About Khargrom Shadowband
You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. When you begin Pathfinder Society Scenario #5-16: Destiny of the Sands, Part 3: Sanctum of the Sages, you gain the following abilities for the duration of the scenario. Alternatively, as long as you have a copy of Pathfinder RPG Mythic Adventures, you may apply 3 mythic tiers to your character when playing that scenario; all character options in Chapters 1, 2, and 3 are legal for play, as are the character options in Pathfinder Player Companion: Mythic Origins.
Mythic: You are considered a mythic creature, which may affect how some spells and abilities affect you.
Ability Score: Increase an ability score of your choice by 2 (Strength).
Exceptional Deeds: You gain two special abilities from the Mythic Power 2 Chronicle Sheet (Absorb Blow & Surprise Strike).
Hit Points: You gain 12 hit points.
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power: You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have 9 uses of mythic power (those with the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6+1 twice and adding the higher roll to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.
Recuperation (Ex): You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Exceptional Deeds Chosen:
Absorb Blow: As an Immediate Action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage to take from that source by 15 points (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Surprise Strike: As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add 3 to the attack roll. Damage from this attack bypasses damage reduction.
Khargrom Shadowband finds that many races talk too much and listen too little. He lives for a good fight, but prefers to have them be quite one sided. He will take any trick or tactic that allows him and his allies an upperhand. There is no honor in being dead, though he draws the line at fighting or killing those who can’t fight back.
He is a well trained, well drilled professional soldier of 70 years age. For a dwarf, he is of average height with a lithe build and moves quietly when he walks. His clothes, chosen for subtlety, are a dark mottling of grey, black and tan colors. Hung from his belt are a black metal battleaxe and a finely crafted warhammer. Slung over his back is a bedroll and backpack. His dark brown hair and beard are an impressive length, but always secured tightly by brown leather ties.
Ranged Sneak Attack +2d6
Primary Pre-formatted Attack Rolls:
[dice=+1 Warhammer]1d20+8[/dice] for [dice=Bludgeoning/Magic]1d8+5[/dice]
[dice= +1 Warhammer + Flanking]1d20+8+2[/dice] for [dice=Bludgeoning/Magic + Sneak Attack]1d8+5+2d6[/dice]
[dice= Dart vs. Flatfooted]1d20+5[/dice] for [dice=Piercing + Sneak Attack]1d4+4+2d6[/dice]
Detect Magic 3/3 per day (CL 4, Concentration Check +5)
Light from Wayfinder (CL 1, magic item)
1st level N/A
Potions CLW, Ant Haul, Touch of the Sea
Oils Magic Weapon
Scrolls Comprehend Languages, 5x Lesser Restoration
Wand CLW (29 w/ Kyra), Endure Elements (45)
[dice=Appraise]1d20+5[/dice] (+2 from Greed)
*[dice=Climb + Mythic Strength Boost]1d20+7+1[/dice]
[dice=Disable Device + MW Thieves Tools + Trapfinding]1d20+9+2+2[/dice]
[dice=Linguistics]1d20+6[/dice] (2 ranks)
[dice=Perception]1d20+9[/dice] (Traps +2, Stonework +2, Stonetraps +4)
[dice=Profession: Soldier]1d20+6[/dice] (+2 w/ MW Tool)
[dice=Sleight of Hand]1d20+6[/dice]
[dice=Survival]1d20+2[/dice] +2 to keep from getting lost (Wayfinder)
*[dice=Swim + Mythic Strength Boost]1d20+7+1[/dice]
Languages: Common, Dwarven, Orc, Goblin, Aquan
Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list (Detect Magic). This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
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.
Nimble Moves: Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
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.
Skill Rolls preformatted in profile.
Combat Rolls preformatted in profile.
Do the following as quickly as possible each morning
*Quick ‘basic training’ exercise session to get blood pumping
*Pack up bedroll and gear
*Clean weapons and secure them in place
*Brush hair and beard, securing them tightly in place with brown leather ties
*Grab a trail ration for the road
Seeking the Sages: You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.
Snowmask Induction: You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent beneits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.
Elemental Conquest: You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Chose one of the benefits below, and cross the other two off your chronicle sheet (only added the one I chose).
☐☐ Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based upon your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
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.
Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.
Chronicle Gear Available
Goblet of Quenching: At your command, this simple clay goblet fills itself with cool, fresh drinking water. The goblet can create up to 2 gallons of water per day. The water evaporates normally if left exposed, and is completely normal water; you can store it, use it to create holy water, and so on.
Player: Pete H.
Character Name: Khargrom Shadowband
PFS #: 123584-8 (Core)
Faction: The Concordance
Day Job: See Skill Section