About Khargrom ShadowbandScenario Notes: NA
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+7[/dice] for [dice=Bludgeoning/Magic]1d8+4[/dice] [dice=+1 Warhammer + Flanking]1d20+7+2[/dice] for [dice=Bludgeoning + Sneak Attack]1d8+4+2d6[/dice] [dice=Dart vs. Flatfooted]1d20+5[/dice] for [dice=Piercing + Sneak Attack]1d4+3+2d6[/dice]
__________________________________________________ SPELLCASTING __________________________________________________ Orisons Detect Magic 3/day (CL 4, Concentration Check +5) Light from Wayfinder (CL 1, magic item) 1st level N/A Potion CLW, Ant Haul, Touch of the Sea Oil Magic Weapon (use Martyr’s Shard boon first) Scrolls Comprehend Languages, 5x Lesser Restoration Wand CLW (26 w/ ??), Endure Elements (45)
Skills:
[dice=Acrobatics]1d20+9[/dice] [dice=Appraise]1d20+5[/dice] (+2 from Greed) [dice=Bluff]1d20-2[/dice] [dice=Climb]1d20+7[/dice] [dice=Craft: Anything]1d20+1[/dice] [dice=Diplomacy]1d20+2[/dice] [dice=Disable Device + MW Thieves Tools + Trapfinding]1d20+9+2+2[/dice] [dice=Disguise]1d20-2[/dice] [dice=Escape Artist]1d20+9[/dice] [dice=Fly]1d20+2[/dice] [dice=Handle Animal]1d20-2[/dice] [dice=Heal]1d20+2[/dice] [dice=Intimidate]1d20-2[/dice] [dice=Knowledge: Arcana]1d20+2[/dice] [dice=Knowledge: Dungeoneering]1d20+5[/dice] [dice=Knowledge: Local]1d20+5[/dice] [dice=Knowledge: Planes]1d20+2[/dice] [dice=Linguistics]1d20+6[/dice] (2 ranks) [dice=Perception]1d20+9[/dice] (Traps +2, Stonework +2, Stonetraps +4) [dice=Perform: Any]1d20-2[/dice] [dice=Profession: Soldier]1d20+6[/dice] (+2 w/ MW Tool) [dice=Ride]1d20+2[/dice] [dice=Sense Motive]1d20+6[/dice] [dice=Sleight of Hand]1d20+6[/dice] [dice=Spellcraft]1d20+9[/dice] [dice=Stealth]1d20+9[/dice] [dice=Survival]1d20+2[/dice] +2 to keep from getting lost (Wayfinder) [dice=Swim]1d20+7[/dice] Languages: Common, Dwarven, Orc, Goblin, Aquan
Special Abilities:
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.
Botting Preferences:
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.
Non-Combat
Skill Rolls preformatted in profile. Combat
Combat Rolls preformatted in profile.
Daily Preparation:
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 PFS Boons:
0/3 used Blood and Courage: As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15-foot cone as a standard action. 0/1 used Empyreal Revenant: Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain, you either remove 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up). At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore you to life at the end of that adventure is reduced by 3 Prestige Points for each unique Martyr’s Shard boon this character has earned. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material component cost by 1,000 gp for each unique Martyr’s Shard boon this character has earned. 0/1 used Martyr’s Shard: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis’s favor, you have secured that empyreal lord’s assistance in a time of need—particularly when battling evil. Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore the first 5 points of undead creatures’ damage reduction 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. Non-Core 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.
Faction Journal Card Tracking: Silver Crusade:
FJC Goals Completed: 1 Boons
Tracking (Completed are Bolded)
0/2 Peacefully resolve an encounter with a creature with the air, fire or water subtype. 0/2 Help grow the Concordance by recruiting a named NPC with either a significant connection to the natural world (such as a druid) or a significant connection to another plane (such as an extraplanar outsider). Recruitment requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level. 0/2 Forego your Downtime to map ley lines attuned to the elements. Doing so requires a successful Craft (maps), Knowledge (geography), Knowledge (planes), or Profession (cartographer) check with a DC equal to 15 + your character level. 1/1 (8-99) Restore balance to an area by closing a planar portal or removing a significant elemental disturbance. 0/1 Recover a valuable magic item that produces an effect that is strongly tied to air, earth, fire or water during the course of an adventure. To qualify, this item must be worth at least 400gp plus 100gp x your character level. 0/1 Have a number of ranks in one of the following skills equal to your character level (minimum 4): Diplomacy, Handle Animal, or Knowledge (planes). 0/3 & 0/2 Serve as the GM for an adventure that grants 1 or more XP, and apply the chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
Scenario List:
Severing Ties: 1 XP, 2 PP, 10g Dayjob Signs in Senghor (GM Credit): 1 XP, 2 PP, NA Dayjob The Overflow Archives (GM Credit): 1 XP, 2 PP, NA Dayjob The Disappeared (GM Credit): 1 XP, 2 PP, NA Dayjob The Cosmic Captive: 1 XP, 2 PP, 10g Dayjob The Shattered Shield: 1 XP, 2 PP, 20g Dayjob Shades of Ice—Part III: Keep of the Huscarl King: 1 XP, 2 PP, 50g Dayjob Destiny of the Sands—Part 1: A Bitter Bargain: 1 XP, 2 PP, 20g Dayjob Destiny of the Sands—Part 2: Race to Seeker's Folly: 1 XP, 2 PP, 5g Dayjob Destiny of the Sands—Part 3: Sanctum of the Sages: 1 XP, 1 PP, 10g Dayjob The Solstice Scar (D): 1 XP, 2 PP, 10g Dayjob, FJC Restore Balance 1/1 Total XP: 11 Total Fame: 21 (5,250 gold cap, next level at 22) Current Prestige: 12 Chronicle Info:
Player: Pete H. Character Name: Khargrom Shadowband PFS #: 123584-8 (Core) Faction: The Concordance Day Job: See Skill Section Normal Progression |
