About John "the Antagonizer" Carlos
Scenario Notes: NA
John greets everyone with a smile, unless they attack him. Then he usually just laughs and shares a bit of his curse. Usually that makes them reconsider their actions, at least for a short bit. His friendliness can turn on a dime though into an imposing threat and his prowess with a dagger and longspear is surprising for one of the ‘clothies’ who stands at the back.
Except, he rarely stands at the back. Prefering to be up close and personal during most fights. He replies when asked why he doesn't stay safe at range, ”sometimes you just have to get right up in the thick of things to be able to figure out how to push someone’s buttons.”
Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
Cantrips, DC 15
1st level, DC 16 7/day
*Long Reach: 10 ft reach on Melee Touch Spells
Potions/Oils: CLW, CMW
Melee (+1 damage vs. demons)
MW Cold Iron Longspear +6 (1d8+3, x3, P/Cold Iron, Brace: see below)
[dice=Diplomacy]1d20+16[/dice] +2 in Irrisen
[dice=Perform: Signal Whistle]1d20+6[/dice]
[dice=Perform: Flute + MW Instrument]1d20+6+2[/dice]
[dice=Sleight of Hand]1d20[/dice]
[dice=Survival]1d20[/dice] (+2 w/ Compass)
Languages: Common, Undercommon
Warp Touch (Sp): Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, one target of your choice may receive one random effect from the Warped Polymorph Benefits Table of Effects. This bonus lasts as long as the polymorph effect on the target.
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is *shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Dazzling Display While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.
Barbed Vest: Thin leather flaps keep the hundreds of tiny, fishhook-like needles dotting the surface of this black vest from harming you while you wear it. However, any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. If a creature swallows you, it takes 1 point of damage each round until it either spits you up, you escape, or you die (at which point the vest has sustained enough damage that it no longer serves as a threat). The vest can only be worn over light armor or no armor.
Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character.
Aegis of Recovery An aegis of recovery grants its wearer a +2 resistance bonus (only +1 since I have a +1 cloak of resistance) on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.
Out of Combat
Take apx 1 hour of time to do the following
Meditate on stabilizing my form and focusing my magic.
Cast Mage Armor using Lesser Extend Metamagic Rod, lasts 10 hrs. Recast when expires for 20 total hours of coverage.
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 boon 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.
Siege–Hardened: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
Defender of Nerosyan (Overwhelming Victory): The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
▯ Skill Boon (Year of the Shadow Lodge): As an immediate action, you may reroll a skill check before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability once. On using this ability, check the box and line through this boon.
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.
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 bypasses the restriction that soulbound dolls are not normally available as familiars.
May Replay “We Be Goblins”
Tapestry Traveler (Grand Lodge): In recognition of your detailed reports about Naldak’s descendants, the Pathfinder Society gifts you with insights that may prove useful on a future journey into the Hao in tapestry. You may activate this boon at any time within the Hao Jin tapestry, and its benefits apply for the rest of the scenario. You gain favored terrain +2 (Hao Jin tapestry) as per the ranger ability of the same name. A character with the favored terrain ability may instead chose to permanently change one of his favored terrains to the Hao Jin tapestry. When you use this boon, cross it off your Chronicle sheet.
Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.
Gloomspire Explorer: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.
We be Goblins!: 1 XP, 1 PP, 0g Dayjob
The Wounded Wisp: 1 XP, 2 PP, 0g Dayjob
The Overflow Archives: 1 XP, 2 PP, 0g Dayjob
From Under Ice: 1 XP, 2 PP, 0g Dayjob
Hall of the Flesh Eaters: 1 XP, 2 PP, 0g Dayjob
The Stolen Heir: 1 XP, 2 PP, 0g Dayjob
The Twisted Circle: 1 XP, 2 PP, 10g Dayjob
Voice in the Void: 1 XP, 2 PP, 20g Dayjob
The Penumbral Accords: 1 XP, 2 PP, 20g Dayjob
Signs in Senghor (GM Chronicle): 1 XP, 2 PP, NA Dayjob
Special: Year of the Shadow Lodge: 1 XP, 2 PP, 50g Dayjob
Special: Siege of the Diamond City (GM Chronicle): 1 XP, 2 PP, NA Dayjob
In Wrath’s Shadow (GM Chronicle): 1 XP, 2 PP, NA Dayjob
Cairn of Shadows: 1 XP, 2 PP, 20g Dayjob
Total XP: 14
Total Fame: 27 (11,750 gold cap, next level at 31)
Current Prestige: 14
Player: Pete H.
Character Name: John Carlos
PFS #: 123584-4
Faction: Grand Lodge
Day Job: Perform (Flute)