Vorrea Talminari

Mara Spintho's page

321 posts. Organized Play character for Ever_Anon.


Full Name

Mara Spintho

Race

NG Human Rogue 6 | HP: 56/56 | AC: 24 (+1 vs Traps)|

Classes/Levels

Fort +8, Ref +14, Will +11 (+1 vs Traps) | Perception +10 (+1 vs Traps) | Speed 30 ft. | Hero Points 1/1 | Conditions: Haste

Gender

Female

Size

Medium

Age

22

Alignment

NG

Languages

Common, Kelish, Osiriani, Skald, Tien

Strength 12
Dexterity 19
Constitution 10
Intelligence 16
Wisdom 12
Charisma 16

About Mara Spintho

Player: Ever_Anon
Character: Mara Spintho
PFS Number: 2364939-2001

Perception: +10

Fortitude: +8
Reflex: +14
Will: +11

+1 Striking Shortsword: +15
Shortsword Damage: 2d6 + 1
Shortsword Traits: Agile, Finesse, Versatile S
Critical Specialization: Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

Silver Shortsword Strike: +14
Shortsword Damage: 1d6 + 1
Shortsword Traits: Agile, Finesse, Versatile S
Critical Specialization: Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

Light Mace Strike: +14
Light Mace Damage: 1d4 + 1
Light Mace Traits: Agile, Finesse, Shove
Critical Specialization: Club: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.

Shortbow Strike: +14
Shortbow Damage: 1d6
Shortbow Traits: Deadly d10
Critical Specialization: Bow: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.

Hit Points: 56
Armor Class: 24 (8 proficiency, 4 dex, 2 armor)
Rogue Class DC: 22
Hero Points: 1

Ancestry:

Human
Hit Points: 8
Size: Medium
Speed: 25 feet
Ability Boosts: Two free ability boosts (Dex, Cha)
Languages: Common, Kelish, Osiriani, Skald, Tien
Humans can speak Common, as well as any other modern human language associated with their ethnicity. (Kelish) Humans gain one additional common language or regional language of their choice. (Osiriani)
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region). (Skald, Tien)
Heritage: Versatile: Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
Ancestry Feat (Level 1): Natural Skill: You gain the trained proficiency rank in two skills of your choice. (Medicine, Crafting)
Ancestry Feat (Level 5): Clever Improviser: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Background:

Detective
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. (Int, Dex)
You're trained in the Society skill and the Underworld Lore skill. You gain the Streetwise skill feat.

Class:

Rogue

Rogue Racket - Scoundrel

When you successfully Feint (page 246), the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.

Initial Proficiencies

Expert in Perception

Trained in Fortitude
Expert in Reflex
Expert in Will

Trained in Stealth
Trained in a number of additional skills equal to 7 plus your Intelligence modifier

Trained in simple weapons
Trained in the rapier, sap, shortbow, and shortsword
Trained in unarmed attacks

Trained in light armor
Trained in unarmored defense

Trained in rogue class DC

Sneak Attack
When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Deny Advantage:
As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Weapon Tricks:
You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.

Class Feats:

Trap Finder (Level 1): You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Quick Draw (Level 2): You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon. (1 action)

Mobility (Level 4): When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Skirmish Strike (Level 6): Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.

General Feats:

Feather Step (Heritage): You can Step into difficult terrain.

Fleet (Level 3): Your speed increases by 5 feet.

Untrained Improvisation (Ancestry): Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

Skill Feats:

Streetwise (Background): You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information.

Battle Medicine (Level 1): Heal yourself or an ally in battle.

Hefty Hauler (Level 2): Increase your maximum and encumbered Bulk limits by 2.

Assurance (Level 3): Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). (Medicine)

Wary Disarmament (Level 4): If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

Continual Recovery (Level 5): When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Ward Medic (Level 6): When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Skills:

Untrained

+6 Arcana (Int)
+6 Lore (Other) (Int)
+6 Occultism (Int)
+6 Performance (Cha)

Trained

+9 Athletics (Str)
+11 Crafting (Int)
+11 Intimidation (Cha)
+11 Lore - Law (Int)
+11 Lore - Library (Int)
+11 Lore - Pathfinder Society (Int)
+11 Lore - Underworld (Int)
+9 Nature (Wis)
+9 Religion (Wis)
+11 Society (Int)
+12 Stealth (Dex)
+9 Survival (Wis)

Expert

+14 Acrobatics (Dex)
+13 Diplomacy (Cha)
+13 Deception (Cha)
+11 Medicine (Wis)
+14 Thievery (Dex)

Master

Legendary

Equipment:

Free consumable item: Lesser healing potion

Combat Gear:
Arrows (20): -
+1 Leather armor: 1
Light Mace: L
Sheath (2): -
Shortbow: 1
Silver Shortsword: L
+1 Striking Shortsword: L

Other Gear:
Backpack: -
Bandolier (storing Healer's Tools): -
Bedroll: L
Belt pouch (2): -
Chalk (10): -
Climbing kit: 1
Clothing (Ordinary) (3): -
Clothing (Winter): L
Everburning torch: L
Flint and steel: -
Healer's Tools: 1
Repair Kit: 1
Rope (50 feet): L
Rations (14): L (2)
Soap: -
Tent (Pup): L
Thieves' tools: L
Waterskin: L
Wayfinder: -
Writing Set: L

128gp, 5sp, 6cp
Bulk: 6 (+3 L items)

PFS Specifics:

Chronicle sheets can be viewed here.

Slotted Boons:
Faction: Improved Envoys’ Alliance Champion
Advanced: Touched by the Storm
Generic: Skillful Mentor (slotted for free)
Generic: Experienced Mountaineer
Generic: Valais's Assurance
Generic: Sand Slide

Adventures Completed:
01-12: Burden of Envy (scenario)
Quest #6: Archaeology in Aspenthar (quest)
01-11: Flames of Rebellion (scenario)
Quest #5: The Dragon Who Stole Evoking Day (quest)
01-10: Tarnbreaker's Trail (scenario)
01-09: Star-Crossed Voyages (scenario)
Quest #4: Port Peril Pub Crawl (quest)
01-08: Revolution on the Riverside (scenario)
Quest #3: Grehunde's Gorget (quest)
01-07: Flooded King's Court (scenario)
01-06: Lost on the Spirit Road (scenario)
01-05: Trailblazer's Bounty (scenario)
Quest #2: Unforgiving Fire (quest)
01-04: Bandits of Immendwood (scenario)
01-03: Escaping the Grave (scenario)
01-01: The Absalom Initiation (scenario)
1A: The Sandstone Secret (quest)

Networking Points: Scrolls 2, Swords 1
XP: 50
Fame: 36
Reputation:
-Envoy's Alliance: 39
-Grand Archive: 15
-Horizon Hunters: 2
-Vigilant Seal: 2
-Radiant Oath: 2
-Verdant Wheel: 0

Available Boons:

Spoiler:

Faction:

Envoys’ Alliance Champion: While you have this boon slotted, you gain Reputation with the faction after a successfully completed adventure, as detailed in its Primary and Secondary Objectives.

Grand Archive Champion: While you have this boon slotted, you gain Reputation with the faction after a successfully completed adventure, as detailed in its Primary and Secondary Objectives.

General:

Sand Slide (3/3): Trigger: You would fail (but don't critically fail) a Reflex save to avoid a trap's effects; Effect: You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead.

Team Player (3/3): Trigger: An ally fails a check on which you aided; Effect: The ally can reroll the check and use the better result.

Touched by the Storm: While this boon is slotted, you gain cold resistance 1 and electricity resistance 1.

Experienced Mountaineer: While this boon is slotted, you treat mountainous terrain and other steep slopes as difficult terrain, rather than as greater difficult terrain.

Traveler of the Spirit Road (3/3): Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead.

Secrets of the Jistkan Alchemists (2/2): Your forays into the ancient alchemical testing site of the Jistka Imperium has left you with knowledge and materials for a few handy tricks. Whenever you Craft an item with the alchemical trait during Downtime, after rolling, you can check a box that precedes this boon to increase your degree of success by one (from critical failure to failure, from failure to success, or from success to critical success).

Valais's Assurance (2/2): You may check a box next to this boon and spend an action to use the champion focus spell lay on hands, heightened appropriately for your level. This does not cost a focus point.

River Kingdom's Politician (2/3): Upon completing an adventure set in the River Kingdoms or Razmiran, you may check a box next to this boon when using your downtime to Earn Income to participate in the political intrigues of the region, allowing you to find an Earn Income task of up to your level +1. Once all three boxes next to this boon are checked, this boon has a special effect in a future adventure.

Tarnbreaker Champions: You are a champion of the Balgirdtrek, which earns you special privileges through the Lands of the Linnorm Kings. While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Warki inn or similar establishment, and you gain a 10% discount on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place primarily in the Lands of the Linnorm Kings.

Fane's Friend: You managed to impress the enigmatic pirate captain Stella Fane and she considers you a friend. This boon has special benefits when slotted during scenarios and quests that feature Stella Fane.

Legacy of the Gorget: You have made close friends in the Lands of the Linnorm Kings by retrieving Grehunde's gorget and the body of her heroic descendant, Hlavard. This boon has special benefits when slotted during Pathfinder Society Scenario #1-10: Tarnbreaker's Trail, and may have other benefits in scenarios and quests that feature Grehunde's descendants.

Blast from the Past: You chose to deliver the undead Marcon Tinol to Venture-Captain Drandle Dreng, trusting in the experienced Pathfinder's ability to deal with the undead safely. This boon will have unique benefits and consequences when slotted in a future scenario.

Diggen the Liar: You refused to release the ghost of Diggen Thrune and instead turned the captive spirit over to Zarta Dralneen at the Grand Lodge. This boon will have a special effect in a future scenario.

Downtime:

Society Connections (0/1): Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level 3. If you critically fail the check, you still earn the result of a failure for that task.

Slotless:

Engraved Wayfinder: To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it.

One-Who-Waits (3/3): Whenever you roll a critical failure on an Acrobatics or Athletics check, you can check a box next to this boon as a free action to get a failure instead (the GM can tell you if this wouldn't change the outcome of the check so you do not waste this ability).

Ally of the Iruxi: You befriended the iruxi of Kihirat. This boon will have a special benefit in a future adventure.

Purchase Tracker:

Spoiler:

Burden of Envy:
No Downtime

Archaeology in Aspenthar:
Downtime - Earn Income: +6sp

Flames of Rebellion:
Boon - Improved Envoy's Alliance Champion: 8 Fame
Boon - Skillful Mentor: 2 Fame
+1 Armor: 160gp
(Sell) Leather Armor: +1gp
Downtime - Earn Income: +72sp

The Dragon Who Stole Evoking Day:
Downtime - Earn Income: +10sp

Tarnbreaker's Trail:
Downtime - Earn Income: +32cp

Star-Crossed Voyages:
Downtime - Earn Income: +16cp

Port Peril Pub Crawl:
No Downtime

Revolution on the Riverside:
+1 Striking Shortsword: 100gp
(Sell) Shortsword: +4sp, 5cp
Downtime - Earn Income: +16sp

Grehunde's Gorget:
No Downtime

Flooded King's Court:
No Downtime

Lost on the Spirit Road:
Downtime - Earn Income: +8cp

Trailblazer's Bounty:
Downtime - Earn Income: +64cp
Bandolier: 1sp
Clothing (Winter): 4sp L
Healer's Tools: 5gp 1
Repair Kit: 2gp 1
Tent (Pup): 8sp L
Writing Set: 1gp L
Everburning torch: 15gp L

Unforgiving Fire:
Downtime - Earn Income: +1sp

Bandits of Immenwood:
Downtime - Earn Income: +1sp

Escaping the Grave:
Light Mace: 4sp L
Downtime - Earn Income: +8cp
Boon - Grand Archive Champion: 4 Fame

The Absalom Initiation:
Engraved Wayfinder: Free -
Downtime - Earn Income: +4sp

Starting Gear:
Adventurer's Pack: 7sp 1
-Backpack: 1sp -
-Bedroll: 1cp L
-Belt pouch (2): 8cp -
-Chalk (10): 1sp -
-Flint and steel: 5cp -
-Rope (50 feet): 5sp L
-Rations (14): 8sp L
-Soap: 2cp -
-Torch (5): 5cp L
-Waterskin: 5cp L

Arrows (20): 2sp -
Climbing kit: 5sp 1
Clothing (Ordinary) (3): 3sp -
Leather armor: 2gp 1
Sheath (2): 2cp -
Shortbow: 3gp 1
Shortsword (2): 1gp, 8sp L
Thieves' tools: 3gp L