Gunter Buxtehude
Male Human Spiritualist 2
CN Medium Humanoid (Human)
Init: +7, Perception: +4
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Defense
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AC 15 (+1 Dex, +4 Armor), touch 11, flat-footed 14
HP 19 (2d8+2 +2 favored class)
Fort +5, Ref +1, Will +7
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Offense
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Speed: 30ft
Melee: Morningstar +0 (1d8-1, 20/x2), Dagger +0 (1d4-1, 19-20/x2)
Ranged: Light Crossbow +2 (1d8), Dagger +2 (1d4-1, 19-20/x2)
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Statistics
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Str 8, Dex 12, Con 14, Int 10, Wis 18, Cha 14
Base Attack: +1, CMB +0, CMD 11
Feats: Improved Initiative, Extra Traits
Traits: Osirianologist (+1 Knowledge: Engineering, Ancient Osiriani language), Reactionary (+2), Birthmark (+2 vs Charm, Compulsion. Acts as a Divine Focus), Trustworthy (+1 Bluff to fool, +1 Diplomacy, Diplomacy a Class Skill)
Skills: Bluff 1 +6 (+7 to fool people), Diplomacy 1 +7, Heal 1 +8, Knowledge: Arcana 1 +4, Knowledge: Engineering 1 +5, Knowledge: History 1 +5, Knowledge: Religion 1 +4, Linguistics 1 +4, Profession: Fortune Teller 1 +8 (+10 with MW tools), Sense Motive 1 +8
SQ: Shared Consciousness, Etheric Tether, Bonded Senses
Gear and Coin:
532gp 2 sp 6cp
MW Backpack, MW Chain Shirt, Bedroll, Belt Pouch, Censer, Flint & Steel, 10 Incense, Iron Pot, 7 Magnetized Paper, 10 Torches, 5 Trail Rations, Waterskin, Hip Flask, 50ft Silk Rope, Earplugs, Smoked Goggles, Journal, Ink, Inkpen, 50ft Thread, 50ft String, Sack, Hypnotist's Locket (+2 to Diplomacy Hypnotism Skill Unlock), MW Fortune-Teller's Deck, Scrollcase, Spring-Loaded Wrist Sheath, Grappling Bolt, Prognostication Manual (Cartomancy, +2 to Sense Motive Prognostication Skill Unlock, reduces time by 2 minutes)
Expendables:
Wand of Cure Light Wounds (50ch)
Ectoplasmic Residue
Potion of Cure Light Wounds
Alchemist's Fire
Sunrod
Acid
2 Vermin Repellent
Antitoxin
Antiplague
Wismuth Salix
Air Crystals
Scroll of Comprehend Languages
Scroll of Remove Fear
Scroll of Protection from Evil
Scroll of Obscuring Mist
AC 16, touch 12/14, flat-footed 12/10 (+2 Dex, +2 Natural/+2 Dodge)
hp 14 (2d8)
Fort +4, Ref +2, Will +3
DR 5/slashing when in Ectoplasmic Form
OFFENSE
Speed 30 ft.
Melee: 2 slams +4 (1d6+1, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks: Long-Suffering Strike (When a phantom with this focus hits a creature with its slam attack, that creature must succeed at a Will saving throw (DC = 10 + 1/2 the phantom's Hit Dice + the phantom's Charisma modifier) or any attacks targeting the creature gain a +1 bonus on their attack rolls and damage rolls until the beginning of the phantom's next turn.)
STATISTICS
Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14
Base Atk +2; CMB +2 (Ectoplasmic), +3 (Incorporeal); CMD 14
Feats: Antagonize, Weapon Focus: Slam
Skills: Perception 2 +5, Sense Motive 1 +4, Stealth 2 +6, Intimidate 1 +4
SQ: Shared Consciousness (Perception, Sense Motive), Link, Share Spells
PFS # 61161-16
Fame: 6
Prestige: 4
Chronicles:
1. Pathfinder Quests: The Silverhex Chronicles
2. Pathfinder Quests: Phantom Phenomena
3. The Cost of Enlightenment
Boons:
Elixir of Treasure Seekeing: One of the special treasures you recovered while seeking fame and fortune was a flask of liquid that glowed softly with golden light. Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for the duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150gp (up to the maximum reward given in the adventure). When you use this boon, cross it off your Chronicle sheet.
Impressive Find: A representative from the Pathfinder Society - an organization of archaeologists and explorers - has heard of your discoveries in the River Kingdoms and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spend immediately or lost.
Draw Form the Deck: You have recovered a psychically charged Harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a Harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, 6 is Charisma). When you use this boon, cross it off your Chronicle Sheet.
Impressive Find: A representative from the Pathfinder Society - an organization of archaeologists and explorers - has heard of your discoveries in the River Kingdoms and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spend immediately or lost.
Well-Earned Reward: Dr. Quolorum's principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost of as a favour to you. You may purchase any of the three treasures below at a reduced price: Gloves of Swimming and Climbing (5000gp), Necklace of Fireballs (300gp), and Robe of Useful Items (2500gp)
High Priestess' Patronage: You possess a signet ring from Amal al-Sahba, a member of the Peerless advisors to the satrap of Qadira and an influential priestess in the faith of Sarenrae. This ring announces al-Sahba as your patron, and grants you a +2 circumstance bonus on Diplomacy checks in Qadira and Diplomacy checks against worshippers of Sarenrae. If you purchased an item for a 10% discount during the adventure, write the item in the space below this boon. If you did not make a discounted purchase, you may do so when you receive this Chronicle sheet.
Roidiran Phantom: You chose to replace your existing phantom with the tormented spirit of Zarisha al-Sakawi. Zarisha is a despair phantom (Pathfinder RPG Occult Adventures 81) with the following modifications:
her starting Intelligence score is 11, and her emotional focus skills are Intimidate and Knowledge (religion) instead of Intimidate and Stealth.
Visions of the Void: You witnessed one of Roidira’s mystifying visions. This vision may provide inspiration, or it may hamper you. Before rolling a skill check, you can cross off this boon to add 1d6–2 to your result.