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Thaks, i will look into it ;)


Hello everyone,

I really enjoy the spontaneous casting of the wizards in (for example) DnD 4th and 5th and the spontaneous casting of the arcanist really feels like what the wizard should have been from the start.

With that said, I really like the school mastery/arcane bond that comes with the wizard as well as the bonus feats/discoveries. The prepared spell kindda thing kind of discourage me. I wondered if anyone had sugestions as to how i could modify the casting stats from the arcanist (which are too powerful in my sense to just apply to the wizard) and then apply them to the wizard.

Thanks!!


Also, I wanted to know what were the effects on WP/VP for negative levels. I would say that it reduces the number of WP by 1 instead of reducing de HP by 5. What do you think?


Hey there!

Long story short, I want to use the wound/vigor points system but I still want to use the mythic system in my game. The abilities of mythic characters are often based on HP so I wanted to know if my "translation" of the mythic abilities into wound/vigor versions was correct. Thanks in advance!

***slight change to the wound/vigor system***

You have a number of wound point equal to your Con score. If you drop to 0 wound point you are wounded (staggered, etc). If you do any action you lose 1 WP and have to make a dc10 Con check. If you fall unconscious you lose 1 WP per round. If you have a number of negative WP equal or greater than your Con score you die.

Hard to kill (mythic) : when you drop below 0 and fall unconscious, you dont lose WP each turn. You also dont die until double negative Con score.

Recuperation (mythic) : when you rest 8 hours, as long as your not dead, you regain half-level worth of WP and all VP. If you rest 1 hour and spend 1 Mythic point you gain the benefit of a usual 8 hour rest (1 WP and all VP).

Please give me some feedback! Thanks


OK sorry I searched 2 minutes and I found it on page 224... Sorry again


Hey there,

I can't find anything in the mythical adventure book on monster creation. I wanted to know how do you know how much HP a monster gets per mythical rank and some sample powers you can give them.

If someone can point me out in the good direction it would be great, thanks!


Hi there!

I'd like to make a character that is like the prince from the Prince of Persia serie (fighter with high acrobatics bonuses). But I would like to be able to make the jump-on-enemy thing. Is there already a check for this kind of action? Is it a CMD/CMB thing or a new action or a skill check? What are the advantages or the drawbacks?

My suggestion : Acrobatics check against CMD, defender gets an attack of opportunity, success means you get on the opposite square around the attacker and can make one attack against flat footed AC. What do you think?


Yeah I looked it up and I know i misunderstood, sorry. Thanks alot for the explanation :)


Hi! I have a tricky question (i think) for someone who knows the staff creation rules quite well.

I went over the creation rules and I tried to make recreate the maths but it doesn»'t seem to work. I took the staff of minor arcana (8000gp, CL8, shield and magic missile) and I tried to make the equation but it doesn't seem to match.

So the creation rulkes states that the base cost is 400gp x the level of the highest spell x the level of the caster plus 3/4 of 300gp x the level of the highest spell x the CL plus 1/2 of 300gp x the level of any other spell x the CL. Therfore, the equation for the staff of minor arcana should look like this :

400gp x 1 x 8 +
300gp x 1 x 8 x 3/4 +
300gp x 1 x 8 x 1/2

This can be reduced to this equation:

400gp x 8 +
300gp x 6 +
300gp x 4

This gives us:

3200 + 1800 + 1200 = 6200

It is important to remember though that one of the spell can be casted with 3 charges so you devide it's cost (1200) by 3 which leaves us with this equation

3200 + 1800 + 400 = 5400

This is not half of the usual bas cost (8000gp) nor the actual base cost... Where am i wrong please!


But then, I guess it means my theurge level would not stack as well (since it isn't writen in the book)... I would then always have an effective wizard level of 3 and an effective cleric level of 3... That just doesn't make any sense.


Hi! I'm going to play a Mystic Theurge in a PF game but I have a few questions about caster levels.

I did my homework and searched a bit on the message board and here is what I found : if you have 2 caster classes, you combine your levels when it comes to meeting prerequisites (ex : for Item Creation feats) but keep them appart when casting spells (casting a healing spell only uses your cleric caster level, not you wizard's). Am I right?

If I am right, is there a way I could get them to add togheter?

Thanks!


Sorry if I am 2 months late but here is my proposition :

Every limb has a break DC, hardness and Hit Points. I suggest the hit points Dwarfakin already told us about but use 1/5 of the HP for the limb HP. Hardness 5 would be the best (since it's the same as bone weapons). The break DC is 10 + creature's constitution.

I would rather use the sunder Combat Manoeuver check instead of a called shot (since it's not a shot really and because it implies attacks of opportunity). I would also not allow range bonebreaking (I'm just saying, I know it was not your question).

Desroying a bone always inflict damage equal to it's hit points to the... wearer? (sorry didnt find another word) Any exceeding damage from the sunder attempt is wasted. Broken limbs (half HP) impart a penalty (-1/4 (or -1/8 for quadrupede) your speed per leg and -2 on attack/damage per arm). Destroyed limb (what we would call broken bones IRL) cannot be used and inflict penalties to speed(-1/2 speed (or -1/4 for quadrupedes) per leg)

Striking the head could imply a penlaty to the CMB (like a called shot) but would still be a sunder attempt. Breaking a skull makes the creature sickened and destroying it makes the creature unconsious.

Finally, I would make this whole ability a feat with prerequisite Improved Grapple, Improved Unarmed Strike, Str 15 and BAB +5.


Thanks alot!


Hi,

the PFSRD site says that "A Wizard can learn an arcane discovery in place of a regular feat or Wizard bonus feat".

Does that mean that I can choose a discovery whenever I gain a feat (3rd, 5ft, 7ft, 9th, etc.) or really just when given a bonus feat?


Hi,

Quick question here : I'm considering using primal magic during one of my quests. Do you think it is a good idea to give out XP for dispelling/surviving such events (just as traps)?

Other question : When a Primalist wizard triggers a primal event, does it affect him or does the event occur where the spell (which triggered the event) was targetting?


Great tip, thanks!


I didn't think quickdraw could make it possible to do multiple attacks with thrown weapon... To me it feels like letting a player with no wepons out get them out and make full attack... I dont know if its realy legit


I'm looking for advises about how to desing a character that can throw a shit load of daggers/throwin knife in the same round. I am thinking about the idealistic rogue which may hold 4 daggers in the same hand and throw them all around.

So my first question : is it possible to throw multiple daggers/throwing knife at the same time?

Then : does multishot apply? is it possible to throw multiple daggers if you have multiple BAB?


I'm looking for advises about how to desing a character that can throw a shit load of daggers/throwin knife in the same round. I am thinking about the idealistic rogue which may hold 4 daggers in the same hand and throw them all around.

So my first question : is it possible to throw multiple daggers/throwing knife at the same time?

Then : does multishot apply? is it possible to throw multiple daggers if you have multiple BAB?


@mplindustries:

I don't know yet, just trying to think about it. But I guess it'll be around 12th level.


I dont want these fighters to be too much over power. Riding a real Gargantuan Roc is quite an advantage and it is written that almost only giants are able to handle real rocs. The reason I wanted to give some rangers/druids roc mounts was to make it realistic and not to give my players that much of a hard time defeating them.


Thinking of it, the ranger is more suitable because it is a full BBA class and has lots of good bonus feats and I can negate the spells for additionnal bonuses if I want to make them full fighters.

Thanks


It's great but I didn't wanted my NPCs to have the bonuses of a ranger (favored terrain, favored enemy, etc,) because it didn't fit with... well... just their society's background or anything. But thanks for the advise, I will try to make the best out of it ! :)


Just wanted to make Cavalier NPCs on big birds with spears and bows.


Thank you gentlemen, so that brings up another question : is there any other way to make a flying cavalier other then the hypogryphe rider?


Hi there, I think the title speaks for itself...

So first question : the beast rider can, at 7th level, use any mount of natural size Large or Huge. I just wanted to make sure that it included the Roc, which size is garagantuan except for the aanimal companion with the maximum large size.

Second question : does taking the Boon Companion feat give you the right to take such a mount (question 1) at 3rd level (since you then have an effective cavalier level equal to 7). A 3rd level druid with this feat would be able to ride a bear, so could a beast rider do so at the same level.

Thanks alot!


Thanks chaosthecold


Hi,

I've just read a debate on wheter an archeologist is good or not but haven't found exactly the answer I wanted so here it is : those an archeologist gain additionnal use of his "luck" ability if he uses the favored class bonus from the gnome or half elf?

Thank you!


Ah, you're right! Thank you, stupid question x)


Hi,

Reading the brawler fighter archetype, I was wondering if it was possible to take the close weapon training even with the close combatant ability (at 13th or 17th level).


I haven't read all the posts on this thread and I may repeat something someone already said but I am going to tell my opinion anyway :

For spontaneous casters (oracles, sorcerer, inquisitor, etc.) : any spell known he had may be learned

For memorizing (wizard, magus, etc.) : any spell he preapred that day or the day before (if you killed it during his 8 hours rest).


Hi, I searched a little and didn't find anything on the subject so I just thought I should ask : may animal companions give birth?

I know this sounds silly, but I think some players may want, some day, a little wolf patch following their mom into battle. I think there are two ways to see this through :

1) The animal companion's a supernatural animal. Since it is bound to disapear following the will of it's "owner", it may not give birth. If it could (which means you basically waited a couple of months in-game to wait for it to happen), the baby-whatever would probably disapear whenever you would dismiss your Animal companion.

2) yes they can. The baby-animal do not get any bonus from being the kin of an AC but can still live after their parent disapeared. You do not get any benefice from giving birth to animals and they don't necessarily follow you after the AC is dismissed.

If anyone thinks like No2, then, do you think a druid could shapeshift into an animal, do it with an animal (or even with its animal companion) and have pup with this animal (YAY, zoophylia). For example, could a male druid transform into a bird-like animal (lets say an axebeak) and fertilize his female animal companion axebeak's egg?

I know this sounds creapy, but I was only wondering if there was something I was missing about animal companions and animal transformation....

Thank you to answer my creapy post


But even though a cleric has a sanctified shield, he would require another (free) hand because his shield hand is occupied by the shield and letting it go to make somatic components would be like droping the focus no?


Hi, I've been reading a bit about casting divine spells and using a shield/weapon. I am actually having a debate with some of my friends and I would like to be sure about some things:

1- When casting a spell, a cleric need to hold his holy symbol in one hand, right? May he use that hand to make somatic component or must he use another hand?

2- Altough the frind I am arguing with uses a buckler to protect himself (which leaves him a free hand for somatic/DF component), I have been reading that you can cast a spell using a light shield by releasing the handle (since the description says you can carry items in the shield hand, I kind of understand since the hand is more free then with the heavy shield).

3 - Can a shield be a holy symbol or is it only a Holy Vindicator ability?

Thanks a lot


Thanks you


Hi,

In the black blade's progression table, there's a column named "enhancement bonus". Is it a real constant bonus or is it only a reminder of the damage bonus granted by the Black blade strike ability?

If it is a constant enhancement bonus, does it mean that the weapon is magic (i know it's pretty stupid but it changes a lot the way you use the magus's arcane pool).

Thanks!!!


Hi! Me and my players have been wondering about wearing multiple armors. I saw some drawn characters in the books (like the fighter ine the CRB) that wear, for instance, a breast plate on top of a chain mail. We had a particuliar way to calculate it : You add the two ACP -1, you take the worst max dex -1 but you add the two armor bonues. The main (and only) reason why we wanted to try this, is because we basically think it is awesome to have a mercenary with a chain shirt and leather armor (ACP = -3, bonus = +6 and Max dex = +3) then someone with a breast plate. It also gives great options to someone who may only wear light armors.

Here are the for and against I've gathered so far with my friends:

For:
1- It works like a natural armor, meaning that you normally have to get trought the armor AND natural armor when you strike. Here you have to get trough two envelopes of armor, which is basically the same.
2- You can do it in real life, so why wouldn't we be able to do it in Pathfinder (BTW I'm into LARP and I've tried)
3- The GM may always put some boundaries like "no more then two armor at the time" or that kind of home rules.

Against:
1- It is unfair for those with the capacity to wear heavy armor : a full plate is easily matched by a breastplate and a chain shirt (total bonus = +10 instead of +9)
2- It is not in the rules so it is not cool
3- Some armor already have some kind of underwear protection (in real life) that can be compared to a quilted cloth and that counts in some armor's bonus (such as breats plate, full plate, half plate and some chain mail). Adding another armor (that counts as 3 armors) is just insane).

What do you think?


Sorry for the double post...

I wanted to clarify something about the two-weapon thingy that seems to bother some people : when you have enough money, it is easy to have a lot of pistols. Only use Quick draw and you can take out your already loaded double-barrel pistols and fire up to 4 shots (and even make a pistol whip). Indeed, I hunt sometimes with my father and we use a nose-filled (or I don,t how the f&@& you may call them) rifle, and even if you jump with it or shake it like a mad man, the bullet/powder stay inside.

Therefore, if you are level 9 (and your GM lets you gain some money), you are suppose to have something like 40 000 (see Character Advancement : http://www.d20pfsrd.com/classes/character-advancement). A MWK pistol takes three days and 1200 gp to build. This means a freaking lots of mwk double barrel pistols! You can load them all and keep them on you so that you can do the 4 shots I talked about in your round, then drop them the other round (free action) and get neww ones (swift action). You can even fire another time at you enemy's face.

If you don,t like the way a two-weapon gunslinger works, don't bother using it, but I find it pretty usefull!


Ok, I wanted to read everything everyone wrote but I gave up, so here is my answer to the original post :

1 - I would clearly use a pistolero! I don't understand why you say that you "lose nimble". I have read the rules over and over and I can't find that rule. On the other hand, I really like te precision dammage (which you eventually can do at will if you take the signature deed for up close and deadly)and the two-handed pistol thing.

2 - Here are my selection of feats for one of my pre-made character (human gunslinger):

1) Deadly aim & Rapid reload
3) Dodge
4) Point blank shot
6) Quick draw
8) Precise shot
9) Mobility
12) Signature deed (up close) & Exotic weapon mastery (firearms)

I leave the other feats empty because I still like to be a little spontaneous!

3 - I don't understand why you say you need Str to use a chain shirt. I've never heard of such a thing. Again, can you tell me which page this rule is on please? Meanwhile, I would suggest that you start with a studded armor and eventually buy yourself a mithral chain shirt (which is supposed to be lighter, so I guess you would need less Str as well).

4 - Here are the ability scores I recommend (if you don't need the str for any armor)

Str: 9
Dex: 18 (I used my humain bonu here, I will buy 2 points of dex eventually)
Con: 10 (I may eventually put 2 points in Con)
Int: 12 (for crafting and skills)
Wis: 16
Cha: 7 (because there is surely gonna be a bard/sorcerer/oracle/summoner in my group that will have a lot of CHA)

5 - I don,t know if you give a f!$& but I'll also tell you about my strating gear :

-Battered pistol (with 20 ammo and powder that my GM gives me)
-Rations
-Waterskin
-Studded leather
-Gunsmithing kit
-Daggers (we never know)
-Rapier (I might take the weapon finesse feat one day)

You have a cool equipement for only 70.5 gp (which is wayyyyyyy above the gunslinger's average)

I hope I could help you!


Well, I'll make sur to check the rules for gunsligners completely again. Thanks for the responses


Azaelas Fayth wrote:
@Nagaruo365: What makes you think a gun is anymore useless against DR10 than any other weapon?

See it this way : a warior with 16 str hits with his two handed weapon. If he hits and only make 10 dammage (which is uneffective) he adds his str bonus plus any bonus we may have (power attack, weapon focus, etc.) and he may do so up to 4 times a round at 15h level. At the same level, on the other hand, a gunslinger may only fire his two handed firearm 2 times. If he hits as well as the fighter, he gets (10 on his roll) he is also uneffective. He may always make more damage with feat (such as focus shot), but that reduces his number of attacks to one and, it you don't have a player that has a strong INT (which is not always the case for a gunslinger).

I didnt meant to hurt you when I told gunsligners were lame. I would simply never play one. I can't imagine a gunslinger killing an elder dragon, while my wizard is kindda great for that...


Kalridian wrote:

This is Gold. Gunslingers are lame and need more Damage...

*Grabs the popcorn, sits back and waits for the flamewar to start*

Against a DR10, a gun is useless while a greataxe/sword may still be usefull... That's the only reason why I think so. Other wise, for human Vs human it is usefull.

Thanks for everyone's responses, tough. I'll ponder upon it untill my next GM session.


Hi! As a GM, I often think about changing the rules. Here is a question I pondered about yesterday : shouldn't a bayonnet for a two-handed firearm be stronger than a bayonette made for a one-hnaded gun and a crossbow.

I know that the size of the blade is still the same, yet I told myself : there is not a single two-handed polearm that deals under 1d8 dammage. Furthermore, the gunsligner is (based on personal belief) a very lame character and I'd like to offer the opportunity to have a powerfull bayonnette to a character who would like to be a gunslinger.

I want someone else's opinion. So what do you think?


Yes but with the Companion Boon feat it gets easier to ride it at 1st level.

Thanks for the information! I had another question but I guess I have the answer now : I wandered if you had to train your companion every time you change it. I guess that the answer's yes. I'll talk about it with my DM!


Hi!

First, I'll just say I'm sorry if anyone ever posted a thread about this. I've searched for an answer before posting this and found nothing. Oh, and sorry for my low quality English!

I would eventualy like to try a druid character but I wonder : are all animal companions battle trained and riding-trained? I really like the axe beak because it is exotic and looks like an austrich (but cooler). But I wonder if I could get my character to ride it (or if it will flee during a battle).

Thanks a lot!


Thank you!


Hi,

I really love wizards! It is in fact one of my favorite classes. I think it is sad that wizard are such dicks in battle though (low spells and low attack).

I tought about mixing a wizard with a magus (a skirnir since I find it realy interesting). This way, I could eventually gain Broad study and cast wizard spells while using weapons. But there is a problem : I have two arcane bonds. Here are my questions about it:

1 - Does broad study allow me to cast wizard spells with the bond shield?

2 - I "do not suffer an arcane spell failure chance when casting magus spells while using a shield" but at 8th level, I gain the ability to "perform somatic components for magus spells, forfeiting the shield’s bonus to AC until the beginning of his next turn" while wearing a shield. Does that mean I can't use a weapon and shield AND cast a spell befor that level?

I may have more questions eventually! Thanks if you take the time to answer! And sorry for my low level English!


Darkwing Duck wrote:
Abraham spalding wrote:

Someone doesn't want a wisdom of 14 and to spend a skill point a level? Granted the trait might be tough -- how could we live without rich parents?

Poison and disease might not be the most common form -- but they are one of the most common ways of taking one of the most serious forms of damage: Ability damage. Heal offers a way to prevent and mitigate that.

All in all that's still just first level, even if it isn't a class skill for you having it as a skill is an excellent choice for what it can do for the party, and yourself.

Personally I tend to make it a point to have the skill, as I have found it just as useful as perception, UMD, and acrobatics.

I will repeat myself though just once: Having a healer isn't necessary.

But heck if all you want to do is be agreed with I'll get out of the way of your rant.

What do you want? You dropped into this thread with an alternative pov. I don't agree with you. So, you want to drop out of the thread. Be my guest.

You still haven't addresssed the core problem with the heal skill. It can not replace a healer class. It can only heal 1hp/level. So, if a Barbarian (assume 8hp/level) lost 7/8ths of his hit points in a battle, it would take a week before he was back to max. At that rate, it could take a year to complete a small dungeon. Without create food and water, the party would need a large number of NPCs (a major expedition, really) just to camp to provide sustenance while the party is cleaning out that small dungeon.

If what you say is true (about the time it would take to complete the dongeon) I assume your GM is a dick. If making a 1-level dongeon is so hard for a no-healer party, then HE should question his GMing. You should be able to get trough an easy quest. There are no pre-made quests that defines what a good party is. That's the difference between Wow and Dnd or PF : you don't have to play according to the game, the game is created according to you.

**SORRY FOR THE 3 POSTS BY THE WAY ^^"**


I also read the problem about players wanting healing but not wanting a healer... If my players would like to play that kind of party I would kindly agree. I don't know if some GMs make their homework, but if you read a little bit the game mastering guide (which I haven't read entirely BTW), it is easy to build a dungeon easy enough for a group with no healer or support casters to get trough at 1st level. You just put A LOT of easy monsters so the CR is still high and the battle still tricky but it is easy to get trough. For instance, making a dungeon with 500 goblins to kill in separated groups of 5 is really easy for 1st level players and it boosts your XPs.

So you, if you want to play a group of barbarian, go for it. You don't have to change the concept of you character. Your GM should change according to your desires.


Ok I can't seem to understand the problem here. Se here are some things I'd like people to clarify for me.

First of all, a wizard could NEVER be able to cast Cure spells, so I don't see why there is actually a debate here. I'll copy/paste the rules so you clearly understand what I mean.

"Use a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check. This use of the skill also applies to other spell completion magic items.

Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge."

Second of all, I really don,t get why a wizard, which is most of the time the character entitled to magic item use and creation, would not be able to use such goods.

There is also a paradox between the fact that a wizard can't make UMD checks BUT may still start the game with a wand or staff... WTH? It doesn't work! This would be the worst choice ever if we fallow the logic of most writers here.

My GM and I agreed once that could naturaly use any magic item that was on his spell list (as it is suppose to be) if he has the spell in his spellbook. What I would also propose is this : you can allow your players (or propose your GM) that if you have the item creation feat, you can use the item.

Full Name

Therwil Beblod

Race

Active = none

Classes/Levels

Bard/2, Magus/6, Rogue/2

Gender

|Male HP 53/53 | AC 22, T 14, FF 19| F: +7, R: +12, W: +10| CMD 19 | Perc. +16 | Init. +4 | Arcane Pool 7/8 | Adaptable Luck 2/3 | Archaeologist's Luck 5/5

Strength 10
Dexterity 14
Constitution 10
Intelligence 21
Wisdom 10
Charisma 12

About Therwil Beblod

Therwil Beblod
Male halfling bard (archaeologist) 2/magus 6/rogue 2
CN Small humanoid (halfling)
Init +4; Senses Perception +16
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 24 (+6 armor, +1 deflection, +2 Dex, +2 natural, +4 shield, +1 size)
hp 53 (10d8)
Fort +6, Ref +11, Will +9; +2 vs. fear
Defensive Abilities evasion, fortification 25%, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 corrosive keen menacing cold iron rapier +11/+6 (1d4+1/15-20 plus 1d6 acid) or
dagger +9/+4 (1d3/19-20) or
dagger +9/+4 (1d3/19-20)
Ranged mwk light crossbow +10 (1d6/19-20)
Special Attacks arcane pool (+2, 8 points), archaeologist's luck 5 rounds/day (+1), magus arcana (arcane accuracy[UM], lingering pain[UC], spell shield[UM]), sneak attack +1d6, spell combat, spell recall, spellstrike
Bard (Archaeologist) Spells Known (CL 2nd; concentration +5)
1st (3/day)—feather fall, feather step[APG] (DC 12), grease
0 (at will)—dancing lights, detect magic, message, read magic, resistance
Magus Spells Prepared (CL 6th; concentration +13)
2nd—glitterdust (DC 17), glitterdust (DC 17), invisibility, mirror image
1st—burning hands (DC 16), magic missile, magic missile, magic missile, magic missile, magic missile
0 (at will)—acid splash, daze (DC 15), disrupt undead, mage hand, ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 21, Wis 10, Cha 12
Base Atk +6; CMB +5; CMD 18
Feats Blind-fight, Combat Casting, Extra Arcana[UM], Extra Rogue Talent[APG], Opening Volley[UC], Weapon Finesse, Weapon Focus (rapier)
Traits focused mind, reactionary
Skills Acrobatics +12 (+8 to jump), Appraise +9, Bluff +5, Climb +1, Diplomacy +5, Disable Device +16, Disguise +5, Escape Artist +9, Heal +1, Intimidate +5, Knowledge (arcana) +19, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +18, Perception +16, Perform (oratory) +5, Ride +3, Sense Motive +5, Sleight of Hand +3 (+5 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +10, Stealth +15, Swim +1, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, Orc, Osiriani, Osiriani, Ancient, Sylvan, Thassilonian, Tien, Varisian, Vudrani
SQ adaptable luck, bardic knowledge +1, clever explorer +1, rogue talents (combat trick, distracting attack[APG]), trapfinding +1
Combat Gear cold iron crossbow bolts (50), scroll of fly, wand of cure light wounds, wand of shield (50 charges), acid (2), alchemist's fire (3), alkali flask[APG], antiplague[APG], antitoxin (2), oil (5), tanglefoot bag; Other Gear +2 fortification (light) slick chain shirt, buckler, +1 corrosive keen menacing cold iron rapier, crossbow bolts (50), dagger, dagger, mwk light crossbow, amulet of natural armor +2, headband of ponderous recollection[UE], ring of protection +1, sleeves of many garments[UE], bandolier[UE], barbed vest[APG], belt pouch, blanket[APG], hooded lantern, ink, black, inkpen, journal[UE], masterwork backpack[APG], masterwork thieves' tools, parchment (3), pathfinder chronicle x10 (Each knowledge)[ISWG], silk rope (50 ft.), waterproof bag[UE], waterskin, wrist sheath[UE], 12,385 gp
--------------------
Special Abilities
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Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Archaeologist's Luck +1 (5 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Blind-Fight Re-roll misses because of concealment, other benefits.
Clever Explorer +1 (Ex) Half time to use disable device.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Distracting Attack (Ex) Forgo sneak attack damage to leave the target flat-footed against someone else.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Focused Mind +2 to Concentration checks
Fortification 25% You have a chance to negate critical hits on attacks.
Headband of ponderous recollection (Knowledge [arcana], 3/day) Reveal info on creature, 1st rd as though rolled 5 with knowledge, then 10 and 15 in next 2 rds.
Lingering Pain (Su) 1 Arcane Pool: Damage considered continuous for purposes of concentration checks.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Sleeves of many garments Transform current clothes into any non-magical new form.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spell Shield +5 (Su) 1 Arcane Pool: +5 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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Therwil is originally from Sothis (in Osirian), and fancies himself as an archaeologist, which is how he found his way into the Pathfinder Society. His main phobia is getting swallowed whole. Hence the "slick" armor and barbed vest.
Boons
Gift of the Ghale - Use Once (Aid, Detect Thoughts, Lesser Restore, See Invisibility)
Hero of the Five Kings +2 CH skill with Dwarves of that region
Favor of Cartahegn - 10% discount on mundane items in large cities in Garund
Mwangi Exports - Reduce cost of item by 10-15%
Nemesis of the Aspis - Make Aspis Reroll, once
Sky Key Component - (Hao Jin Tapestry)
Tanbaru’s Respect - Use Once (dispel magic, fog cloud, invisibility, mirage arcana, or stone shape)
Wayang’s Favor - Grants +2 bonus on Ch checks made to influence wayangs.
Chesed Monopolist:acquire a single item worth 1,500 gp or less once per session at a cost of 3 Prestige Points. Items purchased in this way are worth 0 gp and cannot be sold.
Rare Generator: You can cross this boon off your Chronicle sheet to restore 2 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the item. This boon can only restore charges to a technological item that has at least 1 charge remaining.
Sky Key Component (Numeria): You have recovered one of the five lost components of the strange relic known as the Sky Key.
Starmetal Stockpile: purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at its listed cost.
Perfect Defense: +4 bonus to CMD, once
Shortcut to the Center of the World: In Varisia, you may take advantage of any boon or vanity from Absalom