Not planning to be a buffer, and DCs for enchanting won't be good enough)
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
SPELLBOOK * = Specialty school Divination
Cantrips Acid Splash (Conjuration): Orb deals 1d3 acid damage.
Arcane Mark (Universal): Inscribes a personal rune on an object or creature (visible or invisible).
Bleed (Necromancy): Cause a stabilized creature to resume dying.
Dancing Lights (Evocation): Creates torches or other lights.
*Detect Magic (Divination): Detects all spells and magic items within 60 ft.
*Detect Poison (Divination): Detects poison in one creature or small object.
Disrupt Undead (Necromancy): Deals 1d6 damage to one undead.
Flare (Evocation): Dazzles one creature (–1 on attack rolls).
Ghost Sound (Illusion): Figment sounds.
Light (Evocation): Object shines like a torch.
Mage Hand (Transmutation): 5-pound telekinesis.
Mending (Transmutation): Makes minor repairs on an object.
Message (Transmutation): Whisper conversation at distance.
Open/Close (Transmutation): Opens or closes small or light things.
Prestidigitation (Universal): Performs minor tricks.
Ray of Frost (Evocation): Ray deals 1d3 cold damage.
*Read Magic (Divination): Read scrolls and spellbooks.
Touch of Fatigue (Necromancy): Touch attack fatigues target.
1st Level (Start with 7: 3 + 4 Int)
Burning Hands (Evocation): 1d4/level fire damage (max 5d4).
Chill Touch (Necromancy): One touch/level deals 1d6 damage and possibly 1 Str damage.
Color Spray (Illusion): Knocks unconscious, blinds, and/or stuns weak creatures.
*Comprehend Languages (Divination): You understand all spoken and written languages.
*Detect Secret Doors (Divination): Reveals hidden doors within 60 ft.
Enlarge Person: Humanoid creature doubles in size.
Grease: Makes 10-ft. square or one object slippery.
Shocking Grasp (Evocation): Touch delivers 1d6/level electricity damage (max 5d6).
Silent Image (Illusion): Creates minor illusion of your design.
SPECIAL ABILITIES Low light vision
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
The following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
DESCRIPTION
Geoclunicus is a frail looking elf with skin of a wrinkled, golden sheen, wearing a hooded cloak to hide his appearance. He speaks in a sing-song voice, using his hands emphatically when he speaks, and has a huge unnatural grin on his face with yellowed, crooked teeth.
BACKGROUND
Geoclunicus knows nothing of his elven parents, being orhaned in the forest as a babe where an older leprechaun found him. Unable to have a child herself, she raised Geoclunicus as her own. He grew up in a land of magic and practical jokes, which he is a constant perpetrator of. Years later, treasure hunters came and destroyed the tribe of leprechauns, trying to imprison them to server the men and give them treasure. The men were brutal, and the leprechauns that could escape, scattered to different realms. Those that could not, like Geoclunicus' adoptive mother, suffered and died. Geoclunicus was sold from slaver to slaver, until one day, a member of Liberty's Edge released him and the others from their captors in a bloddy battle. Geoclunicus was recruited and trained in guerilla warfare, creating alchemical weapons, and spying techniques. He is now ready to continue as a Pathfinder, holding out against "the man" and trying to find liberty for all who are oppressed as he was. Of course, the practical jokester part of him remains.
BOONS Trapmaker Make a swinging axe trap. (03.1 chronicle)
Ragdya’s Blessing: Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface. (03.2)
Debt to the Scarred Sage: As a representative of the Jeweled Sages, you promised that Grandmaster Torch would be welcome to participate in confronting any threat to the organization. Whether this is ultimately to your benefit or not remains to be seen.
Veshtahz’s Favors: You have convinced the doru Veshtahz to serve you in exchange for the tempting secrets he craves. A neutral spellcaster of at least 7th level may take Veshtahz as a familiar with the Improved Familiar feat. If you make this bond with Veshtahz, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource. Furthermore, you must spend at least 3 skill points each level on Knowledge skills to maintain the doru’s attention. If you do not, he abandons you; cross
this boon off your Chronicle sheet.
If you do not take Veshtahz as a familiar, you can call upon him to seek out secrets for you. In place of attempting a Diplomacy check to gather information, you can cross this boon off your Chronicle sheet to receive information as though your result were a 30.
HISTORY
01-1. First Steps, Part 1: In Service to Lore (+1XP/+2PP/+2FP/+417+20GP)
Spent 175 on Wand of disguise self (5 charges, 75 gp) and Masterwork Thieves Tools (100gp)
01-2. Wounded Wisp (+1XP/+2PP/+2FP/+430GP+20GP)
2 PP on Wand of CLW
01-3. GM Credit for the Confirmation (+1XP/+2PP/+2FP/+430GP)
Retooled: Sold shortbow, arrows, long sword; bought rapier; traded Point Blank Range for Toughness or weapon finesse
2 PP on Wand of Mage Armor
02-1. Glass River Rescue (+1XP/+1PP/+1FP/+516+50GP) start 170 end 736
Used 1 charge Mage Armor, 2 charges CLW
02-2. GM Credit for The Stolen Heir (+1XP/+2PP/+2FP/+509GP) Start 736 End 1245
02-3. #5-21 The Merchant's Wake (+1XP/+2PP/+2FP/+514) Start 1245 End 1759
Use 2 charges CLW, used 1 charge mage armor
03-1. #6-99 True Dragons of Absalom (+1XP/+2PP/+2FP/+1634GP) Start 1759 End 3393
03-2. #6-08 The Seagang Exposition (+1XP/+2PP/+2FP/+1176GP) Start 3,393 End: 1209
Purchased:
Traveler’s Any-Tool (250 gp)
Wand of Magic Missle (11 charges, 165 gp)
Wand of Shocking grasp (11 charges, 165 gp)
Wand of Sleep (11 charges, 165 gp)
wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1)
wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)
wand of cause fear (15 charges, 225gp)
scroll of blood biography (375 gp, Pathfinder RPG Advanced Player’s Guide 206)
scroll of seek thoughts (375 gp, Advanced Player’s Guide 242)
MW Mithral Chain Shirt +4 AC, no AC Penalty, 10% fail (arcane armor training is 0%) 1100 gp
Purchases: 3360
03-3. #9-06 The Unseen Excusion GM Credit (+1XP/+2PP/+2FP/+1190GP) Start: 1209 End: 2,399
Level 4: Added Wizard (Diviner); +1 Int
04-1. #6-00 Legacy of the Stonelords (+1XP/+2PP/+2FP/+1250GP+20) Start: 2,399 End: 3,669
- Used 4 charges CLW, 2 charge Mage Armor, 4 magic missiles, 1 sleep
04-2 Current Start: 3,669
used 14 charges on CLW, leaving 24 left
Planning:
Elven Rogue 3 or 4 / Wiz 3 / Arcane Trickster 5 or 6
Arcane Trickster needs: 4 ranks in Disable Device 4 ranks, Escape Artist 4 ranks, Knowledge (arcana) 4 ranks. + 2nd level arcane & mage hand sneak +2d6
Skilled wand monkey
S 0 10 +0
D 10 +2 18 +4
C 2 -2 10 +0
I 10 +2 18 +4
W 2 12 +1
Ch -4 7 -2
Level
1 Rogue Feat: Toughness- Point Blank Range
2 Wizard (Diviner) Spell Focus - Divination (Wiz 1 bonus)
3 Rogue Feat: Weapon Finesse or arcane armor training? Rogue Talent: Finesse Rogue
4 Wizard (Diviner) +1 Int
5 Rogue Feat:
6 Wizard (Diviner)
7 Trickster Feat:
8 Trickster
9 Trickster Feat:
10 Trickster Take Div as improved familiar (boon)
11 Trickster Feat:
12 Trickster or Rogue (get uncanny dodge and Rogue Talent:)