About Montgomery ThorentBackground:
| | | | | | | | | | | | | | | | | | | | | | | | Mongomery Thorent Montgomery
-------------------- Statistics -------------------- Str 10, Dex 14, Con 13, Int 17, Wis 14, Cha 10 Base Atk +5; CMB +5; CMD 17 (21 vs. Bull Rush; 22 vs. Grapple; 21 vs. Trip) Feats Alertness, Extra Investigator Talent, Gunsmithing, Quick Draw, Weapon Finesse Traits Osirionologist (Osirion, Knowledge [history]), Tunnel Fighter Skills Acrobatics: +9, Appraise: +7, Bluff: +0, Craft(alchemy): +14, Diplomacy: +4, Disable Device: +22, Escape Artist: +7, Fly: +5, Heal: +2, Know(arcana):+7, Know(dungeon): +7, Know(engineer): +11, Know(history):+8, Know(local): +7, Know(nature): +7, Know(nobles): +7, Know(planes): +7, Know(religion): +7, Linguistics: +13, Perception: +18; Prof(Barrister):+11, Sense Motive: +8, Sleight of Hand: +9, Spellcraft:+11, Stealth: +2, Survival: +2, Use Magic Device: +9; Modifiers -4 to jump(Speed), +2 racial bonus to assess nonmagical metals or gemstones(Greed), +6 competence bonus to create alchemical items(Alchemy), +3 to locate traps (trapfinding), +2 racial bonus to notice unusual stonework Languages Azlanti, Common, Dwarven, Hallit, Jistka, Kelish, Osiriani, Ancient Osiriani, Sphinx, Tekritanin, Terran, Vudrani SQ alchemy +6 , deeds (gunslinger's dodge, quick clear, up close and deadly), grit (2/day), inspiration (+1d6, 6/day), investigator talents (expanded inspiration, trap spotter, underworld inspiration), poison lore, swift alchemy, swift poisoning (Move Action), trapfinding +3 Combat Gear acid (5), alchemist's fire (4), alkali flask (5), arrows (30), arrows w/ ghost salt weapon blanch (10), black powder (100), bottled lightning (3), bullet (60), bullets with adamantine weapon blanch (10), bullets with cold iron weapon blanch (10), bullets with ghost salt weapon blanch (10), bullets with silver weapon blanch (10), burst jar (4), caltrops, defoliant (6), flash powder (3), fuse grenade (3), haunt siphon (3), holy water (4), holy weapon balm (3), liquid blade (3), liquid ice (5), pellet grenade, adamantine (2), pellet grenade, cold iron (3), pellet grenade, silver (3), scroll of barkskin (2), scroll of eagle's splendor (2), scroll of fly, scroll of fox's cunning, Silvercloud oil (3), smoke pellet, smog (3), tanglefoot bag (6), thunderstone (6), tindertwig (4), vermin repellent (9), wand of cure light wounds, weapon blanch [adamantine] (2), weapon blanch [cold iron] (2), weapon blanch [ghost salt], weapon blanch [silver] (2); Other Gear +1 mithral armored coat, +1 sword cane, alchemical glue (3), alchemical glue accelerant (3), alchemical grease (13), alchemical solvent (3), alchemist's lab, alchemy crafting kit, antiplague (6), antitoxin (6), armor ointment (3), backpack (2), bedroll (2), belt pouch (2), bladeguard (3), candle (2), chalk (11), climber's kit, clockwork key, composite shortbow [Str +0], courtier's outfit, crowbar, dagger, dart (4), elixir of spirit sight, explorer's outfit, eyes of the eagle, fishhook (2), flint and steel (2), formula book, goggles of minute seeing, grappling hook, hammer, handy haversack, hooded lantern, jewelry, mess kit, mirror, mug/tankard, oil (5), Oil of daylight, pistol, piton (14), portable alchemist's lab, pot, quiver, rope (3), sack (2), sap, sewing needle, siege set, signal whistle, soap, string or twine, thieves' tools, masterwork thieves' tools, thread (50 ft.), tobacco, torch (12), trail rations (12), traveler's any-tool, traveler's outfit, waterskin (2), wayfinder, whetstone Class Abilities:
Alchemy (+6) (Su)
Deed: Gunslinger's Dodge (+2 AC/+4 AC prone) (Ex)
Deed: Quick Clear (Ex)
Deed: Up Close and Deadly +1d6 (Ex)
Expanded Inspiration (Ex)
Grit (Ex)
Inspiration (+1d6, 6/day) (Ex)
Poison Lore (Ex)
Poison Resistance (+2) (Ex)
Studied Combat (+3, 3 rounds) (Ex)
Studied Strike +2d6 (Ex)
Swift Alchemy (Ex)
Swift Poisoning (Move Action) (Ex)
Trap Sense +2 (Ex)
Trap Spotter (Ex)
Trapfinding +3
Underworld Inspiration (Ex)
Feats:
-------------------- Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Extra Investigator Talent You gain one additional investigator talent. You must meet the prerequisites for this investigator talent. Gunsmithing
Quick Draw
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Weapon Finesse
Traits:
Osirionologist (Osirion, Knowledge [history]) You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks,and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages. Tunnel Fighter
Racial Abilities:
Defensive Training +4 +4 dodge bonus to AC against monsters of the Giant subtype. Greed
Hardy +2
Hatred +1
Slow and Steady
Stability +4
Stonecunning +2
Chronicles/Boons Assigned :
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Debt of the Kirin:
You Possess a series of letters of credit and a trade agreement between any holder of that agreement and a group called the Way of the Kirin Source: 2 - First Steps, Part 2: To Delve The Dungeon Deep
Kayle’s Blessing:
[][][]You gain a +1 luck bonus on any saving throw against a dragon’s breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. Source: 3 - First Steps, Part 3: A Vision Of Betrayal
Curse Breaker:
Your tireless efforts to break the Ruby Prince’s curse have made you more resistant to curses. Treat your caster level as 2 higher when casting remove curse. If you are targeted by remove curse, treat the spell’s caster level as 2 higher. These effects do not stack. Source: 3.1 - Year of the Risen Rune News Of The Diamond Sage:
You learned of a figure known as the Diamond Sage, a mystic who has some connection to Amenopheus, the Sapphire Sage. If you are a member of the Osirion faction, Amenopheus encourages you to continue to Azir, where the Diamond Sage was last seen; the next time you travel to Rahadoum for a Pathfinder Society mission, Amenopheus gives you a single item worth 250gp. You do not have to choose the item until the mission begins. Source: 4 - The Glass River Rescue Masterful Performance:
As a reward for exonerating the Umbral Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus to Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus to any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. When you use this ability, cross it off the Chronicle sheet. Source: 5 - Murder’s Mark Clockwork Spy:
You recovered a broken clockwork creation, but without extensive repairs it will never function again. You may spend 50gp to attempt to repair the construct. If you then succeed at a DC 30 Craft (clockwork) or Disable Device check, you may sped an additional 325gp to restore the clockwork spy to full working condition (see page 58 of Pathfinder RPG Bestiary 3), after which it follows your simple commands. You may take 10 on this check but may not take 20, as the 50gp is consumed whether or not you succeed at your initial skill check. You may substitute 2PP for either of these skill checks but must still pay the requisite gold for the repair. The clockwork spy cannot be repaired if it uses its self-destruct ability anytime thereafter. You must bring a copy of Pathfinder RPG Bestiary 3 to any game in which you plan to use the clockwork spy, as if it were available as an additional resource. Source: 5 - Murder’s Mark Goblin Scourge:
Once per scenario, you may call upon your memories of the battle of Thistletop to bolster your resolve against goblinoid foes. Doing so grants you a +1 morale bonus on attack and damage rolls against targets with the goblinoid subtype and a +2 morale bonus on Will saving throws against spells or effects from goblinoid sources. These bonuses last for 1 minute. Source: 6 - Burnt Offerings Lamashtu’s Bane:
Your encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled your hatred for the Mother of Monsters and he followers. You gain a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu. Source: 6 - Burnt Offerings True Ally of the Lantern Lodge:
Amara Li recognizes your invaluable contribution in ensuring a strong alliance wth the Way of the Kirin, and she promises to assist you in the future. Whenever you spend 1 PP to gain a +4 bonus on any one skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6. Source: 8 - Way of the Kirin The Kirin’s Debt Repaid:
If you have the Debt of the Kirin boon from a previous adventure, Iko Tsuneo offers to purchase back the ancient letter of credit in return for one of his organization’s treasures. Choose one item worth up to 5,500gp. When you next purchase the item you do so at a 25% discount. When you use this boon, cross both it and the Debt of the Kirin boon off their respective sheets. Source: 8 - Way of the Kirin Embeth Hound:
The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who recieves a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. IF the Embeth hound dies, cross this boon off your chronicle sheet. Source: 10 - Six Seconds to Midnight Henbane’s Token:
Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action, you can destroy the flower to disappear completely for one round. While out of time, you cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet. Source: 10 - Six Seconds to Midnight Azlanti Wonders:
While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millenia of tragedy and looting. When you adventure in a ruin, archeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including most Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your AC. Source: 11 - The Sky Key Solution Champion of Time:
Defender of Time. Bonus relates to future character Source: 11 - The Sky Key Solution Timelost Chronicler:
You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made. Source: 11 - The Sky Key Solution Ectoplasmic Enhancement:
You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all your natural attacks, unarmed attacks, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects your phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet. Source: 13 - The Labyrith of Hungry Ghosts Nightmarish Pigments:
You found a pot of nightmarish pigments, which you may purchase for 1000gp. Nightmariush pigments function as marvelous pigments, except the items they create subtly bend, warp, and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, they cannot be mistaken for objects made of standard valuable materials like gold. One pot of nightmarish pigments is sufficient to create a 125 cubic foot object by depicting it two-dimensionally over a 25-square-foot surface. The pigment can create a collection of mundane items whose value does not exceed 500gp. Source: 13 - The Labyrinth of Hungry Ghosts Savior of Old Flotsam:
In thanks for retrieving her precious folding boat, V-C Benarry commissions you a single feather token mad out of a splinter of Old Flotsam herself. This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boats duration expires. You may purchase the feather token (Old Flotsam) for 450gp or 1PP. Source: 13 - The Labyrinth of Hungry Ghosts Air Affinity:
Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures--especially those set on the elemental planes. Source: 14 - Through Maelstrom Rift Elemental Awakening:
The society has cast its gaze upon the Elemental Planes, and as you and your colleagues explore these wondrous realms, you develop a nuanced command of elemental forces and the ability to withstand a fraction of the local hazards. Whenever any of your characters earns a Chronicle sheet that grants the Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity boon, you can include a copy of that sheet with this character’s records and check a box below corresponding to that boon’s element; Chronicle sheets applied to a different character do not grant you any benefit or rewards beyond serving as a record for this boon. So long as you have checked at least one box associated with an element, you gain an ongoing benefit and can cross the entire element’s entry off the Chronicle sheet in order to cast a spell-like ability, treating your caster level as 3 times the number of checked boxes.
[X][][][]Air:You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the air subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast feather fall as a spell-like ability. If you have 2 or more boxes checked, you can cast fly. If you have all 4 boxes checked, you can cast mass fly (Pathfinder RPG Advanced Player’s Guide p223). [X][][][]Earth:You gain acid resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the earth subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast stone shield (Pathfinder RPG Advanced Race Guide p149) as a spell-like ability. If you have 2 or more boxes checked, you can cast stone shape. If you have all 4 boxes checked, you can cast either stone to flesh or stoneskin. [X][][][]FireYou gain fire resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the fire subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast burning hands (DC 16) as a spell-like ability. If you have 2 or more boxes checked, you can cast fireball (DC 18). If you have all 4 boxes checked, you can cast fire shield or fire snake (Pathfinder RPG Advanced Player’s Guide p222, DC 20). [][][][]Water:You gain cold resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the water subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast touch of the sea (Pathfinder RPG Advanced Player’s Guide p250) as a spell-like ability. If you have 2 or more boxes checked, you can cast quench (DC 18) or water breathing. If you have all 4 boxes checked, you can cast cone of cold (DC 20) or solid fog. Source: 14 - Through Maelstrom Rift Defender of Absalom:
You aided Absalom in its hour of need, breaking the siege of demon-flesh monstrosities, undead saboteurs, and ghastly ships. The people of Absalom witness your triumphs and will remember your courage for several deeds in particular. Choose two of the following rewards corresponding to a faction’s objective that you successfully completed, and cross the others off your Chronicle sheet. You do not need to be a member of a particular faction to choose its associated reward.
[X]Maestro of Manumission (Liberty’s Edge):Bonus relates to future character [X]Noble Heir (Sovereign Court):You rallied several of Absalom’s noble houses, all of which distinguished themselves during the siege. All four are eager to recruit new talent into their hierarchy, and have each invited you to become a lord bearing their respective family name. Choose the al-Hadir, Arpador, Caperina, or Tullian family. You are a lord of that family whose noble status is recognized in most realms. You also gain a signet ring and one bejeweled bauble for each character level you have. You can pry the gem out of a bauble to use in place of an expensive material component requiring gemstone dust, and each bauble’s gem is worth 100gp. Source: 15 - Assault on Absalom Exemplar of the Order (Scarab Sages Faction):
Your devotion to the Jeweled Sages has poised you to become the next member of the order. When playing an adventure, you can fulfill and check up to two boxes on your Scarab Sages Faction Journal Card. If you have fulfilled at least 10 goals across these cards and have either earned the Honored Acolyte (Scarab Sages) boon or purchased Anamnesis, you can spend 30 PP to gain the Jeweled Sage boon below.
Jeweled Sage (30 PP):Through a ritual you led with the other Jeweled Sages, you have created a sage jewel that will grow in power with you and preserve your knowledge for all time. You gain a +3 insight bonus on Knowledge (history) and Linguistic checks, and all Knowledge skills are class skills for you. Once per day, when attempting a Knowledge skill check, you can roll twice and take the higher result. Additionally, you can cast comprehend languages once per day as a spell-like ability (CL 15th). You are recognized as a leading scholar in many fields and gain +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks when dealing with other scholars and experts. Source: 16 - Salvation of the Sages Savior of Knowledge:
[][][][][]You aided the Jeweled Sages in their hour of need, and they quickly answer your calls for help. Once per scenario when you’re adventuring in Absalom or Osirion, a sage can offer advice on any subject, granting you a +5 insight bonus on one Knowledge skill check. You can check a box in front of this boon to instead receive direct attention from a sage anywhere. The sage attempts a trained Knowledge skill check for you, with a bonus equal to twice your character level, and provides the information to you through mental magical communication. Source: 16 - Salvation of the Sages Torch’s Respect:
Torch has developed a grudging respect or passing fondness for you and makes an effort to avoid harming you. When interacting with Torch or his agents, you gain a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate check. If you would die while fighting Grandmaster Torch or his agents, you can cross this boon off your Chronicle sheet to return to life with 0 hit points at the end of the encounter. Source: 16 - Salvation of the Sages --------------------
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Primary Travelling formulabook:
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