Thief

George Demonspawn's page

399 posts. Organized Play character for rpblue.


Full Name

George Demonspawn

Race

Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20

Classes/Levels

Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Gender

Active Buffs:
Addiction: Angel's Trumpet

Size

Medium

Age

127

Alignment

True Neutral

Deity

Norgober

Location

Absalom

Languages

Common, Infernal, Abyssal, Kelish, Garund, Vudrani, Tien, Varisian

Occupation

Assassin

Strength 9
Dexterity 22
Constitution 12
Intelligence 24
Wisdom 10
Charisma 6

About George Demonspawn

George Demonspawn of the River Kingdoms
PFS # 73433-1
Male Tiefling Alchemist of Norgorber 10
N Medium Outsider (Native)
Initiative +6;

Defense::

AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
HP 63 (10d8+10)
Fort +9, Ref +14, Will +4
Defensive Abilities
Resistance cold 5, electricity 5, fire 5

Offense::

Speed 30 ft.
Melee claws (x2) +13 (1d4+6/x2)
Melee Elvish Curve Blade +14/+9 (1d10-1/18-20)
Ranged bombs +13 (5d6+7/x2)

Spells::

CL 10 (Brewed Extracts marked with Asterisks)
1st: 7/day [8 Known] Crafter’s Fortune*; Reduce Person; Touch of the Sea; Shield**; Endure Elements; Cure Light Wounds**; Comprehend Languages; Blend (5 brewed)
2nd: 6/day [6+1 Known] Invisibility; Transmute Potion to Poison; Cure Moderate Wounds; False Life; Touch Injection; Alchemical Allocation**; Barkskin*; Empower Holy Water (3 brewed)
3rd: 5/day [6+1 Known] Haste; Heroism; Monstrous Physique I;* Arcane Sight; Remove Curse; Remove Disease; Disable Construct (1 brewed)
4th: 2/day [2 Known] Greater Invisibility; Echolocation

Statistics::

Str 9, Dex 22, Con 12, Int 24, Wis 10, Cha 6
Base Attack +7; CMB +6; CMD 22
Feats: Alertness, Weapon Finesse, Throw Anything, Extra Bombs, Poison Focus, Extra Discovery(Infusion), Exotic Weapon Proficiency (Elven Curve Blade); Toxicological Timing
Skills (110 Ranks: 80 Class; 10 Favored Class; 20 Headband)
Craft(Alchemy) +31; Dis. Dev. +22; Kn. (Arc.) +20; Kn. (Loc.) +20; Kn. (Nat.) +20; Kn. (Pla.) +17; Kn. (Rel.) +20; Perception +13; Sleight +19; Spellcraft +14; Stealth +21
Languages Common, Infernal, Abyssal, Kelish, Garund, Tien, Varisian, Vudrani, Azlanti
Traits Vagabond Child - +1 to Disable Device and it becomes a class skill; Venom-Drenched (Count Ambras’s Punishment) - You are immune to one specific nonmagical poison. If you ingest a dose of that poison (even if it is a contact, inhaled, or injury poison), it remains in your system for 24 hours; any creature that bites you during that time is subject to the poison’s effects.
Racial Traits +2 to Bluff/Stealth, 1d4 Claw Attacks, Prehensile Tail, Fire, Cold, and Electricity Resistance 5, Darkvision (60’)
SQ Discoveries (Concentrate Poison, Tumor Familiar [Monkey], Infusion, Sticky Poison, Force Bomb), Bombs, Mutagen, Poison Use, Poison Resistance (Immunity), Swift Alchemy
Combat Gear Headband of Intellect +4 16,000GP; Agile Amulet of Mighty Fists 4,000GP; Cloak of Resistance +3 9,000GP; Greater Serpent Belt 20,000GP; Eversmoking Bottle 5,400 GP; Goz Mask 8,000 GP; Poisoner’s Gloves 5,000GP, Masterwork Elvish Curve Blade
Other Gear Masterwork Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Potion of Lesser Restoration, Potion of Magic Circle Against Evil, Potion of Displacement, Potion of Strong Jaw, Cure Light Wounds Wand (24 charges), Masterwork Thieves' Tools, Alchemy Lab, Travel Hookah, Angel's Trumpet (x9), Black Pesh (x9), Golden Pesh (x10), Amp (x5), Poison Belcher, Poison Diffuser (x5), Urea [20 dose increments] (x5), Shadow Essence (x5), Confabulation Powder (x8), Alchemical Isolation (x4), Count Ambras's Punishment (x10), Giant Wasp Poison (x2), Drow Poison (x3), Holy Water (x4), Alkali Fluid (x5), Acid Flash (x5), Alchemist Fire (x5), Porter [to carry his stuff]

Special Abilities::

Bombs: 19/day, 5d6+7 damage, 12 dmg splash
Mutagen: +4 Dex/-2 Wis/+2 NAC, 10 min/alchemist level
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Poison Resistance (Ex): At 10th level, an alchemist becomes completely immune to poison.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

Poisons::

Giant Wasp Poison: DC 18 (Base) - 1 rd. / 6 rds. - 1d2 Dex damage - 1 save (210GP [52.5GP])
Shadow Essence: DC 17 (Base) - 1 rd. / 6 rds. - 1 Str Drain / 1d2 Str damage - 1 save (250GP [62.5GP])
Black Adder Venom: DC 11 (Base) - 1 rd. / 6 rds. - 1d2 Con damage - 1 save (110GP [27.5GP])
Confabulation Powder: DC 18 (Base) - 1 min. / 2 min. - Staggered 1 min. / Becomes highly susceptible - 1 save (80GP [20GP])
Alchemical Isolation: DC 13 (Base) - 1 min. / 2 min. - Deafened for 10 min. / Blinded for 10 min. - 1 save (175GP [43.75GP])
Count Ambras’s Punishment: DC 16 (Base) - Onset: 1 min. - 1 min. / 6 min. - 1 Dex Drain and Nauseated for 1 min. / 1d2 Dex drain and sickened for 1 min. - 1 save (350GP [87.5GP])
Drow Poison: DC 13 (Base) - 1 min. / 2 min. - Unconscious for 1 min. / 2d4 hours - 1 save (Sold out)

Mr. Chips - Monkey Form::

Mr. Chips - Monkey
N Tiny animal
Senses low-light vision; Perception +5

DEFENSE
AC 19, touch 14, flat-footed 17 (+2 Dex, +2 size, +5 natural armor)
hp 31
Fort +6 (+6 Base), Ref +8 (+6 Base), Will +4 (+3 Base)

OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +7 melee (1d3–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 7, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +7; CMB +1; CMD 13
Feats: Extra Item Slot (Head), Extra Item Slot(Gloves)
Skills Acrobatics +18, Climb +10, Perception +10, Sleight +14, Stealth +16;

SPECIAL ABILITIES
Familiar: The master of a monkey familiar gains a +3 bonus on Acrobatics checks.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Bond Forged in Blood (Su): A mauler isn't impressed by fancy words—only furious battle. A mauler can't speak, even if it's a type of creature that normally could.

At 5th level, whenever the mauler's master drops a foe whose Hit Dice are at least 1/2 its level to below 0 hit points, the mauler's empathic link surges with power, granting both the mauler and its master a +2 morale bonus to attack and damage rolls for 1 round.

Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

Battle Form (Su): At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back at will. In battle form, the mauler's size becomes Medium and the mauler gains a +2 bonus to Strength (this stacks with the normal Strength adjustments for increasing in size).

Mr. Chips - Mauler Form::

Mr. Chips
N Medium animal
Senses low-light vision; Perception +5
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 natural armor)
hp 31
Fort +7 (+6 Base), Ref +6 (+6 Base), Will +4 (+3 Base)

OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +10 melee (1d6+4)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 17, Dex 11, Con 12, Int 6, Wis 12, Cha 5
Base Atk +7; CMB +10; CMD 20
Feats: Extra Item Slot (Head), Extra Item Slot(Gloves)
Skills Acrobatics +18, Climb +10, Perception +10, Sleight +14, Stealth +16;

SPECIAL ABILITIES
Familiar: The master of a monkey familiar gains a +3 bonus on Acrobatics checks.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Bond Forged in Blood (Su): A mauler isn't impressed by fancy words—only furious battle. A mauler can't speak, even if it's a type of creature that normally could.

At 5th level, whenever the mauler's master drops a foe whose Hit Dice are at least 1/2 its level to below 0 hit points, the mauler's empathic link surges with power, granting both the mauler and its master a +2 morale bonus to attack and damage rolls for 1 round.

Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

Battle Form (Su): At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back at will. In battle form, the mauler's size becomes Medium and the mauler gains a +2 bonus to Strength (this stacks with the normal Strength adjustments for increasing in size).

Paizo Poison Blog Quotes:

Scenario A: Valeros is hit by an arrow coated in greenblood oil. He fails the DC 13 Fort save and takes 1 point of Con damage. At the end of his turn, he fails a saving throw against the poison and takes 1 more point of Con damage. Before his second turn, he gets hit again and must attempt a DC 15 Fort save (because 1 dose is already affecting him). He fails this save as well, which deals another point of Con damage, increases the save DC he must make each round to 15, and extends the total duration by 2 rounds.

Scenario B: Valeros is hit by a pair of arrows coated in greenblood oil, during the turn of one enemy archer. He fails the first DC 13 Fort save and takes 1 point of Con damage. He then must make a DC 15 Fort save for the second arrow. He makes this save and suffers no ill effect. On his turn, he must make a DC 13 For save (since only 1 dose of the poison is in effect). He makes this save and takes no damage, as the poison ends. If he is hit again on the next turn, his save would reset to DC 13.

Scenario C: Valeros is hit by a pair of arrows coated in greenblood oil. He fails the DC 13 Fort save and takes 1 point of Con damage. He then must make a DC 15 Fort save for the second arrow. He fails this save and takes 1 point of Con damage. On his turn, he must make another DC 15 Fort save, which he fails, causing him to take yet another point of Con damage. On the next turn, the archer fires an arrow coated in special greenblood oil poison, with a DC of 20. It hits poor Valeros, who fails the save and now must track the two poisons separately (since they are not identical). To add to his misery, another arrow coated in ordinary greenblood oil poison hits him as well, forcing him to make a DC 17 Fortitude save, which he also fails, increasing the total duration to 8 rounds (1 of which has passed). Valeros is in trouble.

PFS Legal Poisons:
Always Available Core Rulebook pgs. 559 - 560
Giant Wasp Poison
Large Scorpion Venom
Medium Spider Venom
Shadow Essence
Small Centipede Poison

Additional Resources – Ultimate Equipment
Black Adder Venom
Bloodroot
Giant Wasp Poison
Greenblood Oil
Large Scorpion Venom
Malyass Root Paste
Medium Spider Venom
Nitharit
Shadow Essence
Small Centipede Poison
Terinav Root

Additional Resources – Advanced Race Guide
Black Spider Marsh Poison

Additional Resources – Monster Codex
Venomsweat Salve

Additional Resources –Cities of Golarion
Heathensnuff

Additional Resources - Rival Guide Pg 53
Cockatrice Spit
Fiddleback Venom
Hag Spit
Rainbow Jellyfish Toxin

Additional Resources – Alchemy Manual
Alchemical Isolation
Count Ambras’s Punishment
Liquid Persuasion
Vampire’s Kiss
Flaming Doom
Smell of Fear
Confabulation Powder

Additional Resources – Shattered Star Chapter 1: Shards of Sin
Cytillesh Extract
Frostspore

Gear - Greater Serpent Belt:
This belt’s wearer gains a +4 bonus to all poisons and a +2 bonus on Escape Artist checks. In addition, once per day on command, the belt can be animated as a venomous snake or constrictor snake that obeys the animator’s spoken commands for up to an hour. If the animated snake is slain or moves 100 feet away from the animator, the snake reverts into belt form.

This belt functions as a serpent belt, except it grants the wearer a +2 enhancement bonus to Strength and Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. When the wearer animates the belt as a venomous or constrictor snake, she may speak a second command word to give the snake the advanced, celestial, entropic, fiendish, or resolute simple template. Adding a planar template changes the snake’s alignment to that of the corresponding planes.

Gear - Eversmoking Bottle:
This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered.
The bottle must be resealed by a command word, after which the smoke dissipates normally. a moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.

Gear - Goz Mask:
A goz mask allows you to see through fog, smoke, and other obscuring vapors as if they did not exist (this ability functions underwater as well, allowing the wearer to see through thick silt and other aquatic precipitates). Additionally, you are treated as one size category larger than you are and gain a +4 bonus on all saving throws made to resist the effects of wind while wearing a goz mask. A goz mask allows its wearer to breathe water for 1 hour per day—these minutes need not be consecutive, but must be expended in minimum increments of 10 minutes each.

Boons:

You Rescued the Minotaur Prince: You gain a +1 circumstance bonus to any Intelligence or Charisma-based check made while in Absalom. [Delirium's Tangle 1-45]
House Thrune's Favor: You gain a +3 circumstance bonus to any Diplomacy checks to influence high-standing members of House Thrune, the Chelish government or a Hellknight in good standing with his order. [The Disappeared 4-11]
Scholar of the Gates Ajar: You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons and devils. [Day of the Demon 5-14]
Spider's Captor: You gain a +5 bonus on Diplomacy checks to influence a government official within the nation of Andoran. [Shadow's Last Stand, Part II 2-24]
Siege Hardened: You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon's spell resistance, you may use this boon to gain a +3 bonus on the roll. (One Use) [Siege of the Diamond City]
Defender of Nerosyan (Impressive Defense): While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award by 3. Yu gain a 5% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite.
Horn of Aroden: You have recovered the Horn of Aroden, but it is powerless.
Stolen Deeds: Property in Absalom costs -1 PP. [Mask of the Living God]
Inside Connection: You gain a +2 bonus to all Charisma-based skill checks when dealing with followers of Razmir. [Mask of the Living God]
Master of Blades Saved: You gain a +4 bonus to Diplomacy and Intimidate when dealing with Pathfinders of your level or lower. [Midnight Mauler 3-16]
Mauling Averted: Can receive a non-magical item of 400GP or less. (One Use) [Midnight Mauler 3-16]
A Friend Indeed: You can purchase a follower vanity for -2 PP. It must be Arvellos. [The Technic Siege 6-03]
Reading the Threads: You gain bonuses to use the Thread of Silver. [The Technic Siege 6-03]
Friend of the Family: You gain a +1 bonus to Diplomacy and Kn. (Nobility) within Absalom. You can also spend 20 PP to become a member of the Blakros family. If you do, then you gain a +1 bonus to Kn. (Nobility), can use Kn. (Nobility) for day job checks, and gain a +2 bonus on Diplomacy, Bluff and Intimidate when dealing with members of high society in Absalom. [The Silver Mount Collection 6-02]
Defender of Katheer: You gain a +1 bonus to Diplomacy when dealing with people from Katheer. [Our Lady of Silver 0-27]
Protector of Whistledown: You gain a +1 bonus to all Charisma-based check when dealing with gnomes. [Echoes of the Everwar, Part III 1-44]
Cornered Fury: Whenever you are reduced to half or fewer of your hit points and have no conscious ally within 30', you gain a +2 morale bonus to attack rolls and AC. [The Rats of Rounds Mountain, Part II 3-22]

Background:

Society Profile of Recruit - George Demonspawn

History: George Demonspawn is a tiefling that is the result of a demon’s rampage through the River Kingdoms. His mother, savaged by the demon, died during childbirth, leaving the child an orphan in the city of Daggermark. Seeing an opportunity to raise up an assassin from birth, the Poisoner’s Guild took George under their wing.

Information about George’s time at Poisoner’s Guild is unknown. Recruit has been shown to be unwilling to speak of his training or missions with the guild.

George, having left the Poisoner’s Guild, was found by Ace of the Flesh Puppets during his tour of the Shackles. Ace, looking for a bodyguard, hired George to be his protector which is what brought George to the attention of the Ten. Through the utilization of his poison-training, George was able to successfully protect the guitarist who returned with the man to the Flaxseed Lodge.

Upon arriving at the Lodge, George was hired as a Society contractor by Venture Captain Trotter Flaxseed and has participated in a several missions.

See Mission Log for further details.

Personality: Quiet and reclusive while on mission, however he has been shown to keep his teammates apprised of threats and traps with constant regularity. Acts more openly with two individuals: Ace and Mr. Chips, his size-shifting monkey familiar. Frequently offers his teammates one of the four pipes attached to the travel hookah that is strapped to his back, usually containing pesh or angel’s trumpet. Does not do well in social situations, but proves quite adept at combat.

Tactics: George utilizes a wide-ranging repertoire of abilities. His primary tactic is to inflict as many light wounds as possible with his poisoned claws, hoping to disable or outright kill his targets. His favorite poison seems to be Count Ambras’ Punishment. His secondary tactic is to utilize aerosol poisons to strip the senses from his opponents, hopefully before they have a chance to realize that they are even under attack. George does not seem to utilize ingested poisons regularly, but that might be due to the missions thus far.

If he is overwhelmed, George will pull off the top of his travel hookah (also an Eversmoking Bottle) which sends a cascade of thick smoke across the battlefield. Using the obscuring smoke, George will try to kill his opponents if it seems feasible or will advise his teammates to retreat.