Seltyiel

Nilfyr Starshadow's page

527 posts. Organized Play character for Pedwiddle.


Full Name

Nilfyr Starshadow

Race

Half-Elf

Classes/Levels

Warpriest of Desna 12 [ HP 87/87 | AC 25/FF23/T14 | Fort +12, Ref +9, Will +15 (+2 vs. ench, immune to sleep) | Init +3 | Perception +22 ]

Gender

Male

Size

M

Age

32

Alignment

CG

Deity

Desna

Languages

Celestial, Common, Elven

Strength 22
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 18
Charisma 8

About Nilfyr Starshadow

PFS #: 70085-11

Crunch:

EXPERIENCE
XP: 33
Prestige/Fame: 32/42

COMBAT
HP: 87 (1 - 8+1+1, 2 - 5+1+1, 3 - 5+1+1, 4 - 5+1+1, 5 - 5+1+1, 6 - 5+1+1, 7 - 5+1+1, 8 - 5+1+1, 9 - 5+1+1, 10 - 5+1+1, 11 - 5+1+1, 12 - 5+1+1)
Init: +3 (2 (Dex) + 1 (Trait)
AC: 25 (Touch: 14, Flat-footed: 23) (+2 Dex, +11 Armor, +2 Deflection)
Fort: +12, Ref: +9, Will: +15
BAB: +9/+4
CMB: +15* (9 (BAB) + 6 (Str)) (* - +8 to trip (+2 from Improved Trip feat, +2 from Greater Trip feat, +2 from Gauntlets of the Skilled Maneuver (Trip), +2 (competence) from Thorny Brown Ioun Stone))
CMD: 27* (10 + 9 (BAB) + 6 (Str) + 2 (Dex)) (* - +2 vs. trip)

ATTACKS
Melee (Power Attack for -3 to hit (after first attack)/+6 to damage (+9 damage for 2H))
+1 Silversheen Cestus (+16/+11 to hit, 1d4+7 damage (B or P), 19-20/x2 crit.)
+1 Voidglass Starknife (Sacred Weapon) (+16/+11 to hit, 1d10+8 damage (P), x3 crit.)
+2 Adamantine Fauchard (2H, Sacred Weapon) (+19/+14 to hit, 1d10+11 damage (S), reach/trip, 15-20/x2 crit.)

Ranged
+1 Voidglass Starknife (Sacred Weapon) (+12/+7 to hit, 1d10+8 damage (P), 20' range, x3 crit.)

Racial and Class Features:

RACIAL FEATURES
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

CLASS FEATURES
Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil for details).
Blessings (9/day, Su): A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Bonus Languages: A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
Channel Energy (Su): At 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used for healing or to deal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose either to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to either deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy affects all creatures of the chosen type (either undead or living) in a 30-foot-radius burst centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. A creature healed by channeled energy cannot exceed its maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Fervor (10/day, 4d6, Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on the table above. These spells are cast as any other spell, but aren't expended when cast and can be used again.
Sacred Armor (12 minutes/+2, Su): At 7th level, the warpriest gains the ability to enhance his armor (but not shields) with divine power as a swift action. This ability grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability for a number of minutes per day equal to his warpriest level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor with any of the following special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, or spell resistance (13, 15, 17, or 19). Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table: Armor Special Abilities). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate special abilities do not stack. The armor must have at least a +1 enhancement bonus before any special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These benefits apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest's possession. This ability can be ended as a free action at the start of the warpriest's turn.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of fervor.
Sacred Weapon (12 rounds/+3, Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on the table above; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Spells: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section above. A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is 10 + the spell's level + the warpriest's Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he had a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.

An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).
Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Feats, Traits, Skills, and Boons:

FEATS
Athletic (Resonant Power): You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Exotic Weapon Proficiency (Fauchard): You make attack rolls with the weapon normally.
Felling Smash: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent.
Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Greater Trip: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Greater Weapon Focus (Fauchard): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Critical (Fauchard): When using the weapon you selected, your threat range is doubled.
Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Weapon Focus (Fauchard): You gain a +1 bonus on all attack rolls you make using the selected weapon.

TRAITS
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

SKILLS - Current ACP: -3
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise: 1 (0 + 1 (Int))
Bluff: -1 (0 + -1 (Cha))
Climb*: 12 (1 + 3 (Class Skill) + 6 (Str) + 2 (Thorny Ioun Stone)) (ACP)
Craft*: 1 (0 + 1 (Int))
Diplomacy*: -1 (0 + -1 (Cha))
Disguise: -1 (0 + -1 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly: 2 (0 + 2 (Dex)) (ACP)
Heal*: 8 (1 + 3 (Class Skill) + 4 (Wis))
Intimidate*: -1 (0 + -1 (Cha))
Knowledge (Engineering)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Knowledge (Religion)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Perception*: 22 (12 + 3 (Class Skill) + 4 (Wis) + 2 (Racial) + 1 (Trait))
Ride*: 2 (0 + 2 (Dex)) (ACP)
Sense Motive*: 19 (12 + 3 (Class Skill) + 4 (Wis))
Spellcraft*: 10 (6 + 3 (Class Skill) + 1 (Int))
Stealth: 2 (0 + 2 (Dex)) (ACP)
Survival*: 8 (1 + 3 (Class Skill) + 4 (Wis))
Swim*: 12 (1 + 3 (Class Skill) + 6 (Str) + 2 (Thorny Ioun Stone)) (ACP)

BOONS
Automaton-Aided Convalescence: You have secured the gratitude of the Steward and its staff, and they are able to repair much of the damage you might sustain over the course of your adventures. You may use this boon while in the River Kingdoms (or at the end of an adventure before receiving a Chronicle sheet or reporting the character as dead) to reduce the Prestige Point cost of any one spellcasting service of the conjuration (healing) subschool by 5 (minimum 0). When you use this boon, cross it off your Chronicle sheet.
Chapter of the Damned: You have recovered an incomplete copy of the vile text knows as the Book of the Damned, a treatise on fiends of all kinds. You may use the book in a variety of ways. As a free action, you can increase your effective caster level by 2 when casting a spell with the evil descriptor. As a free action you can gain a +4 bonus on a Charisma-based skill or check when interacting with a lawful evil creature. As a standard action up to three times per scenario, you can cast one of the following as a spell-like ability with a caster level equal to your level: desecrate, lesser planar binding (lawful evil creatures only; DC 19), order's wrath (DC 18), summon monster IV (lawful evil creatures only), or unholy blight (DC 18). You may spend 10 Prestige Points to piece together a more complete copy of the text, which permanently adds the following to the list of spell-like abilities, though using any of these checks three boxes rather than just one (see below): empowered order's wrath (DC 18), planar binding (lawful evil creatures only; DC 20), summon monster VI (lawful evil creatures only), or empowered unholy blight (DC 18).
Each time you use one of the text's abilities, check one of the boxes below and then attempt a Will save (DC 14 + 1 for every box checked) to resist your alignment permanently shifting one step toward lawful evil. If you have checked all of the boxes provided below, you automatically fail this save. You can undo the effects of one such alignment shift by being subject to an atonement spell. If you end an adventure with an evil alignment, report your character as dead.
You may cross this entire boon off your Chronicle sheet to destroy the text and spare the world its evil. Doing so allows you to recover 1 previously spent Prestige Point, though it does not increase your Fame.
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Clockwork Engineer: After defeating Klarkosh in The Clockwork Maze, you located a journal that told of his work with automatons and his attempts at turning himself into a construct. Researching the journal further, Klarkosh explains his processes and knowledge of engineering constructs and their programming and some of the information, while most of it ramblings, could be of use in the future. You gain a +2 bonus on Knowledge(Arcana) checks made to identify creatures with the construct type, and you may make such checks to identify constructs untrained. You may cross this boon off your Chronicle sheet before rolling such a check to treat the die's result as though it were a 20.
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.
Healing Waters: While on this level, you recovered a sample of water with miraculous healing properties. The magic has diminished over time, but you have been able to sustain part of the enchantment. Treat this as a potion of heal (CL 6th, DC 19). When you consume it, the magic is expended, and you must cross this boon off your Chronicle sheet; the dweomer does not survive even if the drinker is under the effects of alchemical allocation (Pathfinder RPG Advanced Player's Guide 201) or a similar effect that would allow one to benefit from a potion multiple times.
River Kingdom Notoriety: Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods's local powerbrokers, and they have granted you an opportunity to claim land to develop as you see fit at the low cost of 2 Prestige Points. Refer to the "Land Rush" Chronicle sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be the hex marked "A." You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as part of The Emerald Spire Superdungeon allows you to purchase more land.
Sadistic Ally: You aided the tiny kyton auger (Pathfinder RPG Bestiary 3 171) Aoz by recovering its master's remains. Having concluded its corruption of the revived Hellknight, it has offered its services to you. You must be lawful neutral, have the Improved Familiar feat, and be a spellcaster of at least 7th level to take Aoz as a familiar. If you do not have a class feature that grants you a familiar, you can instead spend 2 Prestige Points to secure Aoz's services (treat as if you had gained the auger's services via a successful casting of lesser planar ally) for the duration of one game session.
Secrets of Serpent Magic: After being exposed to ancient serpentfolk magic in the Shrine of the Awakener, you have acquired some insight into the archaic creatures' spellcasting. You may use this boon as a swift action before casting a spell or spell-like ability to gain a +5 insight bonus on your caster level check made to overcome spell resistance with that spell. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability to gain a +4 insight bonus on that save. When you use this boon, cross if off your Chronicle sheet.
Splinter Slayer: In Splinterden, you fought a bandit group named the "Splinters." These cunning rogues used stealth and subterfuge while attacking you and following a few clashes, you were able to learn the nuances of their combat tactics. When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet.
Sting of Serpent Magic: You have once again experienced ancient serpentfolk magic in the depths of The Circle of Vissk-Thar and have gained even more archaic knowledge regarding how the serpentfolk practice magic and tolerate magical effects. You may use this boon as a swift action before casting a spell or spell-like ability to increase you effective caster level for that effect by two. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability. If you succeed at the saving throw, and the spell or spell-like has a reduced effect on a successful save, you instead avoid the effect entirely. This functions much like the evasion rogue class feature or stalwart inquisitor class feature (Pathfinder RPG Advanced Player's Guide 41). When you use this boon, cross if off your Chronicle sheet.
Temporal Acceleration: Your exposure to the time-bending properties of Yarrix's tomb has provided you a limited ability to warp time to your benefit. As a standard action, you can touch a creature (requiring a successful melee touch attack against an unwilling target) to reduce the duration of all spells and spell-like abilities affecting the creature by 3 rounds (no save), or you can reduce the duration of a single spell effect that you touch by 3 rounds. You can use this ability on yourself as a swift action rather than as a standard action. hen you use this boon, cross it off your Chronicle sheet.
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 boon to receive the benefits of touch of the sea (CL 6th). When you use this boon, cross it off this Chronicle sheet.
Trap Intuition: Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.
Troglodyte Foe: You have defeated a den of troglodytes, and you are better equipped to do so again. You gain a +1 bonus on attack rolls and Intimidate checks against troglodytes. You may cross this boon off your Chronicle sheet to double these bonuses for 1 minute or apply them to all humanoids with the reptilian subtype for 1 minute.

Spells and Blessings:

SPELLS
0-level (5/day):
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, up to 1 min/level)
Guidance: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. (Touch, 1 min or until discharged))
Light: Object shines like a torch. (Touch, 10 min/level)
Read Magic: Read scrolls and spellbooks. (Personal, 10 min/level)
Stabilize: Cause a dying creature to stabilize. (Close range, one living creature)

1st-level (6/day):
[ ][ ][ ]Divine Favor: You gain +1 per three levels on attack and damage rolls. (Personal, 1 minute)
[ ]Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it. (Close range, one creature, immediate action)
[ ][ ]Shield of Faith: Aura grants +2 or higher deflection bonus. (Touch, 1 min/level)

2nd-level (6/day):
[ ]Grace: Movement doesn't provoke attacks of opportunity. (Personal, swift action)
[ ]Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage. (Touch, casting time 3 rounds)
[ ]Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched. (Touch, 1 minute/level, divided between touched creatures)
[ ]Silence: Negates sound in 20-ft. radius. (Long range, 1 round/level)
[ ]Spiritual Weapon: Magic weapon attacks on its own. (Medium range, 1 round/level)
[ ]Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you. (Personal, Will neg. stun, 1 round/level)

3rd-level (5/day):
[ ]Deadly Juggernaut: Your might increases with every kill you make. (Personal, 1 min/level)
[ ]Invisibility Purge: Dispels invisibility within 5 ft./level. (Personal, 1 min/level)
[ ][ ]Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty. (40' burst, 1 round/level)
[ ]Wind Wall: Deflects arrows, smaller creatures, and gases. (Medium range, 1 round/level)

4th-level (4/day):
[X]Aura of Doom: Creatures in your aura become shaken. (Personal, Will neg., 10 min/level)
[X]Freedom of Movement: Subject moves normally despite impediments to movement. (Personal or touch, you or creature touched, 10 min/level)
[ ]Blessing of Fervor: Gives allies a choice of benefits. (Close range, one creature/level, 1 round/level)
[ ]Hallucinogenic Smoke: Dark gray smoke seeps from your eyes, ears, and mouth for the spell’s duration, though the smoke doesn’t significantly hamper your vision. (Personal, 3 rounds)

BLESSINGS
Agile Feet (Travel domain, minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.
Dimensional Hop (Travel domain, major): At 10th level, you can teleport up to 20 feet as a move action. You can increase this distance by expending another use of your blessing—each use spent grants an additional 20 feet. You must have line of sight to your destination. This teleportation doesn't provoke attacks of opportunity. You can bring other willing creatures with you, but each such creature requires expending one additional use of your blessing, regardless of the distance traveled. (For example, transporting yourself 40 feet costs 2 uses of your blessing, and transporting an additional creature this distance costs 1 more use.)
Lucky Presence (Luck domain, minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, the effect ends.
Unlucky Enemy (Luck domain, major): At 10th level, as an immediate action you can force an adjacent opponent to reroll an ability check, an attack roll, a saving throw, or a skill check it just attempted; it must take the lower of the two rolls. The decision to use this benefit must be declared after the roll is made but before the result is revealed.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 77-153 lbs.
Heavy Encumbrance: 154-230 lbs.

GEAR
Traveler's Outfit (5 lbs.)
Belt of Giant Strength +4 (1 lbs.)
Headband of Inspired Wisdom +4 (1 lbs.)
Cloak of Resistance +3 (1 lb.)
Ring of Protection +2 (- lbs)
+2 Mithral Full Plate (25 lbs.)
+1 Silversheen Cestus (1 lb.)
+2 Adamantine Fauchard (10 lbs.)
+1 Voidglass Starknife (3 lbs.)
Wrist Sheath, Spring-loaded (2 lbs.)
- Wand of Bless (50/50 charges remaining) (- lbs.)
Wrist Sheath, Spring-loaded (2 lbs.)
- Wand of Cure Light Wounds (32/50 charges remaining) (- lbs.)

Backpack (2 lbs.)(Total: 19 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Grappling Hook (4 lbs.)
- Iron Pot (4 lbs.)
- Mess Kit (1 lb.)
- Rope, Silk (50') (5 lbs.)
- Trail Rations (4 days) (2 lb.)
- Waterskin (4 lb.)

Belt Pouch (.5 lbs.)(Total: 10.5 lbs.)
- Alchemist's Fire (4) (4 lbs.)
- Wayfinder (fitted with thorny brown ioun stone) (1 lb.)
- Money (5597gp 4sp)

Spell Component Pouch (2 lbs.)

Appearance:

DESCRIPTION
Nilfyr is not an attractive, nor particularly pleasant, person.

PHYSICAL CHARACTERISTICS
Height: 5'10"
Weight: 150 lbs.
Skin: Fair
Hair: White
Eyes: Grey

Background:

Chronicles:

2015-03-21 - Pathfinder Module: The Emerald Spire Superdungeon: The Tower Ruins
Awarded: 3XP, 4PP, 1398GP
- Boon: Goblin Bane
- Boon: River Kingdom Notoriety
Spent:
- Wand of Bless (2PP)
- Wand of Cure Light Wounds (2PP)
- Retrained Equipment (Leather Lamellar Armor (60GP), Cold Iron Cestus (10GP), MW Fauchard (314GP), Starknife (24GP), Backpack (2GP), Bedroll (1SP), Blanket (5SP), Grappling Hook (1GP), Iron Pot (8SP), Mess Kit (2SP), Silk Rope (50') (10GP), Trail Rations (4 days) (2GP), Waterskin (1GP), Belt Pouch (1GP), Spell Component Pouch (5GP), Wrist Sheath (2) (10GP) Alchemist's Fire (2) (40GP), 1066GP 4SP) -

2015-07-02 - Pathfinder Module: The Emerald Spire Superdungeon: The Cellars
Awarded: 3XP, 4PP, 1536GP
- Boon: River Kingdom Notoriety
- Boon: Trap Intuition
Spent:
- Alchemist's Fire (2) (40GP)
Remaining: 6XP, 4PP, 2562GP 4SP

2015-10-08 - Pathfinder Module: The Emerald Spire Superdungeon: Splinterden
Awarded: 3XP, 4PP, 3711GP
- Boon: River Kingdom Notoriety
- Boon: Splinter Slayer
Spent:
- +1 Adamantine Fauchard (5014GP)
Remaining: 9XP, 8PP, 1259GP 4SP

2015-11-25 - Pathfinder Module: The Emerald Spire Superdungeon: Godhome
Awarded: 3XP, 4PP, 4800GP
- Boon: River Kingdom Notoriety
- Boon: Troglodyte Foe
Spent:
- Gauntlets of the Skilled Maneuver (Trip) (4000GP)
Remaining: 12XP, 12PP, 2059GP 4SP

2016-02-26 - Pathfinder Module: The Emerald Spire Superdungeon: The Drowned Level
Awarded: 3XP, 4PP, 4800GP
- Boon: River Kingdom Notoriety
- Boon: Touch of Planar Waters
Spent:
- Scroll of air bubble (x2, 50GP)
- Scroll of touch of the sea (x2, 50GP)
Remaining: 15XP, 16PP, 5959GP 4SP

2016-05-27 - Pathfinder Module: The Emerald Spire Superdungeon: The Clockwork Maze
Awarded: 3XP, 4PP, 6756GP
- Boon: River Kingdom Notoriety
- Boon: Clockwork Engineer
Spent:
- Raise Dead - Nilfyr (1362GP)
- Restoration (Negative Level) x2 - Nilfyr (8PP)
- Mithral Full Plate (10500GP)
Remaining: 18XP, 12PP, 853GP 4SP

2016-08-16 - Pathfinder Module: The Emerald Spire Superdungeon: Shrine of the Awakener
Awarded: 3XP, 4PP, 8712GP
- Boon: River Kingdom Notoriety
- Boon: Secrets of Serpent Magic
Spent:
- +1 Weapon enhancement (+1 -> +2 Adamantine Fauchard) (6000GP)
- +1 Armor enhancement (+1 Mithral Full Plate) (1000GP)
Remaining: 21XP, 16PP, 2565GP 4SP

2016-12-01 - Pathfinder Module: The Emerald Spire Superdungeon: The Circle of Vissk-Thar
Awarded: 3XP, 4PP, 11787GP
- Boon: River Kingdom Notoriety
- Boon: Sting of Serpent Magic
Spent:
- Belt of Giant Strength +2 (4000GP)
- Thorny brown ioun stone (8000GP)
- Wayfinder (250GP)
Remaining: 24XP, 20PP, 2102GP 4SP

2017-05-15 - Pathfinder Module: The Emerald Spire Superdungeon: The Spire Axis
Awarded: 1.5XP, 2PP, 7431GP
- Boon: River Kingdom Notoriety
- Boon: Sigils of the Spire
Spent:
- Headband of Inspired Wisdom +2 (4000GP)
- +1 Armor enhancement (+1 -> +2 Mithral Full Plate) (3000GP)
Remaining: 25.5XP, 22PP, 2533GP 4SP

2018-01-01 - Pathfinder Module: The Emerald Spire Superdungeon: The Magma Vault
Awarded: 1.5XP, 2PP, 8883GP
- Boon: River Kingdom Notoriety
- Boon: Chapter of the Damned
- Boon: Sadistic Ally
Spent:
Remaining: 27XP, 24PP, 11416GP 4SP

2018-07-24 - Pathfinder Module: The Emerald Spire Superdungeon: The Tomb of Yarrix
Awarded: 3XP, 4PP, 17766GP
- Boon: River Kingdom Notoriety
- Boon: Temporal Acceleration
Spent:
- Belt of Giant Strength (+2 -> +4) (12000GP)
- Cloak of Resistance +3 (9000GP)
- Ring of Protection +2 (8000GP)
Remaining: 30XP, 28PP, 182GP 4SP

2019-05-05 - Pathfinder Module: The Emerald Spire Superdungeon; The Automaton Forge
Awarded: 1.5XP, 2PP, 11787GP
- Boon: River Kingdom Notoriety
- Boon: Automaton-Aided Convalescence
Spent:
- Alchemist's Fire (4) (80GP)
Remaining: 31.5XP, 30PP, 11889GP 4SP

2019-11-07 - Pathfinder Module: The Emerald Spire Superdungeon; The Pleasure Gardens
Awarded: 1.5XP, 2PP, 11787GP
- Boon: River Kingdom Notoriety
- Boon: Healing Waters
Spent:
- Headband of Inspired Wisdom (+2 -> +4) (12000GP)
- +1 Silversheen Cestus (2755GP)
- +1 Voidglass Starknife (3324GP)
Remaining: 33XP, 32PP, 5597GP 4SP

Future Development:

Level 1 - Aura, Blessings (Minor), Focus Weapon, Orisons, Sacred Weapon
- Blessings (Good, Travel)
- Weapon Focus (Fauchard)
- Feat: Combat Reflexes
Level 2 - Fervor 1d6
Level 3 - Bonus Feat
- Feat: Combat Expertise
- Bonus Feat: Improved Trip
Level 4 - Channel Energy, Sacred Weapon +1
Level 5 - Fervor 2d6
- Feat: Power Attack
Level 6 - Bonus Feat
- Feat: Greater Trip
Level 7 - Sacred Armor +1
- Feat: Furious Focus
Level 8 - Fervor 3d6, Sacred Weapon +2
Level 9 - Bonus Feat
- Feat: Vital Strike
- Feat: Felling Smash
Level 10 - Blessings (Major), Sacred Armor +2
Level 11 - Fervor 4d6
- Feat: Improved Critical (Fauchard)
Level 12 - Bonus Feat, Sacred Weapon +3
- Feat: Weapon Focus, Greater (Fauchard)

Macros:

Melee
[dice=Attack (+1 Silversheen Cestus, Power Attack)]1d20+16-3[/dice]
[dice=Damage (+1 Silversheen Cestus, Power Attack)]1d4+7+6[/dice]

[dice=Attack (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus))]1d20+19[/dice]
[dice=Damage (+2 Adamantine Fauchard (2H), Power Attack)]1d10+11+9[/dice]

[dice=Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip), Ioun Stone (Thorny Brown))]1d20+19+4+2+2[/dice]

[dice=Attack (+1 Voidglass Starknife, Power Attack)]1d20+16[/dice]
[dice=Damage (+1 Voidglass Starknife, Power Attack)]1d10+8+6[/dice]

Ranged
[dice=Attack (+1 Voidglass Starknife)]1d20+12[/dice]
[dice=Damage (+1 Voidglass Starknife)]1d10+8[/dice]