Cessina Clarenroth

Gervase Goldhawkë's page

177 posts. Organized Play character for Yours is mined.


Race

| HP 25/25 | AC 18, T 12, F 16 | CMB +6, CMD 18 | F +6, R +6, W +3 (+1 vs fear, +2 vs haunts) | Init. +4 | Percep +6, Sense Motive +1

Classes/Levels

| Speed 20ft | Active Conditions: none

Gender

Female NG Human Ranger (Abendego diver) 2

Deity

Erastil

About Gervase Goldhawkë

Female human ranger (Abendego diver) 2
NG Medium humanoid (human)
Init +4; Senses Perception +6

XP: 5.5 Fame: 10 PP: 0

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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 25 (2d10 +2 Con +1 Favored Class +3 Toughness)
Fort +6, Ref +6, Will +3 (+1 vs fear, +2 vs haunts)
Defensive Abilities
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Offense
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Speed 20 ft.
Melee masterwork silvered lucerne hammer +7 (1d12+6) or
. . cold iron spear +6 (1d8+6/x3)
. . cold iron spiked gauntlet +6 (1d4+4)
. . cold iron dagger +6 (1d4+4/19-20)
Ranged masterwork darkwood composite longbow +5 (1d8+3/x3) or
. . club +4 (1d6+4)
. . cold iron dagger +4 (1d4+4/19-20)
Special Attacks favored enemies humanoid (humans) +2
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Power Attack (-1/+3), Toughness, Rapid Shot
Traits Indomitable Faith, Reactionary
Skills Acrobatics -1, Appraise +0, Bluff -1, Climb +5 (1), Diplomacy -1, Disguise -1, Escape Artist -1, Fly -1, Handle Animal +4 (2), Heal +1, Intimidate -1, Knowledge (nature) +4 (1), Perception +6 (2), Perform -1, Profession (sailor) +5 (1), Ride +4 (2), Sense Motive +1, Stealth -1, Survival +6 (2), Swim +5 (1)
Languages Common
SQ deep diver, combat style (archery)
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Equipment
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blunt arrows (10 8 6), cold iron arrows (10 7), masterwork darkwood composite longbow (+3 str), masterwork silvered lucerne hammer, cold iron spear, club, cold iron dagger, cold iron spiked gauntlet, antitoxin, antiplague, soothe syrup, acid (2), alchemist's fire (2), potion of touch of the sea, potion sponge of touch of the sea, potion of fly, potion of darkvision, oil of daylight Other Gear masterwork breastplate, +1 cloak of resistance, wayfinder, spring-loaded wrist sheath, wand of CLW (44/50), wand of CLW (3 1/3), wand of longstrider (50 49/50), explorers outfit, smoked goggles, belt pouch, ear plugs, wooden holy symbol (Erastil), backpack, bedroll, flint and steel, iron pot, mess kit, waterskin, trail rations (3), chalk (3), rope (hemp), grappling hook, waterproof bags (2), alchemical grease (2), scrivener's kit, 307.44 gp; torches (10, lodge), blunt arrows (10, lodge), cold iron arrows (10, lodge), courtier’s outfit (lodge)
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Encumbrance
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93.5 lb Light Load; Dropping backpack = 70 lb Light Load (light<=100; 101 < medium <= 200)
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Special Abilities
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Deep Diver (Ex) At 1st level, an Abendego diver can hold her breath for twice as long as usual (4 rounds times her Constitution score instead of the normal 2).

Favored Enemy humanoid (humans) +2 (Ex) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type.

Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify her Favored Enemy humanoid (human) foes.

Combat Style Feat (Ex) At 2nd level, a ranger must select a combat style to pursue (archery)

Boons:

Faction Pin (Liberty's Edge): Once per session, while wearing a faction pin matching your character's faction, you may add 1 to any skill check.

If you apply this benefit to one of your faction's favored skills, Escape Artist, Perform, and Disable Device you instead roll 1d4 and add the result. For this roll you also treat the faction's favored skill as if you were trained, even if you don't have a rank in it.

Confirmed Field Agent (The Confirmation): One of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation (3 Desnus, 4719). If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point.

Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate (The Confirmation): As a free or immediate action, you may consider whether a particular action you name — such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item — would help realize the goals of the Pathfinder Society.

The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition).

If none of these three options accurately reflects the action’s impact on the PC’s fulfilment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix (The Confirmation): The field agent who oversaw your Confirmation helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Impressive Find (House of Harmonious Wisdom): Once you earn 12 or more Fame, your superiors award you 1 additional Prestige Point (but not Fame) in recognition of your excellence. When you use this boon, cross it off your Chronicle Sheet.

Legacy of a Princess (House of Harmonious Wisdom): You may call upon Song Rui’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle sheet.

[][][] Sun Shogun Talismans (House of Harmonious Wisdom): Your return of the sovereign dragon scroll case to Shokuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom (900gp), talisman of good fortune (1,680gp), or talisman of warrior’s courage (450gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box.

Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet.

[ ] Vaultkeeper (Shattered Shield): When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the witch class. Those that already have retraining synergy with the witch class instead reduce the number of days required to retrain any class level into a witch level by 1. A witch retraining a witch class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost.

You can check the box that precedes this boon when retraining to gain the gravewalker witch archetype (Pathfinder RPG Ultimate Magic 84) for free. If any other archetypes you have modify the same class feature as the gravewalker archetype replaces, you lose those archetypes at no cost. You can instead check this box and spend 2 Prestige Points to bequeath Vaultkeeper to one of your other characters, granting that character the effects of this boon instead. This allows you to use the archetype with that character as though it were allowed by Additional Resources, and you must have a copy of Pathfinder RPG Ultimate Magic and a copy of this Chronicle sheet with you when playing a character using this archetype.

Explore, Report, Cooperate (Wounded Wisp): As a free or immediate action, you may consider whether a particular action you name — such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item — would help realize the goals of the Pathfinder Society.

The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition).

If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Prized Find (Wounded Wisp): If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition.

You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Apprentices Returned (Gallows of Madness – A Foul Breed): You defeated Gellion and rescued the apprentices he was holding prisoner. The masters of the apprentices that you rescued provide you with handmade gifts from their businesses as a token of their appreciation. When you receive this boon, cross off the rewards for each apprentice you did not rescue. These rewards increase if you apply the Chronicle sheets for one or both of the other chapters of Gallows of Madness to the same character.

Dependable Drummady’s (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.

Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.

Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.

[ ] Pricknettle’s Potions and Poultices (rescued Gellion Vazarro): You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.

Temple of Erastil (rescued Nolaria Wintren): The head priest Ildris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.

Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.

Horror Resistance: Whether due to your natural mental resilience or a tolerance built up over the course of many disturbing events, your mind is especially resistant to fear. You gain a +1 bonus on Will saving throws against spells and spell-like abilities with the fear descriptor. You gain a +2 bonus on all saving throws against haunts.

If you succeed at a saving throw against a haunt, you may choose to suffer its effects as if you had failed the saving throw. If you do so, you receive a clue about how to put the haunt to rest.

If you have a familiar, animal companion or eidolon, it also gains these benefits, though an animal companion never chooses to suffer the effects of a haunt despite succeeding on a saving throw.

Riftwarden Magic (Port Godless): So long as you possess this boon, ALL of your PFS characters have access to the following spells from the Pathfinder Player Companion: Demon Slayer's Handbook as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders and telepathic censure.

Gnoll Tactics (Slave Master's Mirror): So long as you possess this boon, ALL of your PFS characters have access to the following feats and archetypes from the Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype and the flindbar.

Prince of Wolves (Tales): You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

Opportunistic Strike (Tales: Worldwound Gambit): At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.

Dragon Empires Expert (Tales: Master of Devils): You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

Temple Trained (Tales: Master of Devils): You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.

Lifetimes of Experience (Tales: Death's Heretic): As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.

Fugitive from Numeria (Tales: City of the Fallen Sky): When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.

Practised Artificer (Tales: City of the Fallen Sky): You gain a +1 insight bonus on Use Magic Device checks — increasing to a +4 bonus when activating an item blindly — lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet.

Nidalese Apostate (Tales: Nightglass): When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.

True Magic of the Shadowcaster (Tales: Nightglass): As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.

Insights of the Shadowless Sword (Tales: Queen of Thorns): As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds.

Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.

Attuned to the Citysong (Tales: Blood of the City): At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity (Tales: Blood of the City): As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

Background:

“There are three types of people in the Inner Sea: Sheep, wolves … AND sheepdogs. No child of mine is EVER going to be one of the other two.”

Gervase Goldhawkë was born to two Twilight Talons intelligence officers in the Andoran capital, Almas. When Gervase was two, her father surprised his wife on her 21st birthday with a family vacation to the sleepy town of Bellis.

Sadly, the young mother did not survive the Goldhawkës’ first evening in Bellis in what the shocked local constable concluded was a robbery gone wrong. Although Gervase was too young to remember the event, it deeply affected her father.

Whenever he returned from the field, every spare moment of Gervase’s time was spent learning survival, self-defense and elementary fieldcraft. Bow-hunting, fishing, boating and swimming became the girl’s favorite pastimes.

Although she enjoyed history, Gervase was an average student and certainly wasn’t part of the popular crowd. However, the Mean Girls clique gave her a wide berth after an incident involving the prom queen, a goat and a vial of sovereign glue.

On graduation at the urging of her father, Gervase entered the Gray Corsairs Naval Academy, after spending the summer interning at a local shipping company.

After four years of study, disillusioned with the strict discipline and bureaucracy of the Gray Corsairs, Midshipman Goldhawkë paid off from the navy to sign on to a government-backed expedition to the ruined continent of Azlant.

The young ranger’s resourcefulness, curiosity and infectious optimism were noted by an undercover Pathfinder agent at the Andoran colony, who eventually recruited her to the Society.

Gervase has participated in the following missions:

The Confirmation
House of Harmonious Wisdom
Shattered Shield

Wounded Wisp
Gallows of Madness - A Foul Breed