Bleachling Lunatic

Lucifer Belthrue's page

444 posts. Organized Play character for Banesama.


Full Name

Lucifer Belthrue

Race

Wayang Unchained Rogue 5.1 | AC 21 (T 16/FF 17) | CMB +3 CMD 18 (FF 14) | HP 43/43 | Init +3 | Fort +2* Ref +7* Will +2* (* +2 vs Shadow Magic & +1 vs Humanoid Reptilians)(Evasion) | Perception +11 (+2 to locate traps) | Darkvision 60' | Speed 20' |

Classes/Levels

Ghost Sound 1/1 | Pass w/o Trace 1/1 | Ventriloquism 1/1 | Vanish 2/2 | Languages: Common, Abyssal, Azlanti, Draconic, Goblin, Infernal, Wayang | Active Conditions:

Gender

Male TN

Size

3' 3", 38 lbs (Small)

Age

54

Special Abilities

Darkvision 60', Light and Dark, Shadow Magic, Shadow Resistance, Sneak Attack, Trapfinding, Water Lurker, Ghost Sound, Pass without Trace, Ventriloquism, Evasion

Alignment

TN

Deity

Pharasma

Languages

Common, Abyssal, Azlanti, Draconic, Goblin, Infernal, Wayang

Strength 12
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 12
Charisma 11

About Lucifer Belthrue

Lucifer Belthrue
PFS# 138079-6
Dark Archive
XP: 13
PP: 18
Fame: 18

Racial Traits:

+2 DEX, +2 INT, -2 WIS
Darkvision 60'
Light and Darkness: Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
Lurker: +2 Perception and Stealth.
Shadow Magic: Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang's level. The DC for these spells is equal to 10 + the spell's level + the wayang's Charisma modifier.
-DC: 12
Shadow Resistance: +2 racial bonus on saving throws against spells of the shadow subschool.

Class Abilities:

Favorite Class (Unchained Rogue): +1 HP/Level
Finesse Training (Bonus Feat): Gain Weapon Finesse as a 1st level bonus feat.
Sneak Attack (Unchained | +3d6): Deal extra damage if enemy is flanked or flat-footed. 30' range with ranged weapons.
Trapfinding (+2): Add 1/2 your rogue level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion: No damage on a successful Reflex save.
Finesse Training (Short Sword): Can use Dex modifier for damage with selected weapon.
Debilitating Injury (Bewildered): Foe who takes sneak attack damage takes -2 AC penalty (-4 AC against Lucifer's attacks) for 1 round.
Debilitating Injury (Disoriented): Foe who takes sneak attack damage takes -2 attack penalty (-4 attack penalty if attacking Lucifer) for 1 round.
Debilitating Injury (Hampered): Foe who takes sneak attack damage has speed halved and can't take 5' step for 1 round.
Uncanny Dodge: Retain Dex bonus to AC when flat-footed and attacker is invisible.
Rogue's Edge (Acrobatics): Gain skill Unlock Powers in Acrobatics.

Rogue Talents
Minor Magic (Disrupt Undead, At-Will): 1d6 damage, 25' +5'/2 levels Range
Major Magic (Vanish, 2/Day): Functions like Invisibility spell and last 1 round per Rogue level.


Combat Stats:

BAB: +3
Melee: +7
Ranged: +7

+8 | +1 Short Sword | 1d4+4 | 19-20/x2 | Piercing
+8 | +1 Heavy XBow | 1d8+1 | 19-20/x2 | Piercing | 120' | 20/20 Bolts
+7 | Unarmed Strike | 1d2+1 Non-Lethal | x2 | Bludgeoning | Provokes AoO

+3d6 | Sneak Attack
Debilitating Injury (Bewildered): Foe who takes sneak attack damage takes -2 AC penalty (-4 AC against Lucifer's attacks) for 1 round.
Debilitating Injury (Disoriented): Foe who takes sneak attack damage takes -2 attack penalty (-4 attack penalty if attacking Lucifer) for 1 round.
Debilitating Injury (Hampered): Foe who takes sneak attack damage has speed halved and can't take 5' step for 1 round.


Skills:

Trained
+10 Acrobatics *-4 to jump
Skill Unlock (5 Ranks): You can move at normal speed through a threatened area without provoking an AoO by increasing the DC check by 5 instead of 10. You do not lose Dex bonus when attempting Acrobatics checks with DC's of 20 or lower.
+5 Bluff
+8 Climb
+14 Disabled Device
+11 Knowledge (Dungeon)
+11 Knowledge (Local)
+8 Linguistics
+11 Perception
+10 Sleight of Hand
+16 Stealth *+2 on watercraft and half-submerged in water
+9 Swim *+1 on watercraft and half-submerged in water
+12 Use Magic Device

Untrained
+3 Appraise
+0 Diplomacy *Boon: +2 against Reptilian Humanoids
+0 Disguise
+2 Escape Artist
+4 Fly
+1 Heal
+0 Intimidate *+2 vs Goblinoid Subtype
+2 Ride
+1 Sense Motive
+1 Survival


Feats/Traits:

Feats
Weapon Finesse (Bonus Feat): Use Dex instead of Str on attack rolls with light weapons.
Skill Focus (Use Magic Devices): +3 bonus on one skill (+6 at 10 ranks).
Dodge: +1 Dodge bonus to AC
Toughness: +3 HP; +1 HP per level beyond 3rd level.

Traits
Arcane Archivist: +1 traits bonus to Use Magic Device skill.
Water Lurker: +1 trait bonus on Swim checks; +2 trait bonus to Stealth checks when on watercraft and at least half-submerged in water.


Equipment:

Necklace of Fireballs (Type I)(one 3d6 bead remaining)
Wand of Cure Light Wounds (46 charges)
Ring of Protection +1
Handy Haversack
+1 Short Sword
+1 Heavy Crossbow
20 Bolts
+1 Lamellar (Leather) Armor
Traveler's Outfit
Blanket, Winter
Flint & Steel
Silk Rope 50'
Thieves' Tools, Masterwork
Trail Rations x4
Waterskin
PP:
GP: 1028
SP: 3
CP:

Chronicles:

Phantom Phenomena: +1 XP, +2 PP, +500gp
Emerald Spire Level 1: +3 XP, +4 PP, +1398gp
Emerald Spire Level 2: +3 XP, +4 PP, +1536gp
Emerald Spire Level 3: +3 XP, +4 PP, +3711gp
Emearld Spire Level 4: +1.5 XP, +2 PP, +2400gp Slow Progression
Emerald Spire Level 5: +1.5 XP, +2 PP, +2400gp Slow Progression

Boons:

Draw from the Deck: You have recovered a physically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suite (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.

Impressive Find: A representative from the Pathfinder Society--an organization of archaeologists and explorers--has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.

Well-Earned Reward: Dr. Quolorum's principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5000gp), necklace of fireballs (300gp), and robe of useful items (2500gp).

Goblin Bane: By slaying Grulk, the goblin's bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.

Trap Intuition: Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.

Splinter Slayer: In Splinterden, you fought a bandit group named the "Splinters." These cunning rogues used stealth and subterfuge while attacking you and following a few clashes, you were able to learn the nuances of their combat tactics. When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet.

Troglodyte Friend: You peacefully dealt with a den of troglodytes, and you are better equipped to do so again. You gain a +1 on all saving throws against the extraordinary abilities of humanoids with the reptilian subtype, and you gain a +2 bonus on Diplomacy checks against such creatures. You may cross this boon off your Chronicle sheet to double these bonuses for 5 minutes.

Touch of Planar Waters: Your experience with the many portals into the elemental Plane of Water in The Drowned Level have given you insight into the mysterious of the primordial plane and its inhabitants. Just being around the portals, a small amount of the plane's magical essence has imbedded itself inside you, which manifests when you are near water. As a swift action, you may use this boon to receive the benefits of touch of the sea (CL 6th). When you use this boon, cross it off his Chronicle sheet.


Purchasable Loot:

Gloves of Swimming and Climbing (5000gp) *Reduced cost from Boon
Necklace of Fireballs (Type I) (one 3d6 bead remaining; 300gp, limit 1) *Reduced cost from Boon
Robe of Useful Items (still has one of each of the following patches: dagger, lit bullseye lantern, steel mirror, 10-foot pole, 50-foot coil of hempen rope, sack, potion of cure serious wounds, 24-foot-long ladder, scroll of glitterdust, a bouquet of roses, 3 adamantine arrows, antitoxin, cauldron containing enough hot lamb stew to serve eight Medium creatures; 2500gp) Reduced cost from Boon
"Clanky's Arm" (masterwork club that cannot be enchanted; 150gp, limit 1)
Potion of Cure Moderate Wounds (300gp)
Ring of Feather Falling (2200gp)
Wand of Cure Light Wounds (20 charges; 300gp, limit 1)
Horn of Fog (2000gp)
Potion of Cure Moderate Wounds (300gp)
Scroll of Fireball (375gp)
Scroll of Fly (375gp)
Belt of Mighty Constituiton +2 (4000gp)
Silversheen (250gp)
Greenblood Oil (100gp each, limit 2 doses)
Potion of Invisibility (300gp)
Spire Transport Token (600gp, limit 1; allows a PC to use the Emerald Spire's transport function to reach the surface)
Brooch of Shielding (1500gp)
Boots of Elvenkind (2500gp)
Handy Haversack (2000gp)
Headband of Inspired Wisdom +2 (4000gp)
Potion of Water Breathing (750gp)
Ring of Protection +1 (2000gp)

Purchased Loot:

Masterwork Backpack 50gp
Masterwork Lamellar (Leather) Armor 210gp +1 Enchantment +1000gp
Necklace of Fireballs (Type I)(one 3d6 bead remaining) 300gp
Masterwork Short Sword 310gp +1 Enchantment +2000gp
Masterwork Heavy Crossbow 350gp +1 Enchantment +2000gp
20 Crossbow Bolts 2gp
Wand of Cure Light Wounds 750gp
Handy Haversack 2000gp
Ring of Protection +1 2000gp

Lucifer's Tracking & Chronicle Sheets