Sanvil Trett

John "the Antagonizer" Carlos's page

483 posts. Organized Play character for Pete H..


Race

| HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6

Classes/Levels

| Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Gender

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest

About John "the Antagonizer" Carlos

Scenario Notes: NA
To Buy/Do: 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, though not to those who know him from the gym. When things get really serious, his curse kicks in fully and he shifts into battle form. Skin hardens, teeth, claws, horns grow, and the magic now coursing through his body makes him an intimidating force indeed.

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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SPELLCASTING
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Caster Level 6 Concentration Check +13, Spell Penetration +6
Bloodline: Warped (Aberrant)

Cantrips, DC 15
Detect Magic
Read Magic
Light
Prestidigitation
Acid Splash
*Touch of Fatigue
[dice=Touch of Fatigue vs. Touch AC]1d20+5[/dice] (DC 15 Fort Save or fatigued for 6 rds, a fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity)
Spark

1st level, DC 16 8/day
Enlarge Person (bloodline)
Shield
Memory Lapse
Burning Hands
*Shocking Grasp
[dice=Shocking Grasp vs. Touch AC]1d20+5[/dice] for [dice=Electric]5d6[/dice] (+3 to hit if target uses metal armor or a weapon)
Mage Armor (from Page of Spell Knowledge, 2 used per day w/ rod for 24 hr coverage)
Feather Fall (from 2nd Page of Spell Knowledge)

2nd level, DC 17 6/day
See Invisibility (w/ rod?) (bloodline)
Glitterdust
*Touch of Idiocy
[dice=Touch of Idiocy vs. Touch]1d20+4[/dice] for [dice]1d6[/dice] loss to Int/Wis/Cha, no save

3rd level, DC 18 4/day
Monstrous Physique I w/ Gargoyle (Fly 30 avg, darkvision 60, +2 str, +2 nat armor, attacks +5 or +0, bite d6, gore d4, 2 claws d4)

*Long Reach: 10 ft reach on Melee Touch Spells

Potions/Oils: CLW, CSW
Scrolls: Disguise Self, Hold Portal, Obscuring Mist, Magic Weapon, Comprehend Languages, Monkey-Fish
Wands: Mage Armor: 31, CLW: 31, Endure Elements 50
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OFFENSE
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Speed 30, Base Atk +3, CMB +5

Melee (+1 damage vs. demons)
Mithral Dagger +6 (1d4+2, 19-20x2, S/Silver or P/Silver)
[dice=Mithral Dagger]1d20+6[/dice] for [dice=Silver/P or S]1d4+2[/dice] + 1 damage first hit

MW Cold Iron Longspear +7 (1d8+3, x3, P/Cold Iron, Brace: see below)
[dice=MW Cold Iron Longspear]1d20+7[/dice] for [dice=Cold Iron/Piercing]1d8+3[/dice]

Ranged
Sling +3 (1d4+2, 20x2, B/Cold Iron/Silver, 50 ft range)
[dice=Sling]1d20+3[/dice] for [dice=B/Cold Iron/Silver]1d4+2[/dice]
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Special Abilities
Warp Touch (8/day) Fort DC 18
Dazzling Display w/ Demoralize

Demoralize Summary:

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STATISTICS
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Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 20
AC Calc 4 Armor, 0 Dex (Mage Armor Constant)
HP Calc 1) 6, 2-6) 20, Con 12, Favored 6, Toughness 6
Save Calc Sorc +2/+2/+5, Ability +2/+0/+0, +1 all Cloak
Feats 1) Weapon Focus: Longspear; 1b) Persuasive; 1b) Eschew Materials, 3) Toughness, 5) Dazzling Display
Traits World Traveler, Focused Mind
Favored Class: 1-6) HP

[spoiler=Skills]
[dice=Acrobatics]1d20[/dice]
[dice=Appraise]1d20+1[/dice]
[dice=Bluff]1d20+9[/dice]
[dice=Climb]1d20+2[/dice]
[dice=Craft: Anything]1d20+1[/dice]
[dice=Diplomacy]1d20+17[/dice] +2 in Irrisen
[dice=Disguise]1d20+5[/dice]
[dice=Escape Artist]1d20[/dice]
[dice=Fly]1d20+4[/dice] (no bonuses from monstrous physique)
[dice=Handle Animal]1d20+5[/dice]
[dice=Heal]1d20[/dice]
[dice=Intimidate]1d20+16[/dice]
[dice=Knowledge: Arcana]1d20+5[/dice]
[dice=Knowledge: Dungeoneering]1d20+5[/dice]
[dice=Perception]1d20[/dice]
[dice=Perform: Any]1d20+5[/dice]
[dice=Perform: Signal Whistle]1d20+6[/dice]
[dice=Perform: Flute + MW Instrument]1d20+6+2[/dice]
[dice=Ride]1d20[/dice]
[dice=Sense Motive]1d20[/dice]
[dice=Sleight of Hand]1d20[/dice]
[dice=Spellcraft]1d20+5[/dice]
[dice=Stealth]1d20[/dice]
[dice=Survival]1d20[/dice] (+2 w/ Compass)
[dice=Swim]1d20+2[/dice]
[dice=UMD]1d20+14[/dice]

Languages: Common, Undercommon
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[EQUIPMENT AND GOLD
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On person: Mithral Dagger, Explorer's Outfit, Trail Rations (4), Oldlaw Whiskey 2x, MWK Backpack, Grappling Hook, Silk Rope (50ft), Waterskin, Signal Whistle, Sling w/ Cold Iron/Silver Bullets (10), Barbed Vest, Antiplague, Compass, Hammock, Paper (5 sheets), Ink, Inkpen, 1 alkali flask, 2 holy waters, MW Cold Iron Longspear, Metamagic Rod of Lesser Extend Spell, Ring of Deflection, +1 Cloak of Resistance (back), +2 Headband of Charisma (head), Scabbard of Honing (1)
Left at Lodge: Cold Weather Outfit, Snowshoes, MW Flute, MW Manacles, 2 alkali flasks, flint & steel
Starting GP: 1188.1g (after 5-23)
Weight Carried: 66 lbs
Carrying Capacity: Light (66), Medium (133), Heavy (200), LoH (175), Lift (350), Drag/Push (875)
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APPEARANCE
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Age 18
Height 5’11”
Weight 175
Eye Color Brown
Hair Color Brown
Skin Tone Slightly Tan
Region of Origin Isgeri
Deity None
Favorite meal Oldlaw Whiskey

Special Abilities/Items:

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.
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.
Demoralizing an opponent is a standard action.
*Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

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.

Botting Instructions:

In Combat
Open with Demoralize (if only 1 enemy) or Dazzling Display (more than 1 enemy) if possible
Use Warp Touch
Move in for Melee Touch Attacks (10 ft reach from Bloodline) and Spear Pokes
Vs. Casters use Touch of Idiocy Vs. others use Shocking Grasp or Touch of Fatigue

Out of Combat
Diplomacy Auto-Aid if someone else is taking lead
If not use his very high bonus with something like ”now now, let’s not go crazy. We can just talk about this before doing anything else.”
Depending on situation maybe use Intimidate if he doesn’t expect to be in the area long
If all breaks down and only dealing with one opponent, use Memory Lapse to give another chance at the Social Check

Daily Preparation:

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.

PFS Boons:

FJC Goals Completed: 2
(FJC) Prepared Agent: You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.

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.
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.

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.

Scenario List:

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, FJC started 1 goal
The Dalsine Affair: 1 XP, 2 PP, 50g Dayjob, FJC 2 goals
Total XP: 15
Total Fame: 29 (11,750 gold cap, next level at 31)
Current Prestige: 16 (spend any extra beyond 16)

Chronicle Info:

Player: Pete H.
Character Name: John Carlos
PFS #: 123584-4
Faction: Grand Lodge
Day Job: Perform (Flute)
Normal Progression