Roldare

Lilic's page

245 posts. Organized Play character for Eric Collins - France.


Full Name

Lilic

Race

Stats:
HP 44/44 | 1/1 Hero Points | (Trap Finder) Perc’ +10 (+11 vs. traps) ; Stealth +8 ; Speed 25 ft. | (Deny Advantage) AC 19 (20 vs. traps) | Fort' +10 ; Ref' +10 ; Will +10 (+1 vs. traps)

Classes/Levels

Active conditions: Deny Advantage ; Exploration: Avoid Notice

Gender

Battered Young Male Varisian

Size

M

Age

19

Alignment

NG

Deity

Erastil

Location

Gravelands

Languages

Common ; Sylvan ; Varisian ; Druidic

Occupation

ex-Farmhand

Strength 8
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Lilic

"Protect, Contain, Destroy!"

CURRENT STATUS:
• We get a +1 to overland travel checks between now and the first checkpoint ; between each checkpoint, need to make an overland travel check. Check of your choice, as long as you can justify it story-wise. Examples include Athletics to power through, Survival to help identify animal trails, or Nature. It is not a secret check. Your result indicates how well you're doing in the race.
• This Chronicle will be #9
• from Spells (see bottom for choices):
- 1 x heightened (+1) Burning Hands
- 1 x heightened (+1) Heal
• 1/1 Hero Points
Invested: • Wayfinder
BOONS Switch out Leader by Example for Legacy of the Gorget
• Cold Weather clothes (tents, wood etc., water, food...)
Fangs of the Remorhaz, the Varki team of twin hunters, a druid, and a ranger; Two Houses, a team made of two Ulfen couples celebrating their anniversaries; the Wyrding Wayfinders, an aging champion accompanied by her two squires and a skald; Without Trace or Fail, the dour Ulfens who shared the team's sleigh; and Bluetongue's Brawlers, the hearty, friendly crew that were last year's winners. The driver reminds the crowd that Bluetongue's Brawlers were both last year's winners and required by the race to wear clothing this, following last year's cases of frostbite caused by completing the first day in the nude.

LILIC
Male human NG level 3 Rogue (thief) w. Druid archetype, who worships Erastil
Perception (Expert) +10 (+11 to find traps, Master level) Trap Finder
Languages Common, Varisian, Sylvan, Druidic
Str 8 (-1), Dex 16 (+3), Con 16 (+3), Int 12 (+1), Wis 16 (+3), Cha 8 (-1)
Speed 25 feet; HP 44 (DC9+dying condition); Hero Points 1
AC 19 <-- +1 vs. traps --> Fort +10, Ref +10, Will +10 (Expert)
Deny Advantage Not flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack (but they can give flank to others)

Skills:
• Academia Lore [Tr.] +6
• Acrobatics [Tr.] +8
• Arcana [Tr.] +6
• Athletics [Ex.] +6 ; Assurance = 17 (Quick Jump: High & Long Jump as single action w. no Stride)
• Crafting [Tr.] +6
• Deception [Tr.] +4
• Diplomacy [Tr.] +4
• Farming Lore [Tr.] +6
• Intimidation [Tr.] +4
• all Lores [Un.] +1
• Medicine [Ex.]+10 ; Battle Medicine
1 action, DC 15 for 2d8 HP (1/day)
Continual Recovery my Treat Wounds good in 10 minutes (not of 1 hour)
• Nature [Tr.] +8
• Occultism [Tr.] +6
• Performance [Un.] -1
• Religion [Tr.] +8
• Society [Tr.] +6
• Stealth [Tr.] +8
• Survival [Tr.] +8 (has a Compass, in Wayfinder)
• Thievery [Tr.] +8

Feats:
• Druid Dedication (archetype)
• Assurance (Athletics)
• Expert (Athletics)
• Battle Medicine
• Quick Jump
• Canny Acumen (Fortitude)
• Toughness ; recovery check DC = 9 + dying condition
• Expert (Medicine)
• Continual Recovery
• Natural Skill (via Ancestral Paragon)

Rogue Abilities:
• Trap Finder
• Sneak Attack
• Surprise Attack (1st round of combat, if Deception or Stealth initiative, creatures not acted flat-footed to me)
• Deny Advantage

Druid Abilities:
• Member of the Animal Order (Anathema: committing wanton cruelty to animals or killing animals unnecessarily ; doesn’t prevent you from defending yourself against animals or killing them cleanly for food)
• Cast Spells (DC 18) +3 damage
• can prepare two primal cantrips/day
• usually prepared: Electric Arc & Stabilize
Electric Arc heightened to 2 (2d4+3 damage) w. DC18 Basic Reflex save
Crit' Success = no damage
Success = 1/2 damage
Failure = full damage
Crit' Failure = double damage

Combat:
1st round of combat, if Deception or Stealth initiative, creatures not acted flat-footed to me
Melee • shortsword +9 (+5, +1) ; 1d6+3 (+1d6 sneak) magic piercing/slashing
(weapon potency rune +1)
[dice=Shortsword]1d20+9[/dice]
[dice=magic slashing/piercing]1d6+3[/dice]
[dice=Shortsword]1d20+9-4[/dice]
[dice=magic slashing/piercing]1d6+3[/dice]
[dice=Shortsword]1d20+9-8[/dice]
[dice=magic slashing/piercing]1d6+3[/dice]
Melee • light mace +9 (+3, -1) ; 1d4+3 (+1d6 sneak) bludgeoning
Can Shove w.Athletics skill even if no free hand. Crit' fail drop weapon.
[dice=Light mace]1d20+9[/dice]
[dice=magic bludgeoning]1d4+3[/dice]
[dice=Light mace]1d20+9-4[/dice]
[dice=magic bludgeoning]1d4+3[/dice]
[dice=Light mace]1d20+9-8[/dice]
[dice=magic bludgeoning]1d4+3[/dice]
Sneak
[dice=Sneak damage]1d6[/dice]
RangedElectric Arc (DC17)
[dice=Electric]2d4+3[/dice]

Gear (1 B, 5 L):
• padded armor (L)
• +1 shortsword & sheath (L)
• light mace & sheath (L)
• Doubling Rings
• wooden religious symbol (bow made of elk antlers with an arrow nocked) (L)
• signal whistle (leather thong) (-)
(invested) Wayfinder compass (badge of office in the Pathfinder Society) 1 action to cast light on it (-)
(like a torch: bright light in a 20-foot radius, and dim light for the next 20 feet)
It has a lid engraved with my name and the Glyph of the Open Road (from Janira)
• bandolier (-) w. healer's tools (B) full
• bandolier (-) w. flint and steel (-), thieves' tools (L), 2 x scrolls (-), empty vial (-), holly & mistletoe (-) 2 slots left
• backpack (-) w. grappling hook (L) & 50 ft. of rope (L), replacement thieves' tools picks (-), 1 week of rations (L), waterskin (L), writing set (-), 5 x empty sacks (L), repair kit (B) (1 B & 5 L out of 2 B not counting)
• purse: 41 gp, 0 sp, 7 cp

Boons:
Faction boon slot • Vigilant Seal Champion
Advanced boon slot • (none)
generic boon slot #1 • Sand Slide (from Quest 1A: Sandstone Secret)
3 uses ; Reaction ; Fail a Reflex save to avoid a trap ; Step, Drop Prone, get +2 to rolled save (maybe making it a success)
generic boon slot #2 • Cryptid Scholar from 1-02 (Mosquito Witch)
3 uses ; Reaction ; Recall Knowledge to ID creature I can see = roll twice use best
generic boon slot #3 • Team Player from 1-03 (Escaping the Grave)
3 uses ; Reaction ; Ally fails a check I Aided = ally can reroll and use best result
slotless boons #1 • Wayfinder (2 Fame, from All-Faction Rep')
slotless boons #2Engraved Wayfinder from 1-01 (Absalom Initiation)
Janira gave me a lid engraved with my name and Glyph of the Open Road
slotless boons #3Leader by Example (0 Fame, from Vigilant Seal)
used @ tier 1 w. 1-02 ; next use @ tier 2 (+2 DM Fame & Rep' w. Vigilant Seal)
Non Slotted Boons
Spoiler:
Experienced Mountaineer (from 1-05: Trailblazer's Bounty) treat mountains & steep slopes as diff' terrain & not greater
• Last from the Past (from 1-07: Flooded King's Court) did not kill Marcon
Traveler of the Spirit Road (from 1-06: Lost on the Spirit Road) erases crit' failure for stealth, track etc. when in a forest)
Legacy of the Gorget (from Quest #3: Grehunde's Gorget) Slot during 1-10: Tarnbreaker’s Trail, and other scenarios

Used Boons
Spoiler:
Society Connections from 1-01 (Absalom Initiation)
heightened task for Earn Income, used in 1-02 (Mosquito Witch)

PFS:
#101218-2003
• Vigilant Seal
• 3 points in Spells
• 26 XP
• 24 Fame (2 spent on Wayfinder)
• 30 Reputation (Tier 1)
• 28 Vigilant Seal Reputation (Tier 1)
• 2 Envoy's Alliance Reputation (Tier 0)
Scenarios played:
Spoiler:
#1 • Q1A-The Sandstone Secret (GM Credit)
#2 • 1-05 Trailblazer's Bounty
#3 • 1-03 Escaping the Grave (GM Credit)
#4 • 1-01 The Absalom Initiation (GM Credit)
#5 • 1-02 The Mosquito Witch (GM Credit)
#6 • 1-07 Flooded King's Court
#7 • 1-06 Lost on the Spirit Road
#8 • Quest #3: Grehunde's Gorget
#9 • Quest #4: Port Peril Pub Crawl
#10 • 1-08 Revolution on the Riverside
#11 • 1-13 Devils at the Crossroads
#12 • 1-10 Tarnbreaker's Trail!
#13 • Quest #7 A Curious Claim
#14 • 1-09 Star Crossed Voyages

Background:
Age 19, Lilic has cropped (wavy) dark brown hair ; black eyes ; and pockmarked, marred russet-brown skin.
Short and wiry [1m65 (5'5") ; 50 kgs (110 lbs.)], Lilic seems very weak, his bones frail, as if his muscles had wasted away. He is heavily marked, and his face and body badly scared.
Originally from Lastwall, Lilic was a farmer, working the small family estate (his folks were Varisian)..
He lived a simple but happy life, and even enjoyed meeting with the Fey in the forest bordering the farm-fields, learning Sylvan, and meeting the Druids who often came, and got him interested in this Way of Nature, starting to study as an acolyte and learning basic academic knowledge... until the Undead arrived!
Losing all his relatives, his body was deeply wounded by negative energy and mummy rot and such, and he barely escaped to Ustalav.
There he joined with some people fighting to save others, and thus met Pathfinders who were part of these groups, as well as some of the Druids who fled.
Knowing that the Whispering Tyrant is such a threat, and that other such abominations lie dormant, he left to train for battle, and, loving the Primal casting, he went with the Spells, as part of the Vigilant Seal, wanting to keep more of Golarion safe, until he can return to help restore Lastwall somehow... and undo the change into the Gravelands.
He has always continued studying Druidism, sad he never was able to pursue that path, but he still follows the Animal Order.

Introduction:
Lilic is a short, weak and wiry young man, not far from his 20's.
With cropped dark brown hair, deep-set black eyes, and his pockmarked russet-brown skin, filled with scars and black burn-lines, Lilic seems as if his body has wasted away...

He wears the padded armor that knights use under their full plate, but his is filled with cuts and bloodstains.
On his belt, a shortsword, a light mace, and a wayfinder engraved with the name Lilic and the Glyph of the Open Road.
Around his neck, a leather thong with a wooden symbol (a bow made of elk antlers with an arrow nocked) and a bone-signal whistle.
A couple bandoliers criss-cross his chest, one with healer's tools, the other with various picks, herbs and vials... oh, and he has two rings, one on each finger: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring.

Spells training choices:
One @lvl item + one @1/2 lvl item
• lvl 1 (heightened to 2): burning hands, charm, fear, heal, magic fang
• lvl 2: barkskin, dispel magic, remove fear, remove paralysis, resist energy,
restoration, water breathing

PAIZO BOOKS USED FOR CHARACTER:
• PFS 2E Guide - Free online
• CRB - I purchased a hard copy, and the .pdf via Paizo