High Shieldmarshal Armand Meneley

Masym Daleare's page

915 posts. Organized Play character for Eric Swanson.


Classes/Levels

Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Gender

Active Conditions:

Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10

About Masym Daleare

Masym Daleare
PFS #: 13977-2
Male Human Slayer (Vanguard archetype) 6
CG Medium humanoid (human)
Senses: Perception +10
Location: Cassomir
Languages: Common (Taldane), Orc, Abyssal
Occupation: None
Experience: 15
Fame: 30
Prestige: 30

Stats: Str 14, Dex 18, Con 13, Int 14, Wis 12, Cha 10

Description: This young man has a hard look about him. He has short cropped blonde hair and dark brown eyes. His body is lean and muscular and he carries himself with a quiet confidence. He has a grim expression on his face usually though when he (rarely) smiles his face is transformed. His weapons and gear are well cared for and kept close at hand, but otherwise unremarkable. Recently he gained a tattoo of a series of fractal patterns resembling ice crystals done in some sort of silvery white ink. The pattern starts with a large crystal on his chest over his heart, then spirals clockwise around running up to his right shoulder, the crystals getting smaller as they go, then going up the side of his neck, in front of his right ear before stopping on his temple, right at the hairline. He credits the tattoo for allowing him to tolerate the cold much easier. Along his chest there is a hand-sized scar, marked with faint claw marks, yet another mark of his adventures. Due to the recent events (i.e. torture) his left still shows a slight angle where it was mended from being broken, and also he has a slight indentation on the back of his skull. As for what he experienced there he refuses to talk about it...or he simply has repressed the memories...

DEFENSE
AC 21, touch 15, FF 16 (+5 armor, +1 shield, +4 Dex, +1 dodge); CMD 22
hp 55 (10+6+6+6+6+6)+6(Con)+3(favored class)+6(toughness)
Fort +7, Ref +10, Will +4

OFFENSE
Init. +6
Speed 30 ft.
BAB +6/+1; CMB +8
Melee MW Longsword +9/+4 to hit (damage 1d8+2, 19-20/x2, S)
Melee Light Mace +8/+3 to hit (damage 1d6+2, x2, B)
Melee Shortspear +8/+3 to hit (damage 1d6+2, x2, P)
Ranged Light Crossbow +10 to hit (damage 1d8, 19-20/x2, range 80', P)
Ranged Shortspear +10 to hit (damage 1d6+2, x2, range 20', P)
Ranged Throwing axe +10 to hit (damage 1d6+2, x2, range 10', S)
Sneak Attack +2d6

Skills: 36+12(int)+6(race)+3(favored class)= 57 total
+12 Acrobatics (6)
+2 Appraise
+7 Bluff (4)
+11 Climb (6)
+2 Craft (Untrained)
+0 Diplomacy
+0 Disguise ()
+3 Escape Artist
+7 Heal (3)
+6 Intimidate (3)
+7 Knowledge (Dungeoneering) (2)
+3 Knowledge (Enginneering) (0)
+6 Knowledge (Geography) (1)
+11 Knowledge (Local) (6)
+10 Perception (6)
+3 Ride ()
+9 Sense Motive (5)
+0 Spellcraft
+12 Stealth (6)
+10 Survival (6)
+8 Swim (3)
+0 Use Magic Device

Feats:

  • Dodge
  • Toughness
  • Mobility
  • Spring Attack
  • Traits
  • Crusader Tactician: You are skilled in both heraldry and siege tactics.
    Benefit: You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (nobility) checks, and one of these skills is always a class skill for you.
  • Careful Combatant: You have a strong sense of self-preservation, believing it is more important to safely extract yourself from a fight that has turned hopeless than to stubbornly stand your ground and risk death—for when you're dead, you can't protect the innocent.
    Benefit(s): When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.
  • Precise Strike (Combat, Teamwork)
    Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

    Class Abilities
    *Lookout (Ex): At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks.
    This ability replaces track.
    *Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against two opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
    If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
    *Tactician (Ex): At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability.
    This ability replaces the slayer talent gained at 2nd level.
    *Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    *Vanguard’s Bond (Ex): At 4th level, a vanguard forms a bond with his fighting companions. As a move action, he can choose one of his current studied targets and grant half his studied target bonus against that target to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the slayer’s Intelligence modifier (minimum 1). This bonus does not stack with any favored enemy or studied target bonuses possessed by his allies; they use whichever bonus is higher.
    This ability replaces the slayer talent gained at 4th level.
    *Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.

    Possessions
    Explorer's Outfit
    +2 Studded Leather armor (4175 gp, 20 lbs.)
    +1 Cloak of Resistance
    Buckler (5 gp, 5 lbs, ACP -1)
    MW Longsword (315 gp, 4 lbs)
    Shortspear (1 gp, 3 lbs.)
    Light Crossbow (30 gp 6 lbs.) with 20 bolts (2 gp)
    10 Cold Iron bolts
    10 Silver bolts
    Alchemist Fire (6)
    Holy Water (2)
    Tanglefoot bag
    Slayer's Kit (22 gp, 15 lbs.): This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, manacles, a mess kit, rope, and a waterskin.
    *Wayfinder (Standard)
    *Potion of Cure Moderate Wounds (3)
    Antiplague
    Antitoxin
    61 gp, 2 sp

    Carrying Capacity:
    L: <58 lbs. <== Currently here fully equipped.
    M: <116 lbs.
    H: <175 lbs.

    Stored:

    Cold Weather Outfit w/snowshoes
    Light Mace (5 gp, 4 lbs.)
    3 Throwing Axes (6 lbs.)
    Tent (Medium)
    10 torches
    trail rations (5 days)

    Background:

    Masym was conscripted to join the Lastwall Crusaders as a consequence of many of the existing Crusaders being sent off to fight the demon invasion at the Worldwound. At first he resisted this, getting himself into several fights with his commanding officers and his squad mates. While throwing him into the brig was considered, he was instead forced to train in a special elite squad for reconnaisance and assasinations of enemy leaders.

    After the Crusade ended his squad was disbanded and he was then summarlily dismissed from his squad due to his past performance. With a shrug, the veteran sent off from his home city of Vellumis to Absalom to join the Pathfinder Society. After a period of training and testing he successfully passed his trials and now awaits his first assignment...

    PFS Rewards:

    Cassomir's Locker:
    505 gp
    -300 gp (potion of CMW)
    =======

    Shadow Lodge Special
    205 GP TOTAL
    +500 gp
    =======
    705 GP TOTAL
    -332 GP (alchemist fire, holy water, tanglefoot bag, antiplague, cold iron bolts, alchemical silver bolts, antitoxin)
    =======
    373 GP TOTAL

    Frozen Fingers of Midnight
    373 GP
    +467 GP
    =======
    840 GP TOTAL
    - 8 GP (Cold Weather Gear)
    =======
    832 GP TOTAL

    Frostfur Captives
    832 GP
    +502 GP
    =======
    1,334 GP TOTAL

    Shades of Ice, Pt. 1
    1,334 GP
    -1,175 GP (+1 studded leather)
    + 12.5 (sell studded leather)
    =========
    159 GP TOTAL
    + 500 gp
    ==========
    659 GP TOTAL

    Shades of Ice, Pt. 2
    659 GP
    + 1188 gp
    ==========
    1,847 GP TOTAL
    - 315 gp masterwork longsword
    - 15 gp Medium tent
    ===========
    1,517 GP TOTAL

    Shades of Ice, Pt. 3
    1,517 GP
    + 1,207
    ===========
    2,724 GP
    - 20 gp tattoo
    - 1,000 gp cloak of resistance +1
    ===========
    1,704 GP

    From Under Ice
    1,704 GP
    + 1,197 gp
    ============
    2,901 GP
    - 250 GP Wayfinder (Standard)
    ============
    2,651 GP TOTAL

    Solstice Scar
    2,651 GP
    + 1,250 GP
    ============
    3,811 GP TOTAL

    CypherMage Dilemma
    3,811 GP
    + 1,940 GP
    ============
    5,751 GP TOTAL
    - 600 GP 2 potions of CMW
    ============
    5,151 GP total

    Decline of Glory
    5,151 GP
    + 1,540 GP
    ============
    6,691 GP TOTAL

    Shipyard Rats
    6,691 GP
    + 1,324 GP
    ============
    8,015 GP TOTAL

    Crypt of Fools
    8,015 GP
    + 2,219 GP
    ============
    10,234 GP TOTAL
    - 3,000 GP Upgrade to +2 studded leather
    - 1,350 GP Potions
    ============
    5,884 GP TOTAL

    Rules of the Swift
    5,884 GP
    + 2,206 GP
    ============
    8,090 GP TOTAL

    The Dalsine Affair
    8,090 GP TOTAL
    + 2,251 gp
    ============
    10,341 GP TOTAL

    Boons:

    - Access to buying potion of cure moderate wounds for 300 gp and scroll of remove disease for 375 gp.
    - Combat Boon: As an immediate action, you may reroll an attack roll before success is determined. You must accept the second roll, even if it is worse than the first roll. You may only use this ability once.
    -Average snowbloom (50 gp; When given as a gift to a native of the Lands of the Linnorm Kings with a starting attitude of indifferent or better, this rare flower grants you a +2 circumstance bonus on one Bluff or Diplomacy check against that person. Alternatively, when shown to a native of Irrisen, the flower grants a +2 circumstance bonus on Intimidate checks made against that target.)
    - Potion of bull’s strength (300 gp)
    - Dragonkiller: You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.
    - Snowmask Induction - You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.
    - 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. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.
    ▫ Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.
    ▫ Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits. If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability). Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level. Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.
    ▫ Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.
    ▫ Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order’s connection to some of Riddleport’s more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.
    ▫ Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you’ve earned the
    respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

    Liberty's Edge Season 8 Faction Card:

    [X] [X] [X] Liberate one or more slaves, captives, or hostages during an adventure.

    [ ] [ ] Fulfill one of the goals above on an Elemental Plane or in pursuit of the freedom of a creature with the air, earth, elemental,
    fire, or water subtype. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.

    [ ] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. To do so, you must succeed at a Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 plus your character level.

    [X] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocents.

    [X] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward.

    [ ] Possess a CMD against grapple of at least 25, the evasion class feature, or the ability to cast freedom of movement or
    break enchantment. Permanent magic items that grant these abilities count, but consumable items such as scrolls do not.

    [ ] In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20
    participants. Doing so requires a successful Diplomacy or Perform (acting, comedy, or oratory) check (DC = 15 + your
    character level).

    [ ][ ][ ]/[ ][ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
    Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

    Completed Scenarios:
    #1-30: Devil We Know Part II-Cassomir's Locker
    #2-00 Year of the Shadow Lodge Special
    #3–01: The Frostfur Captives
    #0-04: The Frozen Fingers of Midnight
    #2-15 - Shades of Ice, Part I
    #2-17 - Shades of Ice, Part II
    #2-19 - Shades of Ice, Part III
    #6–18 - From Under Ice
    #8-99: The Solstice Scar—Version A
    #4–15: The Cyphermage Dilemma
    #0-24: Decline of Glory
    #1-29 - The Devil We Know, Part I - Shipyard Rats
    #1-41: Devil We Know Part III-Crypt of Fools
    #1-48: The Devil We Know, Part IV - Rules of the Swift
    #2-21: The Dalsine Affair

    Email address:
    swansoneric6 (at) gmail (dot) com