Larur Feldin

Nails the Unbreakable's page

73 posts. Organized Play character for Pete H..


Race

| HP 30 (-11) | AC/Tch/FF 16/15/14 | CMD 19 | F/R/W +9/+7/+7 (+4 v. spells/spell-like, +2 v. poisons)

Classes/Levels

| Speed 30ft | Ki Points: NA, Stunning Fist 0/3 | +2 Star Folio Re-Roll 0/1 (lacedon fort), Enduring Scholar (+2) 1/1 | Perc: +7 (DV), SM: +7 | Init: +2

Gender

LN Dwarf Monk 3 | Mods: Combat Reflexes, Sky Sentinel

About Nails the Unbreakable

Scenario Notes: 12 charges CLW used
To Buy/Do: Mage Armor wand

Nail’s voice rumbles out from behind a massively bushy beard which completely covers the lower half of his face and neck. The beard seems to be left mostly ungroomed, allowed to just fill in wherever it wants. A large nose pokes prominently out, obscuring squinty eyes. His shiny bald head finishes up visual first impressions. He carries a nicely crafted backpack and few light weapons. He wears a nice cloak, bracers and a well kept explorer’s outfit.

The voice issues a simple and friendly greeting, identifying himself as “Nails of Clan Folgrit”.

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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Magic & Other
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Wands: CLW (50)
Scrolls: NA
Potions/Oils: Cure Moderate Wounds, Comprehend Languages, Magic Fang, Magic Weapon, Protection from Evil, Touch of the Sea, Jump
Items: Universal Solvent, Soul Soap
Alchemical Items: 2 Alkali Flasks, 2 Holy Waters, Antiplague, Antitoxin, Tanglefoot Bag
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OFFENSE
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Base Atk +2, CMB +5
Stunning Fist: DC 15
Melee (+1 Hit vs. Flying Creatures)
Improved Unarmed Strike +4 (1d6+2, 20x2, Bludgeoning)
[dice=IUS]d20+4[/dice] for [dice=B]d6+2[/dice]

[dice=IUS Flurry 1]d20+3[/dice] for [dice=B]d6+2[/dice] and [dice=IUS Flurry 2]d20+3[/dice] for [dice=B]d6+2[/dice]

Alternate Weapon Options (Flurry +4/+4 Hit)
MW Siangham (+5 Hit, 1d6+2, x2, Piercing/Cold Iron)
MW Alch Silver Kama (+5 Hit, 1d6+1, x2, Slashing/Silver)

Ranged (+1 Hit vs. Flying Creatures)
Shuriken (1g, 1/2 lb) +4 (1d2+2, 20x2, Piercing, 10 ft range)
[dice=Shuriken, no Precise]d20+4[/dice] for [dice=Piercing]d2+2[/dice] (Flurry +3 hit, Buffs, IC, etc...)

Flasks or Tanglefoot Bag +4 Hit vs. Touch, 10 ft Range, effect varies
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STATISTICS
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Str 15, Dex 14, Con 16, Int 8, Wis 16, Cha 8
AC Calc +1 Armor, +2 Dex, +3 Wis
HP Calc 1) 8, 2-3) 10, Con 9, Favored 3
Save Calc Base +3/+3/+3, Ability +3/+2/+3, Traits +0/+1/+0, Feats +2/+0/+0, Cloak +1/+1/+1
Feats: 1) Steel Soul & Combat Reflexes, 2) Dodge, 3) Great Fortitude
Traits: Deft Dodger, Acrobat, Caretaker (from Boon)
Favored Class: 1-3) Hit Points
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Skills:

[dice=Acrobatics]1d20+9[/dice] (3 ranks)
[dice=Appraise]1d20-1[/dice]
[dice=Bluff]1d20-1[/dice]
[dice=Climb]1d20+6[/dice] (accelerated climbing only -2)
[dice=Craft: Anything]1d20-1[/dice]
[dice=Diplomacy]1d20-1[/dice]
[dice=Disguise]1d20-1[/dice]
[dice=Escape Artist]1d20+2[/dice]
[dice=Fly]1d20+2[/dice]
[dice=Handle Animal]1d20-1[/dice]
[dice=Heal]1d20+8[/dice] (+2 with kit)
[dice=Intimidate]1d20-1[/dice]
[dice=Knowledge: Common]d20-1[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Perform: Any]1d20-1[/dice]
[dice=Profession: Caretaker]d20+7[/dice] (+2 with tool, storybook)
[dice=Ride]1d20+2[/dice]
[dice=Sense Motive]1d20+7[/dice]
[dice=Sleight of Hand]1d20+2[/dice]
[dice=Stealth]1d20+2[/dice]
[dice=Survival]1d20+3[/dice] (+2 with compass)
[dice=Swim]1d20+6[/dice]
Languages: Common, Dwarven

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EQUIPMENT AND GOLD
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On person: +1 Bracers of Armor, MW Backpack, +1 Cloak of Resistance, 6x Trail Rations (4), Silk Rope (50 ft) w/ Grappling Hook, Waterskin, Ink, Inkpen, 5 Parchment, Blanket, Bedroll, Soap, Compass, Crowbar, MW Tool Dayjob (storybook), MW Cold Iron Siangham, MW Alchemical Silver Kama, Healer’s Kit (10)
Left at Lodge: NA
Starting GP: 248.79g (after Copper Gate)
Weight Carried: 50lb (No Speed or Armor Reduction from Weight)
Carrying Capacity: Light (76), Medium (153), Heavy (230), LoH (200), Lift (400), Drag/Push (1000)
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APPEARANCE
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Height 4’1”
Weight 178
Age: 64
Eye Color ??
Hair Color ??
Skin Tone ??
Region of Origin ??
Deity Folgrit
Favorite meal A Good Stew

Racial Abilities:

Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.

Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.
Non-Combat
Relate everything to a story or parable. Be friendly and outgoing. Always look out for the disadvantaged, especially orphans and children.

Combat
PUNCH OR STAB OR SLASH STUFF with FLURRY! Tanglefoot bag any winged fliers that aren’t engaging us. Shuriken anything else at range, if necessary.

PFS Boons:

FJC (2 goals completed)
Enduring Scholar (Currently +2 Modifier): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals you have completed.

(3x Uses) Student of the Void (DA): Your studies of the beacon and the copper gate have connected your mind to a mysterious presence that promise you power. Check a box before this boon to cast one of the following as a spell-like ability with a caster level equal to your character level. Instead of a material component cost, each spell-like ability comes with an alternative price. Ask other players for their permission before activating these abilities on them. Do not cross this boon off your chronicle sheet, it might play a role in future adventures.
Divination: Next combat you have Lesser Confusion (Will DC 15 to resist). You can raise your CL to 20 for the Divination if you want, but would instead have regular Confusion (Will DC 24 to resist).
Stoneskin: Skin scaly and weeps pungent black liquid. -4 penalty on saving throws against effects that would sicken or nauseate for 24 hours.
Restoration: Immune to moral bonuses for 24 hours. If used for the 1000g component version, also becomes immune to all beneficial mind affecting effects for 24 hrs.

(2x uses) Wary of Space: Your brush with the Dark Tapestry has made you paranoid. You can check a box that precedes this boon to add a +2 bonus on a saving throw against any effect created by an aberration or a creature from the dark tapestry. You can add this bonus after rolling but before learning the result.

Pharasma’s Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You
may reroll any single attack roll targeting an undead creature or any single saving throw against
an undead creature’s ability or effect, always taking the result of the second roll. You must make
this reroll before the results of the first roll are known. If Pharasma is your patron deity, you
receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully
fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Scenario List:

The Wounded Wisp (GM Credit): 1 XP, 2 PP, no Dayjob, Wand CLW: 2PP
The Confirmation (GM Credit): 1 XP, 2 PP, no Dayjob
Master of the Fallen Fortress (GM Credit): 1 XP, 1 PP, no Dayjob
The Godsmouth Heresy (GM Credit): 3 XP, 4 PP, no Dayjob
The Copper Gate (GM Credit): 1 XP, 2 PP, no Dayjob
XP: 7
Prestige: 9
Fame: 11 (1500g, next at 13)

Chronicle Info:

Player: Pete H.
Character Name: Nails the Unbreakable
PFS #: 123584-19
Faction: Dark Archive
Day Job: See Skills
Normal Progression