About Jokon Metal Man
Jokon Metal Man
Human (Kellid) fighter (two-handed fighter) 3
N Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 natural)
hp 31 (3d10+9)
Fort +5, Ref +2, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Power Attack with Furious Focus and Overhand Chop mwk cold iron earth breaker +8 (2d6+11/×3)
Ranged sling +4 (1d4+4)
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Statistics
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Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 10
Base Atk +3; CMB +7 (+8 to sunder); CMD 18
Feats Furious Focus, Power Attack, Scavenger's Luck, Skill Focus (Craft [mechanical]), Technologist
Traits blighted physiology (numeria), divine the mystery
Skills Acrobatics -1 (-5 to jump), Bluff +0 (0 to feint against intelligent constructs), Climb +10, Craft (mechanical) +12, Escape Artist -3, Intimidate +8, Knowledge (engineering) +9 (+11 to identify creatures with the robot subtype and relics of Numerian technology), Ride -3, Stealth -3, Swim +6
Languages Azlanti, Common, Hallit
Other Gear agile breastplate, ioun stone (cracked dusty rose prism), mwk cold iron earth breaker, masterwork tool (Acrobatics), masterwork tool (Climb), masterwork tool (Craft: Mechanical), masterwork tool (Intimidate), masterwork tool (Swim), masterwork tool (Know: Engineering), wand of cure light wounds (30/50)
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Special Abilities
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Blighted Physiology: Exposure to corruption has altered your body causing you to sprout horrific growths beneath your skin. You gain a +1 natural armor bonus to AC, but your body does not work as a normal creature's would. You become sickened for 1 round anytime you receive magical healing.
Divine the Mystery: Your time spent exploring the ruins of Silver Mount has taught you much about the strange ways of the metal creatures from the stars. You gain a +2 trait bonus on Knowledge (engineering) checks to identify creatures with the robot subtype and relics of Numerian technology. When using Bluff to feint against an intelligent construct, you do not take a penalty for feinting against a non-humanoid.
Explorer +2 Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
Furious Focus When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Power Attack -1/+2 You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Scavenger's Luck When your check for using a piece of timeworn technology results in a glitch, you can roll again. You must choose to reroll before determining the specific glitch, and must take the second result, even if it's worse. When you use timeworn technology, it doesn't automatically glitch on a natural 1.
Shattering Strike +1 (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
Technologist You are familiar with the basic mechanics of technology. You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
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Scenarios
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The Consortium Compact +1.0 XP [GM, 11/29/15]
Between the Lines +1.0 XP [Play, 3/20/16]
Trouble in Tamran +1.0 XP [Play, 4/8/16]
Iron Gods Part 1: Fires of Creation +3.0 XP [Play, 4/9/16]
The Traitor's Lodge +1.0 XP [Play, 4/10/16]
Total XP: 7.0 XP (3rd Level + 1.0 XP)
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Boons
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Alien Language (Iron Gods Part 1: Fires of Creation): While exploring the strange ruins beneath and around Torch, you found that most of the writing and signs were in an alien language known as Androffan. There are enough surviving texts that you can add Androffan to the list of languages that you can learn.
Inner Struggle (Between the Lines): 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.
Inside Knowledge (The Consortium Compact): As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
Lord Avid’s Recommendation (The Consortium Compact): Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
Otherworldly Beasts (Iron Gods Part 1: Fires of Creation): Not all of the habitation pods that you found were broken; one contained a exceedingly rare desert-dwelling species from another world. You may select a petromin, pilo, or sorico (Pathfinder #85: Fires of Creation) as a familiar or animal companion. If you make this bond with the creature, you must provide a copy of Fires of Creation as though it appeared on the Additional Resources page. This is a unique creature, and if it dies, you must return it to life by the end of the adventure or cross this boon off your Chronicle sheet. Alternatively, you may cross this boon off your Chronicle sheet before making an attack against any creature not native to Golarion (including many outsiders and alien species) to gain a +2 bonus on the attack roll and increase the critical threat range for the attack by 1.
Trusted in Tamran (Trouble in Tamran): Venture Captain Oraiah Tolal exonerated the Society without increasing tensions between Nirmathas and Molthune, thanks to the information you provided. One of the members of the Nirmathi militia offers 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 human bane ammunition
• +1 seeking ammunition
• +1 flaming ammunition
• +1 holy ammunition (limit 1)
Zurnzal’s Foe (Trouble in Tamran): You defeated Zurnal’s protégée Cetenna. You gain access to the following unique magic item at the listed discount.
• Slippers of venomous webs (Aura faint necromancy and transmutation; CL 5th; Slot feet; Discounted Price 8,000 gp): These delicate slippers function as slippers of spider climbing, and provide the wearer with additional spider-like abilities. Once per day, the wearer can fire a sheet of sticky webbing as a ranged touch attack with a range increment of 10 feet, and a maximum range of 50 feet. If the attack hits, the target is entangled until he frees himself with a DC 16 Escape Artist or Strength check as a standard action. Other creatures can burst the web as a standard action with a successful DC 12 Strength check. Once per day, as a part of an unarmed strike, the wearer can cause fangs to emerge from the boots and deliver a dose of medium spider venom. This poison cannot be extracted from the boots without destroying them.
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Gold Tracker
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Starting Gold: 150 gp
The Consortium Compact: +430 gp
Purchase: Masterwork Cold Iron Earthbreaker (380 gp)
Purchase: Scale Mail (50 gp)
Purchase: Masterwork Tool (Craft: Mechanical) (50 gp)
Purchase: Masterwork Tool (Climb) (50 gp)
Purchase: Masterwork Tool (Swim) (50 gp)
Between the Lines: +557 gp
Trouble in Tamran: +550 gp
Sell Scale Mail: +25 gp
Purchase Agile Breastplate (400 gp)
Purchase Masterwork Tool (Acrobatics) (50 gp)
Purchase Masterwork Tool (Intimidate) (50 gp)
Purchase Masterwork Tool (Know: Engineering) (50 gp)
Purchase Ioun Stone (cracked dusty rose prism) (500 gp)
Iron Gods Part 1: Fires of Creation +3,786 gp
The Traitor's Lodge: +1,303 gp
Current Gold: 5,171 gp
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Wish List
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• Adamantine Earth Breaker (3,040 gp)
• +1 enhancement to weapon (2,000 gp)
• Clear Spindle Ioun Stone (4,000 gp)
• Mithral Agile Breastplate (4,400 gp)
• +1 enhancement to armor (1,000 gp)
• Belt of Giant Strength +2 (4,000 gp)
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Inventory Tracker
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Wand of cure light wounds (30/50)
• Iron Gods Part 1: Fires of Creation (18 charges)
• The Traitor's Lodge (2 charges)
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Prestige/Fame Tracker
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Starting Fame: 0; Prestige: 0
The Consortium Compact: +2 PP
Spend 2 PP on wand of cure light wounds
Between the Lines: +2 PP
Trouble in Tamran: +2 PP
Iron Gods Part 1: Fires of Creation: +4 PP
Current Fame: 10; Prestige 8
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Faction Journal Card: Grand Lodge Season 7
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Members of the Pathfinder Society consider the Grand Lodge in Absalom a second home, regardless of their national origin. Many Pathfinders have spent years training within the Grand Lodge’s walls, and those agents who reject distractions from outside political or religious factions are the pride of the Grand Lodge. Often, Pathfinders who acquire lost knowledge and forgotten treasures benefit directly from their discoveries, and consider the Decemvirate’s orders to be advice on how to maximize their own success.
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EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
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Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.
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[X] [X] [X] [X] [ ] [ ] [ ] [ ] Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
• Between the Lines (Katapesh)
• Trouble in Tamran (Nirmathas)
• Iron Gods Part 1: Fires of Creation (Numeria)
• The Traitor's Lodge (Mendev)
[ ] Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.
[ ] Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.
[X] Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.
• Trouble in Tamran
[ ] Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.
[X] Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede often denoted by a current hit point total or other conditions—and he must survive the encounter.
• Between the Lines (Saved VC Wulessa Yuul)
[X] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
• The Consortium Compact
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Most Memorable Moments
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• Earthbreaker crit that shattered a gargoyle in Iron Gods Part 1: Fires of Creation before it even got a chance to attack.
• Earthbreaker crit that shattered the big boss's pet clockwork servant in Iron Gods Part 1: Fires of Creation.
• Jumped onto flaming cauldron of blood in The Traitor's Lodge, then missed hitting the unfettered eidolon and it knocked me into the cauldron.