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About Kronas KronglicBackground:
"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
Stats
Size / Type: Small Humanoid (Gnome)
Attributes
Offence
BAB: +1
Melee:
Dagger, cold iron
Ranged:
Dagger, cold iron
Alchemist's fire (flask)
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:
1st (3/3):
0th (at will):
_________________________________________________ Defence
HP: 17 (2HD + 2 Con)
CMB: 0 (1 BAB + 0 Str - 1 Size)
Fort: +2 (0 Base + 2 Con)
(+2 saves vs. fear and despair effects, and spells with the language-dependent descriptor or those that create glyphs, symbols or other magical writings)
Skills
Per Level: 7 (6 Base + 1 Int)
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
_________________________________________________ Traits / Feats / Special Abilities
Traits:
Feats:
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.
_________________________________________________ Equipment
Carry Capacity (with masterwork backpack): Light 0-28 lb. Medium 29-57 lb. Heavy 58-86 lb. Sword, short
Smelling Salts x2
Mithral chain shirt (Light Armour)
Buckler, masterwork
Shining Wayfinder
See Inventory Tracking Sheet for a full list of gear. Current Load 25.90 lbs. (Light) _________________________________________________ Chronicles
#1. Welcome to Pathfinder
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:
Chronicle #3:
Friend of Janira Garvix:
Explore, Report, Cooperate:
Chronicle #4:
Chronicle #5:
Chronicle #6:
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.
[ ] 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:
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:
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:
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