About Haul CeffylsHaul Ceffyls
Oracle Spells Known (CL 3rd; concentration +9) 1st (7/day)-bless, detect undead, protection from evil, cure light wounds
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Traits Child of the Temple, Suspicious Languages Common Combat Gear Wand of Bless (7 charges), Wand of Honeyed Tongue (48 charges) Other Gear headband of alluring charisma +2, bracers of the merciful knight, +1 scimitar, +1 heavy steel shield, +1 full plate, soldier's uniform, 19692.0 gp ================================================= SPECIAL ABILITIES ================================================= Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead. Aura of Good (Ex) You project a strong good aura. Channel (Su) You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 19 Will save to halve the damage. Using this ability consumes two uses of your lay on hands ability. Child of the Temple (Faith trait) You have long served at a temple in a city, where you picked up on many of the nobility's customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks. Mercy (Dazed) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer dazed. Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range. Divine Bond (Sp) Upon reaching 5th level, a paladin forms a divine bond with his god. This bond can take one of several forms (agathion). Once the form is chosen, it cannot be changed. As a standard action, the paladin can call forth an agathion spirit to his healing hands for 1 minute per paladin level, causing him to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add his Charisma bonus to the amount of hit points that he restores with his spells, his lay on hands ability, and his channel energy ability. For every 3 levels beyond 5th, he restores an additional 1 hit point with those abilities, up to a maximum of 5 + his Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot. Favored Class Bonuses +5 energy resistance (1 acid, 1 cold, 1 electricity, 2 fire); +1 skill rank; +1 hp Height of Fashion (Prestige award) Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style - be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against Human nobles, politicians, and aristocrats. Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance. You are immune to the fatigued condition (but not exhaustion). Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 13 times per day. With one use of this ability, you can heal 5d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 5d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage. Life Link (Su) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have 1/Oracle level bonds active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Mercy (Shaken) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer shaken. Noble Title (Prestige award) You gain one of the following noble titles: baron, baroness, dame, earl, lord, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility). Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 2 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +(CHA bonus) to your attack rolls and +(Paladin level) to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +(2*Paladin level). Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +(CHA bonus) deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability. Suspicious (Social trait) You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Taldan Courtier (Prestige award) Taldor's Princess Eutropia has supported the Sovereign Court behind the scenes, and you have supported her rise to power. You are experienced at maneuvering at noble gatherings and assessing rumors. You gain a +1 bonus on Diplomacy checks to gather information regarding nobles and government officials, as well as on Diplomacy checks to gather information during high-society social events. If you have at least 20 Fame, you may spend 1 Prestige Point (Prestige Point spent) to become one of Eutropia's trusted courtiers, gaining a minor noble title in her court should she ascend Taldor's throne. Knowledge (nobility) becomes a class skill for you. If Knowledge (nobility) is already one of your class skills (or later becomes one), you gain a +1 competence bonus on all Knowledge (nobility) checks. If you already had a noble title in Taldor or later gain one, she promises to increase your rank and help shield you from the risks of opposing Prince Stavian. In this case, you may use Knowledge (nobility) to make Day Job rolls, representing the proceeds of your estate. Chronicle sheet Boons:
[7-12 The Twisted Circle] Mercy's Blessing: You survived the transformative power of Verdant Spark, and you now have a measure of protection against other conditions that would attempt to harm your body. You can cross this boon off your Chronicle sheet to reroll a saving throw against a poison or disease and take the better result. [7-12 The Twisted Circle] Nira's Gratitude: Thanks to your assistance in solving Mercy's mysteries, Nira has slowly started to regain her sense of self and memories as Amenira. After receiving some repairs at the Grand Lodge, she is eager to continue to learn and explore alongside of people who helped her. A spellcaster of at least 7th level can take Nira as a familiar with the Improved Familiar feat. Use the statistics for a neutral aligned soulbound doll (Pathfinder RPG Bestiary 2 255). If you make this bond with Nira, you must provide a copy of Bestiary 2 as if the improved familiar appeared on the Additional Resources page. This boon also bypas the restriction that soulbound dolls are not normally available as familiars. If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great effort. After you roll a Knowledge check, Perception check, or Sense Motive check but before the results are revealed, you can cross this boon off of your Chronicle sheet to roll a second time using Nira's bonus instead (6 + your character level), representing Nira's insights. This act is mentally taxing, and Nira cannot provide this assistance more than once. [7-22 Bid for Alabastrine] Prophet's Ally: By helping Passad secure a district in Alabastrine, you proved to him that the Pathfinder Society remains a valuable ally. If you follow the Prophecies of Kalistra, he assists you in your business ventures. You can purchase the following modified version of the Prophets of Kalistrade vanity for 4 Prestige Points (Pathfinder Socity Field Guide 61) If you already have the vanitym it upgrades to the version below (redacted to save space). [8-01 Portent's Peril] Draconic Sidekick: You returned several stolen pseudodragon eggs to their clutch. Now, the pseudodragons of the Frisky Unicorn have selected you as the traveling companion and mentor for one of their hatchlings. The young pseudodragon has not get chosen her name, and she allows you to help her decide. As long as you do not mistreat your new ally and our alignment does not become evil at any time, She agrees to travel with you. You may use this coon in one of two ways. First, you may take a pseudodragon (Pathfinder RPG Bestiary 229) as a familiar with the Improved Familiar feat as long as you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon's sting counts as silver for the purposes of bypassing damage reduction. Alternatively, you may cross this coon off your chornicle sheet to gain a pseudodragon that follows you loyally for one adventure. Its sting also bypasses DR/silver, as the pseudodragon familiar. This pseudodragon allows you to bypass the normal limit of one combat creature per player per scenario. [8-01 Portent's Peril] Fortune's Return: Despite the ill omens of the Yellow Prophet, you saved Lady Qualstair from assassination and prevvented unfortunate accidents from carrying deadly consequences. You gain up to four of the six abilities below (your GM will tell you if you did not earn all four). Cross off the ones you do not choose. You may activate an ability that you did not cross off by checking off the box next to it. Doing so grants you a +1 luck bonus on an attack roll, saving throw, skil check, or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use if[sic] for the specific use listed below.
[5-22 Scars of the Third Crusade] Mendevian Commendation (x1): You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commentaion you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3). [7-07 Trouble in Tamran] Karela's Gratitude: Guaril Karela remembers the valuable information you provided him. His contacts in Nirmathas offer you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle sheet. (+1 keen ammunition, +1 ammunition coated in blue whinnis poison, +1 merciful ammunition, +1 disruption ammunition (limit 1) [8-05 Ungrounded but Unbroken, 8-23 Graves of Crystalmaw Pass] Earth Affinity (x2): Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures-especially those set on the elemental plane. [8-05 Ungrounded but Unbroken] [][][] Ungrounded Veteran: While your time in the Ungrounded was not easy, you rose to face the challenges that Captain Othis threw in your way. You may check a box before this boon to call upon the skills you reinforced through your training, granting you a +2 circumstance bonus on one of following skill checks: an Acrobatics checck to balance on a narrow or slippery surface, any Climb check, a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this conus before rolling. When you check the last box, cross this boon off your Chronicle sheet. [8-05 Ungrounded but Unbroken] Wish Exposure: The Sovereign Court is setting plants in motion to call upon the wishcraft of their genie allies. The first of these wishes has already impacted your life in subtle ways. If you gain the benefits of a wish spell again, it provides greater benefits that[sic] it normally would. Cross this boon off your Chronicle sheet when you would benefit from a wish whose details appear in an adventure (e.g., increasing the amount of gold you earn on a Chronicle sheet). When you do so, increase the benefits earned by 50%. [7-15 The Deepmarket Deception] Curious Pipefox: Yrishi the pipefox wishes to continue adventuring with you. A spellcaster of at least 7th level may take Yrishi as a familiar with the Improved Familiar feat. You must provide a copy of Pathfinder RPG Bestiary 4 as it pipefoxes were available as in the Additional Resources document. Instead of taking Yrishi as a familiar, you can ask her to perform research for you. Cross the boon off your Chronicle sheet before attempting a Knowledge (history or religion) check to treat your result as if it were 25, even if you are not trained in the skill. Alternatively, you may gain a +5 bonus on the check. [Rise of the Runelords #1] Lamashtu's Bane: Your encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled your hatred for the Mother of Monsters and her followers. You gain a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu. [8-23 Graves of Crystalmaw Pass] [][] Clockwork Insight: Your time in the temple of Brigh has given you insight into complicated mechanisms. You can check a box that precedes this coon as a part of attempting a Disable Device check to disarm a trap to roll 1d6 and add the result to the result of your Disable Device check. You can instead check a box to grant yourself the ability to attempt a single Disable Device check against a magical trap, even if you would not normally be able to do so. Alternatively, you can check a box when a trap triggers to agg 1d6 to your AC or on your saving throw against the trap. When you check the last box, cross this boon off your Chronicle sheet. [8-23 Graves of Crystalmaw Pass] [][][] Grave Treader's Inspiration: Grave Treader shared some of ther wisdom and knowledge with you, which you can apply at opportune moments. You can check a box that precedes this boon to use inspiration, as per the investigator ability (Pathfinder RPG Advanced Class Guide 31) If you already have inspiration, you can check a box to increase your inspiration die by one step (from 1d6 to 1d8, or 1d8 to 1d10) for one roll. [4-09 The Blakros Matrimony] Impressive Influence: During the course of the wedding festivities, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential members of the Inner Sea society. (Nigel Aldain, Alexander Bedard, Hamaria Blakros, Tancred Desimire, Jeon Raeng-Woo, Rubaani Shafar) [5-03 The Hellknight's Feast] Driven by Glory: You learned of the political climate in Taldor so far as the Mendevian crusades are concerned, and the news has inspired you and Lady Gloriana Morilla to pursue an ambitious project. This grants you a +2 bonus on any skill check you attempt to further the Taldor faction's goals, including the faction missions from earlier seasons and goals listed in the Faction Notes section of a scenario. This bonus lasts for 1 year from the date of this Chronicle sheet (Expires 10.8.2018) [5-03 The Hellknight's Feast] Impressive Influence: During the course of the feast at Fiddlemourn Manor, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with the following influential members of Absalom society: Dyrianna, Rothos, Kerkis, Darchana, Dremdhet. [5-14 Day of the Demon] Scholar of The Gates Ajar: You studied the profance texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abbadon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) check regarding daemons, demons and devils. [5-23 Cairn of Shadows] Return the Favor: You have gone into the dark and dangerous lands of Nidal, learned about the horselords, and thwarted the enemies of the Lodge. You may use this coon to have your body and possessions recovered by a Pathfinder rescue team (Guide to Pathfinder Society Organized Play 26) at no cost. When you use this boon, cross it off your Chronicle sheet. [9-03 On the Border of War] Peacemaker of Brevoy: Your diplomacy and hard work have made you famous, and the Pathfinders are welcomed guests in Brevoy. All your characters have access to the trait Noble Born from the Kingmaker Player's Guide, treating it as a regional trait rather than a campaign trait. In addition, you may purchase the Country Estate vanity for 10 PP in the nation of Brevoy. This vanity originally appeared in Pathfinder Campaign Setting: Pathfinder Society Field Guide. [9-11 The Jarlsblood Witch Saga] [] Linnormhide Armor: You can check the box that precedes this boon to purchase a suit of dragonhide armor or dragonhide shield made out of crag linnorm scales, reducing its price by up to 500 gp (minimum cost 0 gp). Crag linnormhide armor is immune to fire damage. Alternatively, you can check the box to convert any dragonhide armor you have into crag linnormhide armor at no cost. Any discounted energy resistance abilities the armor may grant change to grant fire resistance instead of their original type. [9-11 The Jarlsblood Witch Saga] Personal Guard YOu have earned the service of a loyal Ulfen bodyguard who accompanies you on your adventures. This character functions as a follower vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60), not taking any space on the battlefield or otherwise serving as a combatant. The bodyguard grants you a constant +1 bonus to your AC against attack rolls to confirm critical hits. If you would take damage from a critical hit or sneak attack, you can choose for your bodyguard to absorb 20 points of damage from the attack, though this kills the follower. You can spend 4 Prestige Points between adventures to recruit a new bodyguard. [9-11 The Jarslblood Witch Saga] Rare Weapons: You have recovered several exotic weapons, both of which appear in the available items below. These appear on page 8 of Pathfinder Player Companion: Adventurer's Armory 2, and their abilities are provided below. You can spend 2 Prestige Points to replace one of your feats with Exotic Weapon Proficiency (butchering axe) or Exotic Weapon Proficiency (orc hornbow). When you do so, you may change the weapon or weapon group selected for any other feat or class feature you have (e.g. Weapon Focus or a fighter's weapon training) for 2 Prestige Points each. [9-13 The Lion's Justice] Glorymane Resplendent: If you have the intelligent shield Glorymane on a Chronicle sheet belonging to any character, that caracter can upgrade the shield by spending 15,000 gp. This upgrade increases the shield's enhancement bonus from +2 to +4. In addition, Glorymane gains a +4 bonus on attack rolls with its bite attacks, and the damage dealt increases to 2d10. [9-13 The Lion's Justice] Political Aspirations: Following Grand Prince Stavian III's murderous scheme, the Taldan senate is fragmented and in need of new leaders more than ever before. You can either maneuver yourself to become one of Taldor's 222 senators or establish yourself as a clandestine agent who has the ear of Taldor's elite. Choose one of the two boons below and cross the other off your Chronicle sheet.
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