Dwarf

Nitre's page

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


Full Name

Nitre Ironbrew

Race

| HP: 18/18 | AC: 19 (13 Tch, 16 Fl) | CMD: 19 (16 Fl) | F: +3, R: +6, W: +0 | Init: +5 | Perc: +5, SM +0

Classes/Levels

| Speed 20ft | Active conditions: none

Gender

Female LN Dwarven Ranger 2

About Nitre

CORE

Nitre
Female Dwarf Ranger 2
LN Medium Humanoid (dwarf)
Init +5; Senses Darkvision 60'; Perception +5

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

Resources:

Rerolls
. . Cthulhu Brew t-shirt [ ]

Boons
. . Lessons of History (1/scenario) [ ] (add bonus to attack/skill/save previously failed)

. . Pharasma's Blessing [ ] (reroll attack or saving throw vs undead with +4 bonus)

Wands
. . Cure light wounds (46 charges) OOOO[ ][ ][ ][ ][ ]-[ ]

Ammunition
. . arrows (50) OOOO[ ][ ][ ][ ][ ]-[ ][ ][x][x][x]
. . cold iron arrows (20) O[ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]


Scenario Notes:

Mission Briefing

Purchases
masterwork composite longbow (+4 Str; 800 gp)
arrows (50; 2.5 gp)
cold iron arrows (20; 2 gp)

Scenario Items

Faction Goal Priorities
Season 9: 4 > 7+
9 - explore ancient site
9 - (2) recruit a named NPC scholar, archaeologist, extraplanar authority or similar (Knowledge (local), Diplomacy)
9 - (2) participate vs. divs, followers of divs, or evil necromancers


Boons:

Persistant
. . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
. . 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.
. . Savior of the Sages (Osirion Scarab Sages Faction): With your help, the Osirion faction has realized its goal of rebuilding the order of the Jeweled Sages. Like the order, you are able to linger at the edge of death yet awaken again when conditions are right, and your time studying the sages’ secrets has made you an expert in Osirian history. Your effective Constitution score for determining when you would die from hit point damage increases by 1, and you gain a +1 bonus on Constitution checks to stabilize. In addition, you gain a +1 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods. For each Seeking the Sages boon you have from earlier parts of this series, increase these bonuses by 1.
. . 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.
. . 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
. . Lessons of History: (2 goals) You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).

Limited
. . Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.
. . 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.


Defense:

AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex); CMD 19 (16 Fl)
hp 18 (2d10, +2 fcb)
Fort +3, Ref +6, Will +0; +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 +2; CMB +6
Speed 20 ft.
Melee
. . falchion +6 (2d4+6, 18-20, S)
. . unarmed strike +6 (1d3+4, B, nonlethal)
. . touch +6
Ranged
. . mwk composite longbow (+4 Str) +6 (1d8+4, P, 110')
. . ranged touch +5
Special Attacks
. . Favored Enemy (human) +2 bonus on weapon attack and damage rolls against humanoids with the human subtype
. . Hatred +1 racial bonus on attacks against humanoids with the orc or goblin subtype
. . Point-Blank Shot +1 on attack and damage rolls with ranged weapons at ranges up to 30'
. . Precise Shot no penalty on attack rolls for firing into melee
. . Whetstone +1 bonus to damage on first hit with nonmagical blade; requires 15 minutes of prep

Feats & Traits:

Feats
. . Point-Blank Shot +1 on attack and damage rolls with ranged weapons at ranges up to 30'
. . Precise Shot (bonus feat) no penalty on attack rolls for firing into melee

Traits
. . Magical Knack (Ranger) +2 trait bonus on caster level in listed class as long as bonus doesn't increase caster level above current hit dice
. . 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 12 (6/level Ranger)
ACP -3 (-3 Armor, -0 Encumbrance)
* ACP applied to these skills

[ ] *Acrobatics +0
[ ] Appraise +0 (+2 to determine the value of nonmetal objects containing metal or gemstones)
[ ] Bluff -3 (+2 vs humans)
[1] *Climb +5
[ ] Diplomacy -3
[ ] Disguise -3
[ ] *Escape Artist +0
[ ] *Fly +0
Handle Animal
[ ] Heal +0
[ ] Intimidate -3
[1] Knowledge (dungeoneering) +4
Knowledge (geography)
[ ] Knowledge (local) n/a (+2 vs humans, may attempt untrained)
[1] Knowledge (nature) +4
[2] Perception +5 (+2 vs humans; +2 to notice unusual stonework)
[2] Profession (brewer) +5
[ ] *Ride +0
[ ] Sense Motive +0 (+2 vs humans)
Spellcraft
[2] *Stealth +5
[2] Survival +5 (+1 to track; +2 vs humans)
[1] *Swim +5

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 +1 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
. . Combat Style (Archery) can choose from the following list when gaining a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, Rapid Shot; at 6th level, add Crossbow Mastery, Improved Precise Shot, and Manyshot; at 10th level, add Pinpoint Targeting and Shot on the Run to the list
. . 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 97.5 lbs. (Light)
Money 630 gp 7 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
MW composite longbow (+4 Str)
. . arrows
. . cold iron arrows
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: 14
. . items up to: 3,000 gp

5-12 Destiny of the Sands, Part 1: A Bitter Bargain
. . Dormant ring of earth elemental command (see Chronicle sheet; 5,400 gp)
. . wand of share memory (5 charges; 450 gp, limit 1; Ultimate Magic)
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; Advanced Player's Guide)
. . 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) spellguard bracers (5,000 gp; Ultimate Equipment)
The Godsmouth Heresy
. . wand of command undead (13 charges; 1,170 gp)
5-01 The Glass River Rescue
. . . .
5-16 Destiny of the Sands, Part 3: Sanctum of the Sages
. . +1 human bane sap (8,301 gp)
. . +1 mythic bane dagger (8,302 gp)
. . crown of swords (6,000 gp)
. . dust of disjunction (see Chronicle sheet; 2,500 gp)


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

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

Chronicle #3 wrote:

The Godsmouth Heresy

Starting XP: 2
XP earned: 3
Final XP: 5

Starting Prestige / Fame: 2 / 4
Prestige earned: 4
Prestige spent: 0
Final Prestige / Fame: 6 / 8

Starting Gold: 17.27 gp
Scenario Gold: 1398 gp
Day Job: 20 gp
Final Gold: 1435.27 gp

Chronicle #4 wrote:

5-01 The Glass River Rescue

Starting XP: 5
XP earned: 1
Final XP: 6

Starting Prestige / Fame: 6 / 8
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 8 / 10

Starting Gold: 1435.27 gp
Scenario Gold: 516 gp
Day Job: 5 gp
Gold Spent: 804.5 gp
Final Gold: 1151.77 gp

Chronicle #5 wrote:

5-16 Destiny of the Sands, Part 3: Sanctum of the Sages

Starting XP: 6
XP earned: 1
Final XP: 7

Starting Prestige / Fame: 8 / 10
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 10 / 12

Starting Gold: 1151.77 gp
Scenario Gold: 1282 gp
Final Gold: 2433.77 gp

Chronicle #6 wrote:

0-08 Slave Pits of Absalom (GM)

Starting XP: 7
XP earned: 1
Final XP: 8

Starting Prestige / Fame: 10 / 12
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 12 / 14

Starting Gold: 2433.77 gp
Scenario Gold: 1500 gp
Final Gold: 3933.77 gp

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

Level 1 Retraining
Feat: Point-Blank Shot for Power Attack
Trait: Magical Knack (Ranger) for Indomitable Faith

Level 2
Ranger
Favored Class Bonus: +1 hit point
hp 7 (d10, +1 fcb)
+1 Fortitude save, +1 Reflex Save, +0 Will save
+1 BAB
Combat Style: Archery
Bonus Feat: Precise Shot
Skill points (6): Knowledge (nature), Perception, Profession (brewer), Stealth, Survival, Swim

Planning
2 pp: Hunting Lodge vanity (Survival as day job) and retrain Profession not CORE
2 pp: Bone wayfinder as divine focus not CORE

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

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

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