Dwarf

Nitre's page

98 posts. Organized Play character for Zin Z'arin.


Full Name

Nitre Ironbrew

Race

| HP: 11/11 | AC: 19 (13 Tch, 16 Fl) | CMB: +5, CMD: 18 (15 Fl) | F: +2, R: +5, W: +1 | Init: +5 | Perc: +4, SM +0

Classes/Levels

| Speed 20ft | Active conditions: none

Gender

Female LN Dwarven Ranger 1

About Nitre

CORE

Nitre
Female Dwarf Ranger 1
LN Medium Humanoid (dwarf)
Init +5; Senses Darkvision 60'; Perception +4

Str 18, Dex 16, Con 10, Int 10, Wis 11, Cha 5

Resources:

Rerolls
. . Cthulhu Brew t-shirt [ ]

Wands
. . Cure light wounds (49 charges) OOOO[ ][ ][ ][ ][ ]-[ ][ ][ ][ ]


Scenario Notes:

Mission Briefing

Purchases

Scenario Items

Faction Goal Priorities
9 - recruit a named NPC scholar, archaeologist, extraplanar authority or similar (Knowledge (local), Diplomacy)
9 - recover a gem
9 - participate vs. divs, followers of divs, or evil necromancers
9 - become possessed or permanently destroy a haunt


Boons:

Persistant
. . Reckless Revenge: You chose to undermine Torch's schemes in Oririon, but he easily identified your plans. You have developed a reputation as one who seeks Torch's downfall, even if you are not always successful.
. . Seeking the Sages (Osirion Scarab Sages Faction): You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of Sands storyline and does not grant any benefits at this time.

Periodic

Limited


Defense:

AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex); CMD 18 (15 Fl)
hp 11 (1d10, +1 fcb)
Fort +2, Ref +5, Will +1; +2 vs. poison, spells, spell-like abilities
Special Defenses
. . Defensive Training +4 dodge bonus to AC vs monsters of the giant subtype
. . Hardy +2 racial bonus on saving throws vs. poison, spells, and spell-like abilities
. . Stability +4 racial bonus on Combat Maneuver Defense to resist bull rush or trip attempts while standing on the ground

Offense:

BAB +1; CMB +5
Speed 20 ft.
Melee
. . falchion +5 (2d4+6, 18-20, S)
. . gauntlet +5 (1d3+4, B)
. . unarmed strike +5 (1d3+4, B, nonlethal)
. . touch +5
Ranged
. . ranged touch +4
Special Attacks
. . Favored Enemy (human) +2 bonus on weapon attack and damage rolls against humanoids with the human subtype
. . Hatred +2 racial bonus on attacks against humanoids with the orc or goblin subtype
. . Whetstone +1 bonus to damage on first hit with nonmagical blade; requires 15 minutes of prep

Feats & Traits:

Feats
. . Power Attack –1 penalty to melee attacks and CMB to gain a +2 bonus to melee damage (+50% damage with two-handed or primary natural attack; -50% damage with off-hand or secondary natural weapon)

Traits
. . Indomitable Faith +1 trait bonus on Will saves
. . Reactionary +2 trait bonus on initiative checks

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Armor Proficiency, Medium No penalties on attack rolls while wearing medium armor
. . Dwarven Weapon Familiarity No penalties on attacks made with battleaxes, heavy picks, and warhammers; treat any weapon with the word "dwarven" in its name as a martial weapon
. . Martial Weapon Proficiency No penalty on attacks made with martial weapons
. . Shield Proficiency no penalties on attack rolls when using a shield (except tower shields)
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skill Points 6 (6 Ranger)
ACP -4 (-4 Armor, -0 Encumbrance)
* ACP applied to these skills

[ ] *Acrobatics -1
[ ] Appraise +0 (+2 to determine the value of nonmetal objects containing metal or gemstones)
[ ] Bluff -3 (+2 vs humans)
[1] *Climb +4
[ ] Diplomacy -3
[ ] Disguise -3
[ ] *Escape Artist -1
[ ] *Fly -1
Handle Animal
[ ] Heal +0
[ ] Intimidate -3
[1] Knowledge (dungeoneering) +4
Knowledge (geography)
[ ] Knowledge (local) n/a (+2 vs humans, may attempt untrained)
Knowledge (nature)
[1] Perception +4 (+2 vs humans; +2 to notice unusual stonework)
[1] Profession (brewer) +4
[ ] *Ride -1
[ ] Sense Motive +0 (+2 vs humans)
Spellcraft
[1] *Stealth +3
[1] Survival +4 (+1 to track; +2 vs humans)
[ ] *Swim +0

Skill Modifiers
. . Favored Enemy (humans) +2 (Ex) bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type; may make Knowledge skill checks untrained when attempting to identify creatures of the selected type
. . Greed +2 racial bonus to Appraise checks to determine the value of nonmagical objects containing metal or gemstones
. . Stonecunning +2 racial bonus on Perception checks to notice unusual stonework; receive check when within 10' whether looking or not
. . Track +1 (Ex) add 1/2 level to Survival checks to track

Languages Common, Dwarven


Special Abilities:

Dwarven Abilities
+2 Constitution, +2 Wisdom, –2 Charisma
. . Darkvision 60'
. . Defensive Training +4 dodge bonus to AC vs monsters of the giant subtype
. . Greed +2 racial bonus to Appraise checks to determine the value of nonmagical objects containing metal or gemstones
. . Hardy +2 racial bonus on saving throws vs. poison, spells, and spell-like abilities
. . Hatred +2 racial bonus on attacks against humanoids with the orc or goblin subtype
. . Slow and Steady base speed is never modified by armor or encumbrance
. . Stability +4 racial bonus on Combat Maneuver Defense to resist bull rush or trip attempts while standing on the ground
. . Stonecunning +2 racial bonus on Perception checks to notice unusual stonework; receive check when within 10' whether looking or not

Ranger Abilities
. . Favored Enemy (humans) +2 (Ex) bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type; gain a bonus on weapon attack and damage rolls against the selected type; may make Knowledge skill checks untrained when attempting to identify creatures of the selected type
. . Track +1 (Ex) add 1/2 level to Survival checks to track
. . Wild Empathy (Ex) can improve the initial attitude of an animal like a Diplomacy check to improve the attitude of a person; roll 1d20 adding ranger level and Charisma bonus to determine the wild empathy check result; typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly; ranger and the animal must be within 30 feet of one another under normal visibility conditions; influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time; can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but at a –4 penalty


Gear:

Light up to 100 lbs. Medium up to 200 lbs. Heavy up to 300 lbs.
Current Load Carried 84 lbs. (Light)
Money 17 gp 2 sp 7 cp

Containers
Backpack
Belt Pouch
Sack

Slots
Explorer's Outfit
Head:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor: MW Breastplate (+6 AC, +3 Max Dex, 25% Arcane failure, -3 ACP)
Belt:
Wrists:
Hands:
Ring:
Ring:
Feet:

Weapons
Falchion

Wands
Cure light wounds

Backpack
Bedroll
Crowbar
Flint and steel
Grappling hook
Ink, black
Inkpen
Mug/tankard
Piton x3
Pot
Rope, 50'
Sack
Scroll Case
Soap, x2
Trail Rations, x4
Waterskin

Belt Pouch
Caltrops
Money
Whetstone

Scroll Case
Paper, x4

Mount
Light horse


Items Available for Purchase:

Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 4
. . items up to: 0 gp

5-12 Destiny of the Sands, Part 1: A Bitter Bargain
. . Dormant ring of earth elemental command (casts meld with stone [CL 5th] once per day on command; fully activating the ring may require a special task and the expenditure of additional gold; 5,400 gp)
. . scroll of false life (150 gp)
. . scroll of invisibility (150 gp)
. . wand of share memory (5 charges; 450 gp, limit 1)
5-15 Destiny of the Sands, Part 2: Race to Seeker's Folly
. . gem of brightness (2 charges; 520 gp, limit 1)
. . scroll of ghostbane dirge (150 gp)
. . scroll of resist energy (150 gp)
. . wand of lesser restoration (10 charges; 900 gp, limit 1)
. . wand of protection from evil (10 charges; 150 gp, limit 1)
. . (Tier 4-5) +1 dragonbane scimitar (8,315 gp)
. . (Tier 4-5) +1 seeking bolts (167 gp each; limit 5)
. . (Tier 4-5) gem of brightness (12 charges; 3,120 gp, limit 1)
. . (Tier 4-5) oil of greater magic weapon (CL 8th; 1,200 gp, limit 1)
. . (Tier 4-5) potion of haste (750 gp)
. . (Tier 4-5) scroll of remove disease (375 gp)
. . (Tier 4-5) spellguard bracers (5,000 gp)


Bot Me:

In Combat

Out of Combat


Background:

Appearance


Chronicle Sheets:

Chronicle #1 wrote:

5-12 Destiny of the Sands, Part 1: A Bitter Bargain

Starting XP: 0
XP earned: 1
Final XP: 1

Starting Prestige / Fame: 0 / 0
Prestige earned: 2
Prestige spent: 2 (wand of cure light wounds)
Final Prestige / Fame: 0 / 2

Starting Gold: 150 gp
Scenario Gold: 516 gp
Day Job: Profession (brewer) 15 = 10 gp
Gold spent: 499.06 gp
Items sold: 50 gp
Final Gold: 226.94 gp

Boons Awarded
Reckless Revenge
Seeking the Sages

Season 9 Scarab Sages Faction Goal
Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area).

Chronicle #2 wrote:

5-15 Destiny of the Sands, Part 2: Race to Seeker's Folly

Starting XP: 1
XP earned: 1
Final XP: 2

Starting Prestige / Fame: 0 / 2
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 2 / 4

Starting Gold: 226.94 gp
Scenario Gold: 1190 gp
Day Job: Profession (brewer) 17 = 10 gp
Gold spent: 1409.67 gp
Final Gold: 17.27 gp

Boons Awarded
Seeking the Sages

Season 9 Scarab Sages Faction Goal
Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt.

Advancement:

Level 1
Str 18, Dex 16, Con 8, Int 10, Wis 9, Cha 7 (20 point buy)
Dwarf: +2 Con, +2 Wis, -2 Cha
Ranger
Favored Class Bonus: +1 hit point
hp 11 (d10 max at level 1)
+2 Fortitude save, +2 Reflex Save, +0 Will save
+1 BAB
Favored Enemy: humans
Track +1
Wild Empathy
Feat: Power Attack
Traits: Indomitable Faith, Reactionary
Skill points (6): Climb, Knowledge (dungeoneering), Perception, Profession (brewer), Stealth, Survival
Faction: Scarab Sages

Planning
2 pp: Hunting Lodge vanity (Survival as day job) and retrain Profession
2 pp: Bone wayfinder as divine focus

Final rebuild: Indomitable Faith for Magical Knack

2: rapid shot
3: spell focus (conjuration)
5: augment summoning
6: manyshot
7: deadly aim
9: quick draw
10: improved precise shot

Tactic: summon flankers for my companion, ranged first but strong melee after

2 pp: clw
830 gp: darkwood bow +4

2nd favored enemy: evil outsider
3rd favored enemy: undead