Shoanti Tribesman

Huritt Two-hoof's page

170 posts. Organized Play character for Granta.


About Huritt Two-hoof

Huritt wasn’t born in the saddle, but he conceived his firstborn on horseback, and will surely die there, too.

Male human sorcerer 13
NG Medium humanoid (human)
Faction Grand Lodge
Init +0; Senses Perception +0 (+2 with Alertness)
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DEFENSE
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AC 10, touch 10, flat-footed 10
hp 95 (13d6+39)
Fort +12, Ref +9, Will +13; +2 resistance against continuing effects
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OFFENSE
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Speed 30 ft., fly 40 ft. (good)
Melee dagger +5/+0 (1d4-1/19-20)
Ranged dagger +6 (1d4-1/19-20)
Sorcerer Spells Known (CL 13th; Concentration +22)
6th (5/day)—contingency, greater dispel magic, true seeing, veil (DC 29)
5th (8/day)—baleful polymorph (DC 26), overland flight, persistent image (DC 28), possession (DC 24), shadow evocation (DC 28), wall of stone
4th (8/day)—enchantment foil, greater false life, mass reduce person (DC 25), obsidian flow (DC 25), phantasmal killer (DC 27), shadow conjuration (DC 27), stoneskin
3rd (8/day)—beast shape I, dispel magic, loathsome veil (DC 26), major image (DC 26), phantom steed, slow (DC 24), versatile weapon
2nd (8/day)—blindness/deafness (DC 21), blur, darkvision, hypnotic pattern (DC 25), invisibility, minor image (DC 25), protection from arrows, see invisibility
1st (9/day)—break (DC 22), bungle (DC 20), color spray (DC 24), floating disk, identify, memory lapse (DC 20), silent image (DC 24), ventriloquism (DC 24)
0 (at will)—detect magic, detect poison, disrupt undead, flare (DC 19), light, message, prestidigitation, read magic, resistance
Bloodline arcane
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STATISTICS
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Str 8, Dex 10, Con 16, Int 14, Wis 10, Cha 28
Base Atk +6; CMB +5; CMD 15
Feats Eschew Materials, Greater Spell Focus (illusion, transmutation)*, Persistent Spell, Skill Focus (bluff, use magic device)*, Spell Focus (illusion, transmutation)*, Improved Familiar, Evolved Familiar (skilled [use magic device])*, Quicken Spell, Heighten Spell
Skills Bluff +31, Handle Animal +20, Intimidate +14, Knowledge (arcana) +11, Knowledge (geography) +6, Profession (horse trader) +4, Ride +15, Spellcraft +18, Use Magic Device +31; Other Modifiers +2 on Day Job checks, +2 on Perception and Sense Motive when Riddywipple is at hand
Traits horse lord*, savanna child*
Languages Common, Kelish, Sylvan
SQ familiar, school power (illusion)
Combat Gear aegis of recovery, antiplague, antitoxin, belt of mighty constitution +6, block and tackle, bracelet of second chances (7), cloak of resistance +5, cold weather barding, cold weather outfit, dagger, eye ointment, gloves of arrow snaring, grappling hook, granite and diamond dust (2), handy haversack, headband of alluring charisma +6, ivory statuette, lesser rod of extend spell (2), lesser rod of focused spell, meditation tea, potion of touch of the sea, robe of arcane heritage, scroll box (3), scroll of anti-incorporeal shell, scroll of antimagic field, scroll of break enchantment, scroll of breath of life, scroll of communal resist energy (2), scroll of communal delay poison (2), scroll of communal spider climb, scroll of comprehend languages (2), scroll of death ward, scroll of dimensional anchor, scroll of dimension door, scroll of fly, scroll of invisibility purge, scroll of lesser restoration (6), scroll of locate object, scroll of neutralize poison, scroll of remove blindness/deafness (2), scroll of remove curse, scroll of remove disease (2), scroll of remove paralysis (2), scroll of silence (3), scroll of stone shape, scroll of tongues (2), scroll of water walk (2), silk rope (100 ft.), snowshoes, soul stimulant, spring loaded wrist sheath (2), twitch tonic, unfettered shirt, wand of infernal healing (7), wand of mage armor (22), wand of shield (41), wismuth salix, 7,416 gp (8 PP); Party Gear scroll of break enchantment, scroll of banishment
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SPECIAL ABILITIES
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Bloodline Arcana Whenever Huritt applies a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself or a spell modified by the Heighten Spell feat.

Arcane Bond (Su) Huritt gains a familiar, as a wizard equal to his sorcerer level.

Alertness (Ex): While his familiar is within arm's reach, Huritt 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: Huritt may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. He 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): Huritt 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.

Deliver Touch Spells (Su): Huritt's familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): Huritt and his familiar can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): Huritt's familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex): Huritt's familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): Huritt may scry on his familiar (as if casting the scrying spell) once per day.

Metamagic Adept (Ex) Four times per day, Huritt can apply any one metamagic feat that he knows to a spell without increasing the casting time.

School Power (Ex) The DC for any illusion spells cast by Huritt increases by +2. This bonus stacks with the bonus granted by Spell Focus.
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BOONS
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Aspis Revealed Huritt may cross off one checkbox to apply a +1 insight bonus on all attack rolls, damage rolls, and saving throws against a known agent of the Aspis consortium for the rest of the scenario. He may instead cross off both checkboxes to apply a +3 insight bonus.

Chronicler Twice per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, Huritt gains a circumstance bonus equal to 1 plus half of the number of goals he has completed (6). He also halves his armor check penalty for this skill check. In addition, he can modify a Linguistics, Knowledge or Use Magic Device check and attempt it as if trained.

Favor of Cartahegn While in a settlement of 5,000 people or more anywhere on the continent of Garund, Huritt may purchase mundane equipment (but not weapons or armor) through his favorable connections with House Cartahegn at a 10% discount.

Friends of the Fey Court Huritt receives a +2 bonus on Diplomacy checks against creatures of the fey type.

Horrific Insights Once per scenario, Huritt may take 1d4+1 Wisdom damage to attempt a Knowledge check as though he were trained. His bonus on this check is equal to six times the amount of Wisdom damage he took.

Lissalan Library When consulting these books, Huritt gains a +2 circumstance bonus on Knowledge (religion) checks regarding Lissala and her cult.

Master of Blades Saved When Huritt mentions how he saved Vonran Vilk’s life, Huritt gains a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society that are his level or lower.

Paragon of the Society Huritt may add a +4 luck bonus on any one d20 roll before the roll is made, or a +2 luck bonus after the roll but before the success or failure is known.

Skill Boon As an immediate action, Huritt may reroll a skill check before success is determined.

Tanbaru’s Respect Huritt may use one of the following as a spell-like ability once, using his character level as the caster level: dispel magic, fog cloud, invisibility, mirage arcana, or stone shape.

Touching the First World Huritt receives a +1 bonus on Knowledge (nature) checks when dealing with fey creatures.

Wayang’s Favor Huritt gains a +2 bonus on Charisma-based checks made to influence wayangs.
*The effects of this ability have already been calculated into Huritt’s statistics.

PFS INFO:
PFS # 143586-3
Faction Grand Lodge
Scenarios
  • #03-09: The Quest for Perfection, Part I: The Edge of Heaven
  • #00-03: Murder on the Silken Caravan
  • #03-11: The Quest for Perfection, Part II: On Hostile Waters
  • #02-01: Before the Dawn, Part I: The Bloodcove Disguise
  • #00-05: Mists of Mwangi
  • #02-15: Shades of Ice, Part I: Written in Blood
  • #02-02: Before the Dawn, Part II: Rescue at Azlant Ridge
  • #05-99: The Paths We Choose
  • #03-19: The Icebound Outpost
  • #06-01: Trial by Machine
  • #03-16: The Midnight Mauler
  • #04-05: The Sanos Abduction
  • #03-14: Wonders in the Weave, Part II: Snakes in the Fold
  • #01-31: Sniper in the Deep
  • #04-06: The Green Market
  • #06-21: Tapestry's Toil
  • #01-50: Fortune's Blight
  • #02-23: Shadow's Last Stand, Part I: At Shadow's Door
  • #00-20: King Xeros of Old Azlant
  • MOD: Realm of the Fellnight Queen
  • #02-16: The Flesh Collector
  • #06-13: Of Kirin and Kraken
  • AP #46: Wake of the Watcher
  • #04-26: The Waking Rune
  • #00-28: Lyrics of Extinction
  • #07-11: Ancients' Anguish
  • #04-08: The Cultist's Kiss
  • #SP: Year of the Shadow Lodge
  • #04-10: Feast of Sigils
  • #01-46: Eyes of the Ten, Part I: Requiem for the Red Raven
  • #01-54: Eyes of the Ten, Part II: The Maze of the Open Road
  • #02-05: Eyes of the Ten, Part III: Red Revolution
  • #02-22: Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained

  • WICAPI-WAKAN:

    N Large Animal (phantom steed)
    Init +2; Senses low-light vision, scent; Perception +6
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    DEFENSE
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    AC 18, touch 14, flat-footed 13 (+5 Dex, +4 natural, -1 size)
    hp 20 (1HD)
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    OFFENSE
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    Speed 100 ft.
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    SPECIAL ABILITIES
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    Encumbrance Wicapi-Wakan can bear Huritt’s weight plus up to 10 pounds per caster level.
    8th Level: Wicapi-Wakan can ride over sandy, muddy or even swampy ground without difficulty or decrease in speed.
    10th Level: Wicapi-Wakan can ride over any liquid as if it were firm ground, as the spell water walk.
    12th Level: Wicapi-Wakan can tread on air as if walking on solid ground for up to 1 round at a time, as the spell air walk.

    Profile

    TO DO:
  • Sell: lesser rod of focused spell
  • Retrain: Heighten Spell