About Kizziar the Reaper
Kizziar the Reaper
Male half-orc bloodrager 4
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 40 (4d10+12)
Fort +6, Ref +3, Will +2; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, uncanny dodge
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Offense
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Speed 40 ft.
Melee earth breaker +6 (2d6+12/×3) or
. . bite +6 (1d4+10)
Special Attacks blood casting, bloodrage (15 rounds/day), claws
Bloodrager Spells Known (CL 4th; concentration +6)
. . 1st (2/day)—chill touch (DC 13), long arm
. . Bloodline Abyssal
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Statistics
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Str 19, Dex 14, Con 14, Int 8, Wis 12, Cha 14
Base Atk +4; CMB +6; CMD 20
Feats Diehard, Endurance, Eschew Materials, Power Attack
Traits berserker of the society, tusked
Skills Acrobatics +7 (+11 to jump), Climb +7, Perception +8, Survival +5, Swim +6
Languages Common, Orc
SQ cliffside charger, demonic bulk, fast movement, orc blood
Combat Gear wand of cure light wounds, wand of enlarge person; Other Gear lamellar (leather) armor, earth breaker, belt of giant strength +2, courtier's outfit
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Special Abilities
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Berserker of the Society +3 rounds of Rage a day.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (15 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Cliffside Charger Cragkin are accustomed to traveling in the steep terrain of their mountain homes. When in mountain terrain, mountain half-orcs with this racial trait can move through natural difficult terrain at their normal speed; magically altered terrain affects
Cragkin Descended from reckless and brutish mountain orcs, cragkin are fearless masters of hilly terrain. Mountain half-orcs are descended from humans and the orcs who inhabit mountain peaks and slopes, particularly in western Avistan. Physically,
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Magic Claws (Su) 2 Magic Claw attacks deal 1d6 damage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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Gold Tracker
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Starting Gold: 150 gp
We Be Goblins: 500 gp
05-08: The Confirmation: 430 gp
02-15: Shades of Ice Part I: Written in Blood: 500 gp
We Be Goblins Too: 1,237 gp
Shades of Ice Part II: Exiles of Winter: 503 gp
Shades of Ice Part III: Keep of the Huscarl King: 508 gp
06-00 Legacy of the Stonelords: 1,250 gp
06-11: The Slave Master's Mirror: 1,277 gp
06-99 True Dragons of Absalom: 1,634 gp
07-05: School of Spirits: 1,900 gp
Total Gold Earned: 9,889 gp
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Gold Purchases
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Earthbreaker: 40 gp
Lamellar Leather Armor: 60 gp
Belt of Giant Strength: 4,000 gp
Courtier's Outfit: 30 gp
Total Gold Spent: 4,130 gp
Remaining Gold: 5,759 gp
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Prestige Purchases
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Wand of cure light wounds 2PP
Wand of enlarge person 2PP
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Boons
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Confirmed Field Agent (The Confirmation) Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Daring Rescue (The Slave Master's Mirror, Liberty’s Edge faction) Your strengthened connections to the Bellflower Network and continued dedication to the rescue of innocents has earned you the respect of your freedom-fighting colleagues. You may cross this boon off your Chronicle sheet when spending Prestige Points to recover your body and gear to reduce the Prestige Point cost by 3 (minimum 0).
Djinni’s Admiration (The Slave Master's Mirror) You have won the admiration of the captive djinni Jairo. Although you were unable to secure his freedom from an enemy of the Society, he may be able to repay your kindness in the future.
Dragonkiller (Shades of Ice II: Exiles of Winter) You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.
Explore, Report, Cooperate (The Confirmation) You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix (The Confirmation) The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Gnoll Tactics (The Slave Master's Mirror) You first-hand experience with gnoll tactics and cultural traditions gives you a headstart in incorporating their unique styles into your own training. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
Sky Citadel Reclaimer (Legacy of the Stonelords) You succeeded in reclaiming the sky citadel Jormurdun, an immense fortress city abandoned millennia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning a divine favor by restoring a shrine to working order. Choose one of the following rewards, and cross the other four off your Chronicle sheet.
• Foes of the Forge Father (Monument District): Extensive wall carvings document the dwarves’ struggle against their ancestral enemies, and having read the atrocities committed by giants, goblins, and orcs, you have dedicated yourself to defeating them. You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself.
• Secrets of Creation (Armorer’s District): Among the fragile texts in Jormurdun you found treatises on the enchantment of magic arms and armor. Once per day you can cast magic weapon as a spell like ability with a caster level equal to your character level. In addition, whenever you cast greater magic weapon or magic vestment, you treat your caster level as one higher for the purposes of determining the spell’s effects. If you wield a weapon or wear armor augmented by either of these spells, you treat the spell’s caster level as one higher (unless the spell has already benefited from this boon).
• Shrine Savior (Temple District): Thanks to your efforts, the shrines of Jormurdun are better understood and cleansed of evil influence. You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet.
• Sight of the Unseeing (Seer’s District): You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.
• Unrelenting Defense (Miner’s District): You have received a boon from one of the dwarven pantheon, granting you the ability to withstand physical harm without complaint. You can use this boon as a move action to gain DR/adamantine equal to 1 + half your level for 5 rounds. If you already have DR/adamantine (such as from stoneskin), you instead increase the DR value by 3 for 1 minute. When you use this boon, cross it off your Chronicle sheet.
Snowmask Induction (Shades of Ice III: Keep of the Huscarl King) 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 benefits 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.
Trapmaker (True Dragons of Absalom) A kobold from the Sewer Dragon tribe taught you a few trap-making tricks and provided you with a few specialized supplies. You can use these supplies, together with materials that you have collected in your adventures, to assemble the swinging axe trap below with a successful Craft (traps) check. You can attempt to make the trap more deadly, at the cost of making it more difficult to craft. Before attempting the check, you may increase the DC of the Craft (traps) check by up to +1 per character level. For each point by which you increase the Craft DC, increase the trap’s Perception and Disable Device DCs by 1, its attack bonus by 1, and the damage it deals to each target by 2. Assembling the trap takes 5 minutes. If you fail the Craft (traps) check, you do not create a functioning trap, but you still expend the materials. Once you use this boon, cross it off your Chronicle Sheet.
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SWINGING AXE TRAP
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Type mechanical; Perception DC 20; Disable Device DC 20
Craft DC 17; Size 5 ft. by 10 ft.
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EFFECTS
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Trigger location; Reset none
Effect Atk +10 melee (1d8+1/×3); multiple targets (all targets in a 10-ft. line)
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You Be Goblin! (We Be Goblins) You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.
You Really Be Goblin (We Be Goblins Too) You have spent considerable time—almost certainly too much time—studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.
• Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a +2 dodge bonus to AC for 1 round.
• Bouncy (Pathfinder Module: We Be Goblins Too 15)
• Goblin Bravery (Pathfinder Module: We be Goblins Too 15)
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Expendables
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Wand of cure light wounds 48/50
• Charges used during 7-05: School of Spirits: 2 charges
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Faction Journal Card - Season 7
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[X] [ ] [ ] Liberate one or more slaves, captives, or hostages during an adventure.
1. Liberated the plant creature from the arboretum.
[ ] [ ] Adventure in two of the following locations: Andoran, Cheliax, Okeno, Magnimar, or Nirmathas.
[ ] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. To do so, you must succeed at a Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 plus your character level.
[ ] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocents.
[ ] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward.
[ ] After being grappled or physically bound by an opponent, escape with an Escape Artist, Strength, or combat maneuever check. Alternatively, after failing a save against a spell or effect with the compulsion descriptor, end the effect with a subsequent save.
[ ] In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Succeed at a Diplomacy or Perform (acting, comedy, or oratory) check with a DC equal to 15 plus your character level.
[ ] [ ] [ ] [ ] [ ] 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.