About Martha von LuciusMartha von Lucius
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Traits Deft Dodger, Indomitable Faith Languages Common Combat Gear Wand of Cure Light Wounds (34 charges) Other Gear amulet of natural armor +1, ring of protection +1, keen falchion +1, outfit (explorer's), cloak of resistance +2, belt of giant strength +2, piecemeal armor +1, 13156.0 gp ================================================= SPECIAL ABILITIES ================================================= Backswing (Ex) At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2. Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Caravan (Prestige award) You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren’t required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats. When you first purchase your caravan, you must decide how you wish to represent the caravan’s interests—this decides what additional skill you can use to make Day Job checks. If you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls. Deft Dodger (Combat) Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves. Indomitable Faith (Faith) You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1. Shattering Strike (Ex) At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery. Weapon Training (Ex) As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons. Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Heavy Blades +1) Chronicle sheet Boons:
[6-06 Hall of the Flesh Eaters] [] Gloomspire Explorer: Despite having studied only a small portion of Sevenfingers's tomb, you are now one of the Society's foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires. [7-01 Between the Lines] Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the originial effect overpowers your mental defenses and resumes. [6-05 Slave Ships of Absalom] Budding Friendship: You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one of more encounters in Absalom, you can cross this boon off your chronicle sheet to earn 1 Prestige Point instead. [The Emerald Spire #1] 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. [5-02 The Wardstone Patrol] [][][] Hero of the Inheritor: Tales of your selfless and altruistic acts have filtered back to the Church of Imoedae ain Nerosyan, which recognizes you as a shining example of the faith's central tenets. While in Mendev, you may purchase the following spellcasting services at half the normal price: cure light wounds, cure moderate wounds, cure serious wounds, make whole, remove blindness/deafness, remove curse, remove disease, remove paralysis, or lesser restoration. Every time you use this boon, check on of the boxes. After you check the last box, cross this coon off of your Chronicle sheet. [5-02 The Wardstone Patrol] Mendevian Commendation (x1): You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commenation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev. [5-02 The Wardstone Patrol] Using their Strength Against Them: You have learned several of the key strategies of both players in the Fifth Crusade, and with the help of Zarta Dralneen you have developed a strategy that you might use to surprise either side. As a standard action while in combat against a demon or Mendevian crusader, you may use the cavalier's tactician class feature, though it lasts for a number of rounds equal to 1 plus your Intelligence or Charisma modifier (minimum 1 round). The teamwork fear you grant must be chosen from the following: Coordinated Defense, Escape Route, Paired Opportunist, or Precise Strike. After you use this boon, cross it off of your Chronicle sheet. [6-18 From Under Ice] Tapestry Traveler: In recognition of your detailed reports about Naldak's descendants, the Pathfinder Society gifts you with insights that may prove useful on a future journey into the Hao Jin taperstry. You may activate this coon at any time within the Hao Jin tapestry, and its benefits apply for the rest of the scenario. You gain favored terrain +2 (Hao Jin tapestry) as per the ranger ability of the same name. A character with the favored terrain ability may instead chose[sic] to permanently change one of his favored terrains to the Hao Jin tapestry. When you use this coon, cross it off your Chronicle sheet. [6-18 From Under Ice] Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. [We Be Goblins Free!] You Be Goblin Chief: You have spent so much time studying goblins that you fancy you could be their chief if you set your mind to it. Of course, all great goblins[sic] chiefs are masters of the goblin games. As a free action, you can gain one of the benefits below for 3 rounds. When you use this boon, cross it off your Chronicle sheet.
[We Be Goblins Free!] Kaboom! Kablam!: You're constantly finding new and deadly way to employ fireworks. You can cross this boon off your Chronicle sheet when lighting a non-magical firework in order to double the damage it deals and increase the DC of any saving throws made against its effects by 2. [We Be Goblins Free!] Prestigious Goblin: Few adventurers who study goblin culture can somach further exposure, and through your persverance you have earned the grudging respect of your peers. If you have he You Be Goblin boon, the You Really Be Goblin boon, are a goblin (requiring a special Chronicle sheet), or completed this module during the Free RPG Day 2015 event, you gain 1 additional Prestige Point when you receive this Chronicle sheet. If you do not meet these conditions, cross this coon off the Chronicle sheet. [We Be Goblins Free!] Squealy Mnarrrr!: The power of the Birdcruncher tribe empowers its unofficial totem beasts: the owlbear and the pig. If you possess a class feature that permits you to take a boar as an animal companion, that boar and channel Squealy Nord's ferocity; the boar's starting Charisma score is 10, and it deals an additional 1d6 damage when it makes a charge attack. If you are instead able to gain an owlbear as an animal companion, the penalty on Handle Animal checks made to handle the owlbear companion decrease by 2 (minimum 0), and the owlbeak gains a +1 bonus on combat maneuver made to grapple. [The Emerald Spire #5] 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 mysteries 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 coon to receive the benefits of touch of the sea (CL 6th). When you use this boon, cross it off this Chronicle sheet. [8-15 Hrethnar's Throne] Experience with Dark Dreams: You have traveled aboard the Voracious, a ship inhabiting its own demiplane off the coast of Leng in the Dimension of Dreams. Your experiences there embolden your mind against dark influences from beyond reality. Before attempting a saving throw against a spell or spell-like ability with the mind-affecting and evil descriptiors-or attempting a saving throw against any mind-affecting ability of an outsider with the evil subtype-you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this coon off your Chronicle sheet on a night when you would be fatigued by a nightmare spell or a similar effect; you are not fatigued by that effect and rest normally that night. [8-07 From the Tome of Righteous Repose] [] Righteous Redemption: Thanks to your work bringing a lost hero's legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of hoy water and an oil of bless weapons; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0. [8-07 From the Tome of Righteous Repose] [][][] Worthy Foe: Lastwall is the Inner Sea's bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeted. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures' attack. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures' spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creautres' spells and abilities. Either benefit lasts until the beginning of your next turn. Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype. [5-06 You Have What You Hold] Smine's Best: Following your spectacular performance in the Arena of Aroden, Venture-Captain Holgarin Smine decided to craft a spectacular new weapon (colloquialy known as a "Smine") to commemorate your victory. You may apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing weapon that the venture-captain modifies for you. When you choose the weapon record its type below. While wielding that weapon, you gain a +1 bonus on performace combat checks as well as a +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition, increase the weapon's hit point total by 5. [8-17 Refugees of the Weary Sky] Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent adventures. This coon has no mechanical effect on its won, but it may interact with other boons or play a role in future adventures-especially those set on the elemental planes. [8-17 Refugees of the Weary Sky] [] Deep Sky Explorer: You have learned something about how the artificers of the lost Jistka Imperium bound elemental enegies into stone. You can recall a bit of lore as a swift action to gain Elemental Spell as a bonus feat or to gain energy resistance 10 to acid, cold, electricity, or fire. The chosen benefit lasts for 1 minute for each Earth Affinity boon you have earned with this PC. When you have used either benefit, cross this coon off your Chronicle sheet.
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