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Kronas Kronglic's page

410 posts. Organized Play character for ShieldBug.


Full Name

Kronas Kronglic

Race

Male Gnome Bard (arcane duelist) 2 | HP 17/17

Classes/Levels

| AC 19 T 14 FF 16 | CMD 13 | F +2 R +6 W +2 | Spd 20' | Perc +5 (low-light) | Init +5 | Performance 1/9 | Eternal Hope 1/1 | Conditions:

Gender

Spells:
-/0/0/0/0/0 | arcane mark 1/1 | comprehend languages 1/1 | message 0/1 | read magic 1/1 | wand CLW 5/5, wand CLW 50/50

About Kronas Kronglic

Background:
"Ok, so my father travels a lot, selling Papa Kronglic's Miraculous Restorative Tonic. It's a family recipe." he adds proudly "My pa tells me that it can cure all sorts of ills! Only, because the Kronglics have been drinking it for generations, we've built up a resistance." he sighs, before continuing cheerfully "Anywho, growing up, he used to tell me all these fantastic stories about the places he visited, and my mother owns a bookshop, so I used to read a lot of stories too - especially ones about the great heroes of the past. I joined the Pathfinders to witness the places and the heroes for myself, and maybe tell a few stories of my own." he seems genuinely proud when talking about his father and the healing properties of his tonic, oblivious to the fact that his dad is probably just a mountebank.

Personality:
A smile never far from his lips, Kronas is a Gnome of youthful exuberance. He never seems to walk, but runs, hops, or skips everywhere. When forced to stand still, he fidgets excessively. He enjoys hearing stories from master storytellers almost as much as telling them himself, acting out the parts with great enthusiasm. In combat he is incredibly brave, sword in one hand and banner in the other, he'd lead the charge against a dragon if he had to.

Appearance:
Kronas is small, even for a gnome, with a great mop of black hair. He wears a resplendent blue cape draped over an ill-fitting, yet well polished shirt of silvery metal. Even his comparatively drab looking brown leather trousers and boots are given a hint of colour with blue, pink, and yellow stitching. Overall he gives the impression of a young boy playing as a knight with a wooden sword.

.

Kronas Kronglic
Male Gnome 10 Fame, 0 PP
Bard (Arcane Duelist) 2 APG, p. 80
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Stats
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Size / Type: Small Humanoid (Gnome)
Alignment: Neutral Good
Deity: Shelyn
Age: 46
Speed: 20ft
Initiative: +5 (+3 Dex +2 Trait)
Senses Perception +5; Low-light Vision
Languages: Common, Draconic, Gnome, Sylvan

Attributes
STR 10 (+0)
DEX 16 (+3)
CON 14 (+2)
INT 13 (+1)
WIS 08 (-1)
CHA 16 (+3)
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Offence
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BAB: +1
CMB: +0 (1 BAB +0 Str -1 Size)

Melee:
Masterwork Sword, short
Attack: 1d20+3 (1 BAB +0 Str +1 Size +1 Masterwork)
Damage: 1d4
Crit: (19-20, x2)

Dagger, cold iron
Attack: 1d20+2 (1 BAB +0 Str+1 Size)
Damage: 1d3
Crit: (19-20, x2)

Ranged:
Crossbow, light
Attack: 1d20+5 (1 BAB +3 Dex +1 Size)
Damage: 1d6
Range: 80ft
Crit: (19-20, x2)

Dagger, cold iron
Attack: 1d20+5 (1 BAB +3 Dex +1 Size)
Damage: 1d3
Range: 10ft
Crit: (19-20, x2)

Alchemist's fire (flask)
Attack: 1d20+5, vs Touch AC (1 BAB +3 Dex +1 Size)
Damage: 1d6
Range: 10ft
Crit: x2

Special Actions: Fascinate, Inspire Courage, Rallying Cry, Distraction

Innate Spell-Like Abilities arcane mark (1/day), comprehend languages (1/day), message (1/day), read magic (1/day),

Known Spells:
Bard CL 2nd; concentration +5 (+9 when grappled or casting on the defensive, combat casting feat) (2 Lvl + 3 Cha)



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Defence
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HP: 17 (2HD + 2 Con)
AC: 19 (10 Base + 3 Dex + 4 Armour + 1 Shield + 1 Size)
Touch: 14 / Flat-Footed: 16

CMB: 0 (1 BAB + 0 Str - 1 Size)
CMD: 13 (10 Base + 1 BAB + 0 Str + 3 Dex - 1 Size)

Fort: +2 (0 Base + 2 Con)
Refl: +6 (3 Base + 3 Dex)
Will: +2 (3 Base - 1 Wis)

(+2 saves vs. fear and despair effects, and spells with the language-dependent descriptor or those that create glyphs, symbols or other magical writings)
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Skills
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Per Level: 7 (6 Base + 1 Int)
Favoured Class Bonus: +2

List:

Acrobatics = +8* (2r + 3a + 3c)
Acrobatics (Jump) = +4* (2r + 3a + 3c - 4 trait)
Acrobatics (Move through threatened squares) = +10* (2r + 3a + 3c + 2 trait)
Appraise = +1 (0r + 1a + 0c)
Bluff = +8 (2r + 3a + 3c)
Climb = +0* (0r + 0a + 0c)
Diplomacy = +8 (2r + 3a + 3c)
Disable device = --*
Disguise = +3 (0r + 3a + 0c)
Escape Artist = +3* (0r + 3a + 0c)
Fly = +5 (0r + 3a + 0c + 2t)
Handle Animal = --
Heal = -1 (0r - 1a + 0c)
Intimidate = +3 (0r + 3a + 0c)
Knowledge (Arcana) = +7 (1r + 1a + 3c + 2t)
Knowledge (Religion) = +5 (1r + 1a + 3c)
Linguistics = --
Perception = +5 (1r - 1a + 3c + 2t)
Perform (Oratory) = +8 (2r + 3a + 3c)
Perform (untrained) = +3 (0r + 3a + 0c)
Ride = +3* (0r + 3a + 0c)
Sense Motive = -1 (0r - 1a + 0c)
Sleight of Hand = --
Spellcraft = +6 (2r + 1a + 3c)
Stealth = +11 (1r + 3a + 3c + 4t)
Survival = -1 (0r - 1a + 0c)
Swim = +0* (0r + 0a + 0c)
Use magic device = +8 (2r + 3a + 3c)

ACP -0 (-0 mithral chain shirt, -0 masterwork buckler)

*ACP applies to these skills

Key
(r=ranks, a=ability modifier, c=class skill, t=racial trait or class bonus)


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Traits / Feats / Special Abilities
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Traits:

Excitable, Unorthodox strategy (Pathfinder society roleplaying guild guide, p. 31)


Gnome Racial Traits:

Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait. (Arcana)

Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.

Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Linguist Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces the gnome magic and illusion resistance racial traits.

Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.


Special Abilities:

Arcane Strike Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 9 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feats An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level-Combat Casting, 6th level-Disruptive, 10th level-Spellbreaker, 14th level-Penetrating Strike, 18th level-Greater Penetrating Strike. This ability replaces versatile performance and well-versed.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Excitable You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people's sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it's also trained you to start moving a split second before everyone else, and that's saved your hide a few times as well.

Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Rallying Cry (Su) At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

Unorthodox Strategy (Silver Crusade Faction) You are particularly quick on your feet, and gain a +2 trait bonus on Acrobatics checks made to move through an enemy's threatened squares.


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Equipment
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Carry Capacity (with masterwork backpack): Light 0-28 lb. Medium 29-57 lb. Heavy 58-86 lb.

Sword, short
Crossbow, light
Dagger, cold iron
Alchemist's fire (flask) x2
Scroll (Feather fall)
Scroll (Feather step) x2

Smelling Salts x2
Pathfinder Society Flag

Mithral chain shirt (Light Armour)
+4 AC, +6 Max Dex, -0 Check Penalty

Buckler, masterwork
+1 AC, -0 Check Penalty

Shining Wayfinder
Wand of Cure Light Wounds: 5 Charges
Wand of Cure Light Wounds: 50 Charges

See Inventory Tracking Sheet for a full list of gear.

Current Load 25.90 lbs. (Light)

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Chronicles
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#1. Welcome to Pathfinder
#2. 6-10 The Wounded Wisp
#3. 5-08 The Confirmation
#4. 6-05 Slave Ships of Absalom
#5. Survey Boon
#6. 8-00 The Cosmic Captive
#7. 8-06 Reaping What We Sow
#8. Play-by-Post Gameday VI (2017) Boon #4

Boons:
Chronicle #2:
Explore, Report, Cooperate:
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.

Prized Find:
You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Chronicle #3:
Confirmed Field Agent:
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 your name and the date of your graduation.

Friend of Janira Garvix:
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 to Knowledge checks attempted while you are in the Grand Lodge.

Explore, Report, Cooperate:
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.

Chronicle #4:
Budding Friendship:
You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.

Chronicle #5:
Forgotten Lead: (selected #6-06, #23)
In studying your notes, you find an overlooked clue that suggests there’s more to learn at a site you explored. You regain the ability to replay (or earn full credit as a GM) one Tier 1–5 Pathfinder Society Scenario for which you have already earned. This does not allow you to replay an adventure you have already replayed using the replay opportunity granted by GM stars (or similar additional replay rewards), and this does not allow a character to earn credit from the same adventure more than once; you need to use a different PC to replay the adventure. If you have checked two boxes above, expand the range of adventures you can replay with Forgotten Lead to include Tier 3–7 adventures. This expands further with three boxes (Tier 5–9) and four boxes (Tier 7–11).

Chronicle #6:
[ ][ ] 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 on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.

Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

[ ] 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. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.

Water: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute.

Chronicle #7:
Banish the Hag: Gyronna’s influence over Rosehaven is no more, emboldening you against hags and their tricks. Before attempting a saving throw against a curse or a witch’s hex, you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet when you’re targeted by a spell or effect that would remove a curse; the caster gains a +4 bonus on the caster level check to remove that curse.

Leshy Token: You calmed the distraught leshy Feather Seed and helped her fight off the evil haunting Rosehaven. In gratitude, she offered you a necklace of feathers and preserved pumpkin seeds. If you wear this as if it were a magic item that occupies the neck slot, you gain a +1 circumstance bonus on all Charisma-based checks (such as Diplomacy or wild empathy) made to influence or control plants and plant creatures. Whether you wear it or not, you can cross this boon off your Chronicle sheet to give the token to a plant creature, instead gaining a +5 circumstance bonus on one such Charisma-based check. If you give the token to a leshy, the bonus increases to +10.

[ ][ ] Rosehaven Redemption: You have learned much from your time in Rosehaven and with the cleric Bertinard about how Shelyn can teach redemption through art. You can check the box that precedes this boon before attempting a saving throw to roll 1d20 and add your ranks in one Craft or Perform skill; use the result as your saving throw. If you have bonuses to that Craft or Perform skill from class abilities, traits, or feats, add them to this roll.

Chronicle #8:
Argent Knight (Silver Crusade Faction): To give junior members of the Silver Crusade role models and expand the reach of the Silver Crusade, Ollysta Zadrian has founded a new knightly order. This group, the Order of the Argent Scale, includes those who have distinguished themselves through acts of bravery, charity, and selflessness. You have helped Zadrian build this order, and in so doing, you have found inspiration in matters of faith. You gain a +1 bonus on Knowledge (religion) checks pertaining to non-evil divinities. If you have at least 20 Fame and are good aligned, you may spend 1 Prestige Point to be inducted into the order. You gain +1 bonus on saving throws against magical sleep effects and paralysis effects. Additionally, you may cast cure moderate wounds once per day on an innocent bystander or other NPC in distress, using your character level as your caster level. If you have at least 35 Fame, this instead functions as cure critical wounds. If you have at least 50 Fame, you may instead choose to cast mass cure light wounds targeting such NPCs in distress.

Silver Crusade Journal Card (Season 8):

2 Goal(s) completed
1/2 Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level.
0/2 Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.
2/2 Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.
0/1 Spend at least 100 gp per character level on spellcasting services with the healing descriptor, material components, or a single use magic item for another PC. The PC must use the benefit before the end of the adventure.
1/1 Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
0/1 Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion).
0/1 While on a non-good plane other than the Material Plane, encourage a crowd of at least 20 participants to promote good, rebuke evil, or otherwise be virtuous. Doing so requires a successful Diplomacy, Knowledge (religion), or Perform (oratory) check (DC = 15 + your character level).
0/5 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.

Rewards:
Purifier When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). Also apply this benefit when others attempt caster level checks to remove such conditions from you.