Oread

Kerastes's page

370 posts. Organized Play character for Magabeus.


Race

| Ac 19 +2 shield | T 12 | FF 17 (+2 vs Rays) | I+7 | F+7 R+5 W+9 | Diplomacy+7 Intimidate+9 Perception+11+2 SenseMotive+13 |

Classes/Levels

Spells 0/4+3/3 | Bane 2/5 | Deflection Aura 1/1 | Determination 2/2 | Discern Lies 5/5 | Judgement 0/2 | Reroll 0/1

Gender

Active Spells:
Heightened Awareness
HP 36/36

Alignment

Lawful Neutral

Deity

Abadar

Languages

Common, Dwarven, Halfling, Terran,

Strength 18
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 16
Charisma 8

About Kerastes

Pathfinder Society:

Pathfinder ID:24861-9
Faction: Grand Lodge
XP: 9
Prestige Points / Fame: 9 / 16

Chronicles:
1: GM Reward (Spring 2014)
Starting Gold: 150
GP Gained: 0

XP Gained: 0

Starting PP / Fame: 0/0
Prestige Gained: 0

2: Season 5 Player Boon #8
Starting Gold: 150
GP Gained: 0

XP Gained: 0

Starting PP / Fame: 0/0
Prestige Gained: 0

3: The Confirmation
Starting Gold: 150
GP Gained: 430

XP Gained: 1

Starting PP / Fame: 0/0
Prestige Gained: 2
Prestige Spend: 2 (Wand of Cure Light Wounds)

4: Master of the Fallen Fortress
Starting Gold: 580
GP Gained: 479

XP Gained: 1

Starting PP / Fame: 0/2
Prestige Gained: 1

5: Hall of the Flesh Eaters
Starting Gold: 1079
GP Gained: 507
Items Bought: 0

XP Gained: 1

Starting PP / Fame: 1/3
Prestige Gained: 2
Prestige Spend: 0 (Wayfinder Chronicle 2)

6: Before the Dawn Part I - The Bloodcove Disguise
Starting Gold: 1566
GP Gained: 506
Items Bought: 1024
Services Bought: 30

XP Gained: 1

Starting PP / Fame: 2/5
Prestige Gained: 2

7: The Quest for Perfection, Part II - On Hostile Waters
Starting Gold: 1018
GP Gained: 1170
Items Sold: 17.5
Items Bought: 605

XP Gained: 1

Starting PP / Fame: 4/7
Prestige Gained: 2
Prestige Spend: 4 Mendevian Weapon Training (Glaive)

8: Thornkeep: The Accursed Halls
Starting Gold: 1600.5
GP Gained: 1398

XP Gained: 3

Starting PP / Fame: 2/9
Prestige Gained: 4

9: To Judge a Soul I: The Lost Legacy - GM
Slow progression
Starting Gold: 2998.5
GP Gained: 650

XP Gained: 1/2

Starting PP / Fame: 6/13
Prestige Gained: 1

10: The Hydra's Fang Incident
Starting Gold: 3648.5
GP Gained: 747

Items Bought: 2025
Services Bought: 25

XP Gained: 1

Starting PP / Fame: 7/14
Prestige Gained: 2

11:
Starting Gold: 2345.5
GP Gained:

XP Gained:

Starting PP / Fame: 9/16
Prestige Gained:

Equipment & Expenditures Tracking:

Chronicle 1
Explorer's Outfit - 0 gp

Chronicle 3
Wand of Cure Light Wounds- 2 PP
- chronicle 3: 2 charges used
- chronicle 4: 2 charges used
- chronicle 6: 7 charges used
- chronicle 7: 2 charges used
- chronicle 8: 5 charges used

Chronicle 6
Acid *5 - 50 gp
Alkali Flasks *5 - 75 gp
Alchemist's Fire *5 - 100 gp
- chronicle 5: 1 used
Bandolier *2 - 1 gp
Crossbow Bolts Cold Iron *50 - 10 gp
- Chronicle 7: 5 used
- Chronicle 7: 45 donated to charity (scrapped from inventory)
Dagger - 2 gp
Heavy Steel Shield, Masterwork - 170 gp
Holy Symbol (Iron) - 5 gp
Light Crossbow - 35 gp {Sold Chronicle 7}
Morningstar, Masterwork, Cold Iron - 316 gp
Mountain Pattern Armor - 250 gp
Spell Component Pouch - 5 gp
Wayfinder - 1 PP (from chronicle 2)
Wrist Sheath, Springloaded - 5 gp

Services: Paid 30 gp to pay of Raimondo's debt

Chronicle 7
Arrows, Cold Iron *50: 5 gp
- Chronicle 8: 1 used
Composite Longbow (+2 Str), Masterwork: 600 gp

Chronicle 10
Bribe to Diobel Harbour Master: 25 gp
Cork Vest: 25 gp
Upgraded Glave to +1: 2000 gp

Leveling Decisions:

Level 1
Ability Point Buy: STR 13, DEX 14, CON 12, INT 14, WIS 14, CHA 10
Race: Oread
Alternative Racial Trait: Crystalline Form
Alternative Racial Trait: Granite Skin
Alternative Racial Trait: Treacherous Earth
Gender: Male
Alignment: LN
Deity: Abadar
Faction: Grand Lodge
Bonus Language: Halfling, Dwarven
Favored Class: Inquisitor
Trait: Adopted (Halfling)
Trait: Helpful
Trait: Reactionary
Feat: Combat Reflexes
Class: Inquisitor
Domain: Defense
Favored Class Bonus: +1 Skill Point
Spells Known:
Level 0:
- acid splash
- detect magic
- guidance
- stabilise
Level 1:
- bless
- expeditious retreat
Skill Points: 6 class + 2 INT + 1 Favored Class Bonus
- Diplomacy
- Intimidate
- Knowledge (arcana)
- Knowledge (local)
- Knowledge (planes)
- Perception
- Sense Motive
- Spellcraft
- Survival

Level 2
Class: Inquisitor
Favored Class Bonus: +1 Skill Point
Spells Known:
Level 0:
- sift
Level 1:
- comprehend languages
Skill Points: 6 class + 2 INT + 1 Favored Class Bonus
- Diplomacy
- Heal
- Intimidate
- Knowledge (dungeoneering)
- Knowledge (nature
- Knowledge (religion)
- Knowledge (planes)
- Perception
- Spellcraft

Level 3
Class: Inquisitor
Archetype: Preacher
Favored Class Bonus: +1 Hit Point
Feat: Bodyguard
Teamwork Feat: Increased Determination
Spells Known:
Level 0:
- create water
Level 1:
- heightened awareness
Skill Points: 6 class + 2 INT
- Climb
- Diplomacy
- Intimidate
- Knowledge (arcana)
- Knowledge (dungeoneering)
- Knowledge (religion)
- Perception
- Spellcraft

Level 4
Class: Inquisitor
Favored Class Bonus: +1 Hit Point
Spells Known:
Level 2:
- lesser restoration
- see invisibility
Skill Points: 6 class + 2 INT
- Diplomacy
- Intimidate
- Heal
- Heal
- Heal
- Perception
- Spellcraft
- Swim

Level 5
Class: Inquisitor
Favored Class Bonus: +1 Hit Point
Feat: Elemental Strike
Spells Known:
Level 2:
- delay poison
Skill Points: 6 class + 2 INT
- Diplomacy
- Intimidate
- Perception
- Sense Motive
- Sense Motive
- Sense Motive
- Sense Motive
- Spellcraft

Combat:

AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural) (+2 vs rays)
Base Atk +3;
CMB +7 (+3 Bab +4 Str)
CMD 19 (10 +3 Bab +4 Str +2 Dex)
Init +7 (+2 Dex +3 Wis +2 Trait)

hp 36 (5d8+7)
Fort +7 (+4 Inquisitor, +1 Con, +2 Resistance from domain)
Ref +5 (+1 Inquisitor, +2 Dex, +2 Resistance from domain)
Will +9 (+4 Inquisitor, +3 Wis, +2 Resistance from domain))
Speed 15 ft.

Melee
Dagger +6 (1d4+4) (S)
Morningstar, Masterwork, Cold Iron +7 (1d8+4) (B/P)
+1 Glaive +8 (1d10+7) (S, Reach)

Ranged
Composite Longbow (+2 Str), Masterwork +6 (1d8+2) (P)
- Cold Iron Arrows

Elemental strike: swift action to add 2 acid damage

Skills:

Modifiers between brackets are on top of original modifier
Total modifier = ranks + ability + class skill
Armor Check Penalty = -4
Climb +8 = 1 +3 +4
Diplomacy +7 = 5 -1 +3
Heal +10 = 4 +3 +4
Intimidate +8 = 4 -1 +3 +2 (morale bonus: stern gaze)
Knowledge (arcana) +7 = 2 +2 +3 (+3 to identify ability/weakness of creature)
Knowledge (dungeoneering) +7 = 2 +2 +3 (+3 to identify ability/weakness of creature)
Knowledge (local) +3 = 1 +2 (+3 to identify ability/weakness of creature)
Knowledge (nature) +7 = 1 +2 +3(+3 to identify ability/weakness of creature)
Knowledge (planes) +7 = 2 +2 +3 (+3 to identify ability/weakness of creature)
Knowledge (religion) +7 = 2 +2 +3(+3 to identify ability/weakness of creature)
Perception +11 = 5 +3 +3
Sense Motive +13 = 5 +3 +3 +2 (morale bonus: stern gaze)
Spellcraft +10 = 5 +2 +3
Survival +7 = 1 +3 +3
Swim +8 = 1 + 3 +4

Special Abilities:

Racial Traits
+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
Native Outsider: Oreads are outsiders with the native subtype.
Medium: Oreads are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Oreads have a base speed of 20 feet.
Darkvision: Oreads can see in the dark up to 60 feet.
Spell-Like Ability: Magic stone 1/day (caster level equals the oread's total level).
Energy Resistance: Oreads have acid resistance 5.
Earth Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.

Alternate Racial Traits
Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.
Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
Treacherous Earth: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Inquisitor Abilities
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Domain: (Defense) Like a cleric's deity, an inquisitor's deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM's approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Protection Domain
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Defense Subdomain
Associated Domain: Protection.

Replacement Power: The following granted power replaces the resistant touch power of the Protection domain.

Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Determination (Ex): At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it's worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor's AC higher than the opponent's attack roll, the attack misses.

Warning: When a preacher's ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Traits
Adopted (Halfling): You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
Helpful: You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Feats
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Bodyguard: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.

Elemental Strike: As a swift action, you can imbue your weapons with elemental energy. For 1 round, your weapons deal an additional 1 point of energy damage. The type of energy damage depends on your race: acid for oread, electricity for sylph, fire for ifrit, or cold for undine. For every 5 levels you possess, this bonus increases by 1, to a maximum of +5 at 20th level.

Boons on chronicles
Chronicle 1: Elemental Ancestry (Earth): Somewhere in your family tree, your ancestors’ human blood intermingled with that of an outsider from the Plane of Earth. You may play an oread character (Pathfinder RPG Advanced Race Guide 144 or Pathfinder RPG Bestiary 2 205), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Guide to Pathfinder Society Organized Play. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.

Chronicle 2: Mendevian Weapon Training: Queen Galfrey of Mendev understands both that poorly equipped crusaders are of little use to the ongoing war against demonkind and that an inadequately trained crusader cannot make effective use of good equipment. As a result, those who dedicate themselves to the Fifth Crusade have access to training and equipment that might not otherwise be available. When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item.
Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.


Equipment:

Armor and Clothing
Mountain Pattern Armor
Heavy Steel Shield, Masterwork
Explorer's Outfit
Belt of Giant Strenght +2

Weapons
Morningstar, Masterwork, Cold Iron
Glaive +1
Composite Longbow (+2 Str), Masterwork
- 49 cold iron arrows
Dagger

Bandolier with
Alchemist's Fire *2
Alkali Flask *2
Antiplague *2
Antitoxin *2

Bandolier with
Holy Symbol (iron)
Oil of Bless Weapon *2
Scroll of Glitterdust
Scroll of See Invisibility
Smoked Goggles
Wayfinder

Springloaded Wrist Sheath with
Wand of Cure Light Wounds (25 charges)

Spell Component Pouch

Masterwork Backpack
Acid *3
Alchemist's Fire *2
Alkali Flask *5
Cork Vest
Earplugs *10
Flint & Steel
Grappling Hook
Holy Water *2
Liquid Ice *2
Scroll of Comprehend Languages *4
Silk Rope
Smelling Salts *2
Trial Rations *5
Vermin Repellant *10
Waterskin
Wismuth Salix *2

Cash
155.7 gp

Consumables used this scenario:

Charges CLW: 7