About Mal 001
[dice=AoO, heroism,mutagen (crit 19-20)] 1d20+22+2+2[/dice] [dice=Damage,mutagen, weapon of awe]1d8+12+2+2[/dice]
Male LG Aasimar (Plumekith) Swashbuckler 5, Monk (Master of Many Styles) 2, Warpriest (Sacred Fist) 4, Brawler (Mutagenic Mauler) 1
LG Medium humanoid (Aasimar)
Init +13 (+11 without panache);
Senses Darkvision 60'; Perception +24
AC 27, touch 27, flat-footed 18 (Dex +8, Dodge +1, Deflection +1, Insight +1, Wis +4, Monk +1, Nimble +1)
hp 97 (6d10+6d8+24+5(FCB)+2 (Retraining))
Fort +17, Ref +23, Will +17;
Resistances Negative Energy 10 (Nexus Crystal), Acid 5, Cold 5, Electricity 5
Special Defenses Evasion, Blessed Fortitude, Bead of Newt Prevention, dream journal of the pallid seer, Crane Wing
Speed 30 ft.
Melee Flurry +3 Unarmed Strike +20/+20/+15 (1d8+12+5 precision/19–20)
+3 Unarmed Strike +22 (1d8+12+5 precision/19–20) [Performance Combat Bonus=+5]
Unarmed Strike +22 [10 (BAB)+8(Dex)+1 (competence)+ 3 (Enhacement)+1 (Swashbuckler weapon training)-1 (Fighting Defensively)] 1d8+17 [8 (dex)+ 3 (Enhacement) + 1 (Swashbuckler Weapon Training) +5 (Precision) Piercing
Flurry Unarmed Strike +20/+20/+15 [10 (BAB)+8(Dex)+1 (competence)+ 3 (Enhacement)+1 (Swashbuckler weapon training)-1 (Fighting Defensively)] 1d8+17 [8 (dex)+ 3 (Enhacement) + 1 (Swashbuckler Weapon Training) +5 (Precision) Piercing
Special Attacks Stunning Fist (5/day DC20), Snake Fang, Crane Riposte
Spell-like Abilities crafter’s fortune APG 3/day (CL12), fox’s cunning 2/day (CL12), or greater magic weapon 1/day (CL13), See Invisibility 1/day (CL12)
Str 7, Dex 26, Con 14, Int 14, Wis 18, Cha 7
Base Atk +10; CMB +10; CMD 37
Feats Improved Unarmed Strike, Dodge, Combat Reflexes, Snake Style, Stunning Fist, Crane Style, Crane Wing, Snake Sidewind, Combat Style Master, Snake Fang, Deific Obedience, Crane Riposte
Skills Acrobatics +21, Diplomacy +15, Disable Device +23, Escape Artist +14, Intimidate +7, Knowledge (Religion) +12, Perception +24, Sense Motive +21, Slight of Hand +14, Stealth +14, Use Magic Device +15; +2 luck to all, +3 competence to charisma based Armor Check Penalty –0
Campaign: Trap Finder
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Faith: Fate Favored
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Religion: Defensive Strategist
You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Languages Common, Celestial, Dwarven, Draconic
SQ charmed life 1/day, deeds (derring-do, dodging panache, kip up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative, swashbuckler’s grace), panache, swashbuckler’s finesse, Warpriest Spells, Mutagen
Warpriest 0th (4) CL4
Detect Magic, Guidance, Read Magic, Stabilize
Warpriest 1st (3+1 bonus) [0/3 pearl of power used]
Blessed Fist, Divine Favor, Remove Fear, Divine Favor
Warpriest 2nd (1+1 bonus)
Surmount Affliction, Weapon of Awe
Racial: See Invisibility CL12
Deific Obediance (Torag)
Forgecrafter (sp) crafter’s fortune APG 3/day (CL12), fox’s cunning 2/day (CL12), or greater magic weapon 1/day (CL13) Sky Citadel Reclaimer Boon: Secrets of Creation
Artifice Crafter’s Wrath (minor)
At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.
Law Axiomatic Strike (minor)
At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
1 hour to brew, lasts 10 minutes, (+2 Natural Armor, +4 Dexterity, -2 penalty to wisdom)
At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist’smutagen and uses the brawler’s class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.
At 6th level, a mutagenic mauler gains a +2 bonus on damage rolls when she attacks in melee while in her mutagenic form. This bonus increases to +3 at 11th level, and to +4 at 16th level. At 10th level, a mutagenic mauler learns one of the following alchemist discoveries: feral mutagen or infuse mutagen, preserve organs, spontaneous healing. At 12th level, the mutagenic mauler learns the greater mutagen discovery.
Belt: Belt of Incredible Dexterity +4
Eyes: Eyes of the Eagle
Chest: Bane Baldric
This ornate sash of embroidered velvet stretches across the chest from shoulder to waist.
If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities . If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon. Attuning a new weapon to the baldric ends the attunement for the previous weapon.
Feet: Boots of Haste
Head: Circlet of Persusasion: This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.
Headband: Headband of Inspired Wisdom +2
Neck: Agile Amulet of Mighty Fists +1
Ring: Ring of Protection +1
Shoulders: Cloak of Resistance +2
Slotless: Swordmaster’s Flair: Blue Scarf
The user can spend 1 panache point as a swift action to increase her melee reach with light or one-handed piercing weapons by 5 feet for 1 minute.
Slotless: Cracked Dusty Rose Prism Ioun Stone: This stone grants a +1 competence bonus on initiative checks.
Slotless: Dusty Rose Prism Ioun Stone: This stone grants the wearer a +1 insight bonus to AC.
Slotless: Cracked Pale Green Ioun Stone: This stone grants a +1 competence bonus on attack rolls or saving throws.
Slotless: Cracked Pale Green Ioun Stone: This stone grants a +1 competence bonus on attack rolls or saving throws.
Slotless: Ocher Rhomboid Ioun Stone: evil magic item: gives Crane Riposte feat.
Slotless: Cracked Vibrant Purple Prism: This stone stores one spell level, as a ring of spell storing (minor). Long Arm currently stored
Slotless: Stone of Good Luck (Luckstone): This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.
Slotless: Carpet of Flying
This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. a carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks. 5 ft. by 5 ft. 200 lbs. 40 ft. 8 lbs. 20,000 gp
Slotless: Knight’s Battle Pennon
This narrow cloth flag is made to attach to the end a knight’s lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately.
A knight’s pennon grants different benefits depending on its color and design.
Battle: The red knight’s pennon of battle allows its bearer to benefit from heroism CL6 once per day.
slotless: Bead of Newt Prevention
slotless: Pearl of Power 3x (1) [2/3 used today]
Other Magic Items:
Wand of Cure Light Wounds 20 charges
Wand of Mage Armor 37 Charges
Wand of Shield 43 Charges
Wand of Long Arm 44 Charges
Wand of Heightened Awareness 45 charges
Scroll of Heal
Scroll of Breath of Life
Scroll of Restoration (800 gp, can not remove permanent negative levels)
Scroll of Lesser Restoration
dream journal of the pallid seer
Masterwork Backpack, Wayfinder, Holy Symbol [Torag] 3x, Spell Component Pouch 3x, Small Replica of Anvil
Monk 1: [Snake Style] You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
Swashbuckler Bonus 4th: [Snake Sidewind] You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.
9th: [Snake Fang] While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.
Monk 2: [Crane Style] You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
5th: [Crane Wing] When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn.
If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
Ocher Rhomboid Ioun Stone: [Crane Riposte] You take only a –1 penalty on attack rolls for fighting defensively.
Whenever you deflect an opponent’s attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses.
In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Monk 1st: Improved Unarmed Strike
You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Monk 1st: Stunning Fist (5/day DC20)
(Ex): (DC=(10+6+4) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
7th Combat Style Master [spoiler] You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round.
11th Deific Obediance
Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
After reciting a traditional prayer to Torag, either work at a forge or strike a small replica of an anvil or a sizable flat stone with a hammer for at least 10 minutes. If the sound of your hammer draws a creature near, encourage it to join in your worship of the Father of Creation. If hostilities become inevitable, leap into the fray with a battle shout in praise of Torag. Perform some small act toward maintaining your weapon, such as sharpening or polishing it, as you conclude your obedience with another prayer to Torag’s might and wisdom. Alternatively, if you have created something through this effort, grant it to the next person you meet who strikes you as fair and honorable. Gain a +1 sacred bonus on all attack rolls made with warhammers.
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
(Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
(Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Swashbuckler Weapon Training:
At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).
(Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
(Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
AC Bonus (5)
A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.
Spell Casting (Divine)
Unarmed Strike 4th level Monk:
At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.
At 3rd level, a sacred fist can avoid even magical and unusual attacks with help from his deity. If he succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless sacred fist does not gain the benefit of the blessed fortitude ability.
Fervor 6/day 1d6
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard actionthat provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Channel Energy DC16
Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undeadcreatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Paizocon 2014 GM Boon: You have spent enough time in Osirion that is it is now like a second home. You gain an additional trait from pages 30-31 of the Pathfinder Player Companion: People of the Sands. Write the selected trait on the line below. Trapfinding
Mantle of the Black Rider: +1 to Dexterity 1/day as a swift action
Season 5 Player Boon #13: Personal Physician: Improved: Whenever you make a fortitude save to recover from a disease after its incubation period your physician automatically succeeds at a heal check to treat any disease with a DC lower than 20. At the conclusion of each scenario your physician can cast on your character remove blindness/deafness, remove curse, remove disease, or remove paralysis. The physician also reduces the prestige point cost of the following services by 1 prestige once a scenario, break enchantment, neutralize poison, restoration.
Mythic Legacy: for one round gain the mythic version of a feat you have, then cross off chronicle
Echoing Paradox: before you roll, get +2 aid from yourself, then cross off
Time in Dreng’s Vaults: +2 permanent circumstance bonus to one knowledge
Year of the Shadow Lodge: Skill Boon (3 unused)reroll skill check
Ocher Rhomboid Ioun Stone: evil magic item: gives Crane Riposte
Alchemical Quicksilver: Splash Weapon that BoL's direct target (CL20)
Born in Southmoor of the land of linnoram kings, was a child when settlement was destroyed by trolls. Toragian priests came to aid and evacuated survirors. Taken in by these dwarves I worked the forges for a time in Jol. Eventually to further my training they sent me south to the Mindspin Mountains on a religious pilgrimage. While traveling through Varisia I encounter numerous other orders, including an order of Irorans who stressed self perfection. This message resonated with me and I began thinking of how these lessons could be applied on a daily sense. II eventually abandoned my journey to the Mindspin and spent time on the Varisan shores, spending time in different monastic orders and training academies. This included the flashy style of the Varisian Swasbucklers, the Iroran Masters, and many others. Dabbling in several orders I always found myself returning to Torag's central tenants of building order and defending that at all costs.
Running low on funds I sought work as a guard and eventually found myself on a caravan bound to Riddleport. Here I met several agents of the Pathfinder Society who told me of exploring much more of the world as agents, and utilizing their skills in numerous ways. I went to the Magnimar Lodge and was eventually sent to Absolom. I completed my training as an agent, hopeful to learn more ways to perfect my self and my ability to defend my comrads. I've had missions all over Golarion, from Irrisen to Qadira, and I've found that on all my missions using the teaching of Torag has kept me alive. One extremely recent mission had a fellow master of many styles, albeit offensively orriented, charge in and destroy one of the enemes, only to be similarly killed by another. There is much wisdom in letting them break on our shields! This experience led to my discovery of alchemical substances can enhance prowless in combat, which I learned how to brew from a fellow pathfinder and have begun using.
Acrobatics +21 6(ranks)+8(dex)+3(trained)+2(racial)+2(luck)]
Diplomacy +15 [9(ranks)-2(cha)+3(trained)+2(luck)+3(Competence)]
Disable Device +23 [10(ranks)+8(dex)+3(trained)+2(luck)+1(trait)]
Escape Artist +16 [1(rank)+8(dex)+3(trained)+2(luck)]
Intimidate +7 [1(rank)-2(cha)+3 (trained)+2(luck)+3(Competence)]
Knowledge (Religion) +12 [3(ranks)+2(int)+3(trained)+2(luck)+2(circumstance)]
Perception +24 [12(ranks)+4(wis)+3(trained)+5(competence)+2(luck)]
Sense Motive +21 [10(ranks)+4(wis)+3(trained)+2(Snake Style)+2(luck)]
Slight of Hand +14 [1(rank)+8(dex)+3(trained)+2(luck)]
Stealth +14 [1(rank)+8(dex)+3(trained)+2(luck)]
Use Magic Device +15 [12(ranks)-2(cha)+2(luck)+3(Competence)]
Appraise +4 (untrained)
Climb +0 (untrained)
Craft +4 (untrained)
Disguise +0 (untrained)
Fly +12 (untrained)
Heal +6 (untrained)
Knowledge +4 (untrained)
Perform +2 (untrained)
Profession +6 (untrained)
Ride +10 (untrained)
Spellcraft +4 (untrained)
Survival +6 (untrained)
Swim +0 (untrained)