--------------------
Defense
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AC 18, touch 15, flat-footed 14 (+3 armor, +3 Dex, +1 dodge, +1 size) +1 vs Medium and larger opponents.
hp 28 (10+6+6+6)
Fort +6, Ref +5 (+1 bonus vs. trample attacks), Will +3; +2 vs. fear, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Defensive Abilities underfoot; Resist fortified drinker, underfoot
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Offense
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Speed 20 ft.
Melee dagger +5 (1d3+1/19-20) or
. . longspear +5 (1d6+1/×3) or
. . cold iron rapier +6 (1d4+1/18-20)
Ranged sling +8 (1d3+1)
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Statistics
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Str 13 (+1), Dex 16 (+3), Con 13 (+1), Int 13 (+1), Wis 11 (0), Cha 13 (+1)
Base Atk +3; CMB +3; CMD 17
Feats Halfling Slinger, Cautious Fighter, Desperate Swing
Traits corpse dodger (ustalav): Once per day, you can cast hide from undead as a spell-like ability. The casting time is a swift action and the caster level for this effect is always 1st; this ability is otherwise identical to the spell.
fortified drinker: Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mindaffecting effects for 1 hour
Skills Acrobatics +6, Climb +6, Linguistics, Perception +4, Survival +4; Racial Modifiers +2 Perception
Languages Common, Chelaxian, Elven, Halfling
SQ duelist stance +1, Armor Training 1
Combat Gear
alchemist's fire (2)
armor ointment[UE];
Antitoxin
Antiplague
Holy Water (2)
Other Gear
studded leather
Hot Weather Outfit
+1 Cloak of Resistance
Small dagger
Small longspear
Small cold iron rapier
sling with 10 sling bullets
10 sharpstone sling bullets
10 softstone sling bullets
backpack
bedroll
belt pouch
flint and steel
halfling trail rations[UE] (5),
mess kit[UE]
mug/tankard
mead (2 mugs)
soap
torch (3)
waterskin
2 bottles of Chill Cream
7 gp, 6 sp, 7 cp
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Special Abilities
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Duelist Stance +1 (Ex) At 1st level, an Ustalavic duelist gains a +1 dodge bonus to AC as long as he is wearing no armor or light armor, wields a melee weapon in one hand, and his other hand is empty. This bonus increases by 1 for every 5 levels the duelist possesses to a
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample
Bravery +1: +1 bonus on Will saves against fear.
Armor training 1: Reduce ACP by 1 and can wear medium armor w/o reducing speed.
Faction Handouts:
PFS Rewards:
1,398 GP total
+ 512 gp
========
1,910 GP total
- 620 gp cold iron rapier
+ 10 gp rapier sold
-1,238 gp purchase Cloak Resist +1, holy water, antitoxin, antiplague, Hot weather outfit, Chill Cream
========
62 GP total
62 GP
+454 GP
========
516 GP Total
516 GP
+1398 GP
========
1,914 GP total
+1,270 GP
========
3,184 GP total
3,184 GP
+1,210 GP
========
4,394 GP total
-1 PP for Cure Blindness
4,394 GP
+1634 GP
========
6,028 GP total
Boons:
Lost Love: Gaedrin’s thugs stole the life of a loved one, but even the crime lord’s atrocities cannot keep you from loving others. Once per adventure when you heal one or more allies using a spell, item, or ability—or when an ally uses such an effect on you—you can increase the effect’s effective caster level (or class level) by 1 to determine its effects. You can cross this boon off your Chronicle sheet when you or an ally heal the other with such an effect to roll any dice associated with the effect twice and take the higher result.
Hero of the Harrow: A terrible evil threatens Korvosa, and it is through the divinatory cards known as the harrow that you can track down and stop what ails the city. Guided by the spirit of Zellara Esmeranda, you gain one or more Harrow Points at the beginning of each adventure in this Adventure Path, and you can expend these points for a variety of benefits. You do not lose any unspent Harrow Points, and you can spend a Harrow Point as either a free action or an immediate action. At the end of any adventure in which you did not gain Harrow Points, you may spend 4 Prestige points in order to gain 1 Harrow Point.
- Keys: You can spend a Harrow Point to re-roll an initiative check, Reflex save, Dexterity-based attack roll, or Dexterity-based skill check. Alternatively, you can spend a point to gain a +1 dodge bonus to your Armor Class or increase your base speed by 10 feet; either effect lasts for one encounter.
Careful Archaeologist: When the reckless Pathfinder Lumketul Simset ransacked the Muschkal Sepulcher, he dealt significant damage to the Pathfinder Society’s reputation among the Shoanti. Fortunately, you were able to pick up the pieces. You don’t want to wind up causing a blunder like that yourself, so you are careful and thorough. When your
table would fail the secondary success condition of a scenario, you can cross this boon off your Chronicle sheet to go back and make things right, earning the secondary success condition for the entire table.
Silver Crusade Season 8 Faction Card:
[ ][ ] Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level.
[X][ ] Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.
[ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.
[ ] Spend at least 100 gp per character level on spellcasting services with the healing descriptor, material components, or a
single use magic item for another PC. The PC must use the benefit before the end of the adventure.
[X] Rescue a named NPC who is a divine spellcaster with a good- aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
[ ] Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion).
[ ] While on a non-good plane other than the Material Plane, encourage a crowd of at least 20 participants to promote good, rebuke evil, or otherwise be virtuous. Doing so requires a successful Diplomacy, Knowledge (religion), or Perform (oratory) check (DC = 15 + your character level).
[ ][ ][ ]/[ ][ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
Completed Scenarios:
Hell's Rebels Book 1 - In Hell's Bright Shadow
3-21 Temple of Empyreal Enlightenment
0-03 Murder on the Silken Caravan
Curse of Crimson Throne Book 1 - Edge of Anarchy
#10-14: Debt to the Quah
1-47 - The Darkest Vengeance
True Dragons of Absalom
Email address:
: swansoneric6 (at) gmail (dot) com
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