Gorm Greathammer

Jed and Stark's page

57 posts. Organized Play character for Pete H..


Race

Experienced Pathfinder Agent

About Jed and Stark

Notes: Header & Skills updated to lvl 7, most of Profile still at lvl 6.

Jed stands a solid 4’3” with stocky legs, chest and arms, even for a dwarf. He has well tanned skin and dark brown eyes. Most noticeable though are his hair and beard, both jet black. His hair is pulled tight through silver loops and drapes down his back to his waist. His beard has a matching style and drops to his belt. He keeps his Wayfinder packed away unless he is lost.

Standing at his side and often being ridden is Stark, his camel. Light brown fur covers this one humped dromedary. Wrapped tightly around the animal’s chest is glistening chain link armor. Stark has a mean bite, but is incredibly well controlled and rarely spits.

Animal Companion “Stark”:

Feat: Narrow Frame
Benefit: You do not take penalties on your attack rolls or to your AC for squeezing through a narrow space that is at least half as wide as your normal space, though each move into or through a narrow space still counts as if it were 2 squares.

Normal: You take a –4 penalty on attack rolls and a –4 penalty to AC while squeezing.
Defense
AC 22, Touch 12, FF 19 5 barding, 5 natural, 3 dex, -1 size
Fort +7, Reflex +9 (Evasion), Will +2 (+6 vs. Enchantments)
HP 45, HD 6 (4.5x6=27) + (3x6=18) = 30
Offense
Speed 50 move, Size Large, Reach 5 ft
Bite +9 (1d4+9) 4 bab, 6 str, -1 size, only natural attack 150% damage
PA bite +7 (1d4+15)
Spit +6 touch (1d4 rounds sickened, Fort Save DC 15, range 10 ft, Cooldown 1hr)
Drag +13 (doesn't provoke)
CMB +11 4 bab, 6 str, 1 size
CMD 25 4 bab, 6 str, 4 dex, 1 size + 10
Statistics
Ability Scores: str 22, dex 18, con 17, int 6, wis 11, cha 4
Feats: 1) Narrow Frame, 2) Power Attack, 5) Improved Drag
Skills Boosted: Perception 1, Escape Artist 1, Stealth 1, Climb 1, Acrobatics 1, Swim 1
Skills: Acrobatics +8, Climb +10, Fly +2, Escape Artist +5, Intimidate -3, Perception +4, Stealth +4, Swim +10(-2 fly, -4 stealth from size penalty)
Tricks (18+1 bonus): Bonus Tricks: Defend, Maneuver: Drag, Hunt, Other Tricks: Aid, Attack 2x, Break Out, Come, Detect, Down, Flank, Flee, Get Help (designate helper) Guard, Heel, Seek, Sneak, Stay, Track, Throw Rider, Watch, Work.
Gear: +1 Mithral Chain Barding, Military Saddle, Saddlebags, 2 days feed
Extra Items slung over Stark's back: 2 Sacks, Silk Rope, Rations (11), Feed (3), bedroll

Curse Haunted
Mystery Nature
Alternate Racials: Ancient Enmity, Lorekeeper
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Spellcasting Cast Defensively +18
Concentration Checks +14 (and never for vigorous motion or violent weather)
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Orisons, DC 14 7 known, 2 from Curse, unlimited casts
Light: Object touched shines like a torch, 10 min per cast.
Detect Magic: Detects spells and magic items within 60 ft.,
often used with spellcraft.
Create Water: Creates 2 gallons/level of pure water.
Stabilize: Cause a dying creature to stabilize.
Ghost Sound: Figment sounds.
Detect Poison: Detects poison in one creature or object.
Mage Hand: 5-pound telekinesis.
Read Magic: ID and prepare Scrolls, read magical writing
Mending: Makes minor repairs on an object.

1st level, DC 15 4 Known + CLW + Mystery, 7 casts
Cure Light Wounds: Cures 1d8 + 1/lvl (max +5) damage.
Bless: Allies gain +1 on attack rolls and saves against fear.
Remove Fear: Suppresses fear or gives +4 on saves against it for one subject + one per four levels.
Charm Animal: Makes one animal your friend.
Shield of Faith: Aura grants +2 (+3 @ 6) deflection bonus.
Prot. from Chaos/Evil/Law/Good: +2 to AC and saves plus rerolls vs. mind-control.

2nd Level, DC 16 2 Known + CMW + Mystery, 6 casts
Cure Moderate Wounds: Cures 2d8 + 1/lvl (max +10) damage.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Barkskin: Grants +2 (+3 @ 6) enhancement to natural armor.
Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.

3rd Level, DC 17 1 Known + CSW + Mystery, 4 casts
Cure Serious Wounds: Cures 3d8 damage + 1/lvl (max +15)
Invisibility Purge: Dispels invisibility within 5 ft./level.
Speak with Plants: You can talk to plants and plant creatures.
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OFFENSE
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Speed 20, BAB +4, CMB +5
+1 Hit vs. Elves
Melee
MW Cold Iron Heavy Pick +6 Hit, 1d6+1 Damage, x4 Crit
Mithral Dagger +6 Hit, 1d4+1 Damage, 19-20x2 Crit, 10 ft range
Ranged
Acid Flasks +4 Hit (Touch), 1d6 Acid Damage, x2 Crit, 10 ft range
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STATISTICS
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Str 12, Dex 10, Con 16, Int 12, Wis 10, Cha 18
AC Calc +7 Armor, +3 Shield, +4 Cha, +1 Amulet, +1 Ring (+4 vs. Giants)
HP Calc 1) 8, 2-7) 30, Con 21
Save Calc Base +2/+2/+5, Ability +3/+0/+0, +1 all Cloak
Feats: 1) Combat Casting, 3) Uncanny Concentration,
5) Extra Revelation: Spirit of Nature, 7) Steel Soul
Revelations: 1) Bonded Mount (Camel), 3) Nature’s Whispers,
5) Spirit of Nature, 7) Transcendental Bond
Traits: Savannah Child (Handle Animal +1 and class skill), Focused Mind (+2 concentration)
Favored Class: 1-6) Skill Point
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Skills:

[dice=Acrobatics - ACP]1d20-1[/dice]
[dice=Appraise]1d20+1[/dice]
[dice=Bluff]1d20+4[/dice]
[dice=Climb - ACP]1d20+5-1[/dice]
[dice=Craft: Stonemasonry]1d20+5[/dice] (+2 w/ MW Tool)
[dice=Craft: Anything]1d20+1[/dice]
[dice=Diplomacy]1d20+14[/dice]
[dice=Disguise]1d20+4[/dice]
[dice=Disable Device t]NA[/dice]
[dice=Escape Artist - ACP]1d20-1[/dice]
[dice=Fly - ACP]1d20-1[/dice]
[dice=Handle Animal]1d20+9[/dice]
[dice=Handle Animal (Stark)]1d20+13[/dice]
[dice=Heal]1d20[/dice]
[dice=Intimidate]1d20+4[/dice]
[dice=Knowledge: History t]1d20+11[/dice] +2 for Elves/Dwarves
[dice=Knowledge: Nature t]1d20+11[/dice]
[dice=Knowledge: Planes t]1d20+11[/dice]
[dice=Knowledge: Religion t]1d20+11[/dice]
[dice=Linguistics t]NA[/dice]
[dice=Perception]1d20[/dice] (+2 Stone Features)
[dice=Perform: Any]1d20+4[/dice]
[dice=Profession: NA t]NA[/dice]
[dice=Ride - ACP]1d20+6-1[/dice]
[dice=Sense Motive]1d20[/dice]
[dice=Sleight of Hand]1d20-1[/dice]
[dice=Spellcraft t]1d20+5[/dice]
[dice=Stealth - ACP]1d20-1[/dice]
[dice=Survival]1d20[/dice] +2 w/ Wayfinder
[dice=Swim - ACP]1d20+5-1[/dice]

Languages: Common, Dwarven, Undercommon
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EQUIPMENT AND GOLD
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On person: Trail Rations (2) 2, +1 Mithral Breastplate 15, +1 Heavy Darkwood Shield 5,
MW Heavy Pick 6, 50 ft Spider’s Silk Rope with Grappling Hook 8, MW Backpack 4,
Soap .5, Wayfinder 1, Acid Flasks (4) 4, Wand of Cure Light Wounds (12), +1 Cloak Resistance,
+1 Ring of Deflection, +1 Amulet of Natural Armor, +2 Headband of Charisma,
Deathwatch Eyes, Boots of the Cat
Left at Lodge: Cold Weather Gear for self and Camel, MW Artisan’s Tools,
Acid Flask (1), empty sack

Starting GP: 388.14
Purchased: None
Gained in Session: None
Weight Carried: 45.5 lbs + 80 lbs extra on Stark
Carrying Capacity: Light (50), Medium (100),
Heavy (150), LoH (130), Lift (260), Drag/Push (680)
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APPEARANCE
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Age 43
Height 4’3”
Weight 178
Eye Color Brown
Hair Color Black
Skin Tone Well Tanned
Region of Origin Osirion
Deity Cernunnos
Diet Vegetarian

Special Abilities:

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.

Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat

  • Use knowledge skills liberally
  • Diplomacy to Aid

Combat w/ Camel

  • Cast Bless if party in Range
  • Draw Pick and have Camel move to Attack
  • Camel Attack every round, Pick if nothing else
  • Use Cure spells for in combat injuries, then Wand out of combat or if out of spells
  • Stay near Camel unless party member about to go down
  • Use my Debuffs as necessary

Combat w/out Camel Same as above but work to give flanking and aid another attacks if Healing and Debuffs are not needed.

Daily Preparation:

Take a little under an hour to do the following
Brush out Stark’s coat and prep for riding. Feed Stark, eat some breakfast, brush out and tie up hair and beard. Create Water and fill up self and party’s waterskins.

PFS Boons:

Extoplasmic Enhancement: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. When you use this boon, cross it off your Chronicle sheet.

Savior of Old Flotsam: In thanks for retrieving her precious folding boat, Venture Captain Benarry commissions you a single token made out of a splinter of Old Flotsam herself. This special feather toke functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat’s duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point.

Borderland Keep (property vanity - 15 PP, not purchased): You have taken command of Fangwood Keep as a representative of either Molthune or Nirmathas. Managing the keep increases the number of followers you can retain at any time by 1. In addition you may forgo rolling your Day Job at the end of a scenario to manage the fort’s operations, patrol the surrounding territory, and launch raids against the enemy. Doing so allows you to recover 1 Prestige Point as you earn the acclaim and support of the selected nation, though it does not increase your Fame score. Any Prestige Points in excess of your Fame must be spent immediately or are lost.

House Thrune’s Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

You Be Goblin Chief: You have spent so much time studying goblins that you fancy you could be their chief if you set your mind to it. Of course, all great goblins chiefs are masters of the goblin games. As a free action, you can gain one of the benefits below for 3 rounds. When you use this boon, cross it off you Chronicle sheet.
The Great Goblin King: One violent turn deserves another. Before you make an attack against a creature that damaged you since the end of your last turn, you can attempt a DC 15 Perform (act, comedy, oratory, or sing) check as a free action. If you succeed, you gain a +2 morale bonus on attack rolls and weapon damage rolls agaisnt that creature until the beginning of your next turn.
Goblin Dog Sprint: You’re an adept runner of obstacle courses. You gain a +2 bonus on all checks made to overcome obstacles during a chase as though your speed were 10 feet faster.
Burn the Dogs! Burn the Horses!: Nothing burns hotter than the fires you start. When you set a creature on fire with a spell, alchemical weapon, or other effect, the ongoing fire damage dealt if the creature catches on fire is increased by 1d6 during the first round it burns.
Killgull: You are especially adept at knocking flying creatures out of the air. Your first attack each round deals an additional 1d6 damage against an airborne target, and the creature suffers a -5 penalty on fly checks until the beginning of your next turn.

Kaboom! Kablam!: You’re constantly finding new and deadly way to employ fireworks. You can cross this boon off your Chronicle sheet when lighting a non-magical firework in order to double the damage it deals and increase the DC of any saving throws made against its effects by 2.

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 yet chosen her name, and she allows to you help her decide. As long as you do not mistreat your new ally and your alignment does not become evil at any time, she agrees to travel with you. You may cross this boon off your chronicle 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.

Fortune’s Return: Despite the ill omens of the Yellow Prophet, you saved Lady Qualstair from assassination and prevented unfortuante accidents from carrying deadly consequences. You gain up to four of the six abilities below (only got 3 per GM). 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, skill check, or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use it for the specific use listed below.
_ The Suit of Hammers (Strength): Sundering or otherwise breaking an object
_ The Suit of Keys (Dexterity): Picking a lock
_ The Suit of Shields (Constitution): Fortitude saves or Constitution checks against fatigue or exhaustion
_The Suit of Books (Intelligence): Performing research
_ The Suit of Stars (Wisdom): Avoiding getting lost or otherwise navigating
_ The Suit of Crowns (Charisma): Speaking to a person in a position of authority.

Skillful Barterer: Your experience bartering in Pezzack prepares you to negotiate without coin. Once during a scenario, while in a settlement of at least 100 people, you may trade up to 300gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems or other money as a part of this trade. After you use this boon, cross it off your Chronicle sheet.

Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.

Wounded Wisp
Explore, Report, Cooperate: 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 you realise 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), negative (opposes the secondary success condition), or negligible (doesn’t matter). 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: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. 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).

The Confirmation
Confirmed Field Agent: Having successfully completed and documented your 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. 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: 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 you realise 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), negative (opposes the secondary success condition), or negligible (doesn’t matter). 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.

Friend of Janira Gacix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Chronicle Info:

Player: Pete H.
Character Name: Jed and Stark
PFS #: 123584-5
Day Job: Craft: Stonemasonry (see skill section for roll)
Normal Progression