Ulfen

Radim Vesperra's page

189 posts. Organized Play character for ‘Eκάτη.


Race

m N human Ranger 5 | HP 71/71 | AC 22 | F +11 R +13 W+11 | Perc +11 | Speed 30' |

Classes/Levels

Hero 1/3 | Focus 1/1

About Radim Vesperra

Advancement:

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# 342384-2002 [Grand Archive]
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Background: Pathfinder | Edge: Flurry | PFS: Swords 3

1: General Training / Fleet (Ancestry), Diehard (Versatile Heritage), Additional Lore [Empyreal Lords] (Background), Monster Hunter (Class)
2: Blessed One Dedication (Archetype), Additional Lore [Redeemer Queen] (Skill)
3: Toughness (General), Skill Increase (Athletics)
4: Far Shot (Class), Cat Fall (Skill)
4: Clever Improviser / Untrained Improvisation (Ancestry), Forager (School)

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0 - 15 gp
1 - 14 gp 4 xp 8 days [#1-01: The Absalom Initiation] (GM)
2 - 14 gp 4 xp 8 days [#1-03: Escaping The Grave] (GM)
3 - 14 gp 4 xp 8 days [#1-02: The Mosquito Witch] (GM)
5 - 3,5 gp 1 xp 2 days [#1A: The Sandstone Secret] (GM)
6 - 66 gp 12 xp 24 days [Fall of Plaguestone] (normal)
7 - 19 gp 2 xp 4 days [#1-08; Revolution on the Riverside] (slow)
8 - 19 gp 2 xp 4 days [#2-02; Mountain of Sea And Sky] (slow)
9 - 19 gp 2 xp 4 days [#2-06: The Crashing Wave] (slow)
10 - 19 gp 2 xp 4 days [#2-04; Path of Kings] (slow)
11 - 19 gp 2 xp 4 days [#2-09; The Seven Secrets of Dacilane Academy] (slow)
12 - 38 gp 4 xp 8 days [#2-15; A Digre for Sarkoris] (normal)
13 - 41 gp 4 xp 8 days [#3-01; Intro: Year of Shattered Sanctuaries]
14 - 47 gp 4 xp 8 days [#3-08: Foundation’s Price]
15 - 64 gp 4 xp 8 days [#3-98: Expedition Into Pallid Peril]
16 - 50 gp 2 xp 4 days [#1-23: Star-Crossed Court] (slow)
17 - 50 gp 2 xp 4 days [#4-14: Shattering Golden Chains] (slow)
18 - 50 gp 2 xp 4 days [#2-18:The Fanciful March of Urwal] (slow)
19 - 50 gp 2 xp 4 days [#2-08: A Frosty Mug] (slow)

Total: 411 gp , 5 sp, - cp; 59 XP; 114 Days

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Personality:

* I put no trust in divine beings.
* I'm obsessed with conspiracy theories and worried about secret societies and hidden demons.
* I owe Pathfinder Society a great debt for forging me into the person I am today.

Boons:

Bot Me:
Hunt prey and attack with a hammer & flurry. The throw distance without penalties is 80 feet. Melee has the same bonuses as ranged combat.

[ooc]◆ Hunt Prey + Monster Hunter ◆ Strike ◆ Strike[/ooc

[dice=Flurry: +1 Striking Returning Light Hammer]1d20 + 14; 2d6 + 3[/dice] 
[dice=Flurry: +1 Striking Returning Light Hammer]1d20 + 12; 2d6 + 3[/dice] 
[dice=Flurry: +1 Striking Returning Light Hammer]1d20 + 10; 2d6 + 3[/dice] 

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M N Human Ranger V | Perc +11'
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Str 18 (+4) | Deх 18 (+4) | Con 14 (+2) | Int 12 (+1) | Wis 14 (+2) | Cha 10
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DEFENSE
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HP 71, AC 22, Focus Point 1
Fort +11', Ref +13', Will +11'
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OFFENSE
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Speed 30 ft.
Strike +1 Striking Returning Light Hammer +14/+8/+6 (2d6+4; B; Agile; 40'/80'; Crit Prone)
Special Flurry +14/+12/+10, Lay on Hands (18 HP, +2 AC to ally)
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Skills Acrobatics +13', Athletics +14', Arcana +8, Nature +9, Occultism +8, Society +8, Stealth +11, Survival +9
Lore (Cults, Demons, Pathfinder Society, Warfare) +8, (Empyreal Lords, Redeemer Queen) +10'
Languages Jotun, Skald, Taldan
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HUNT PREY
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- Hunt Prey: [Single Action] You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

You gain access to the critical specialization effects of all simple and martial weapons and unarmed attacks when attacking your hunted prey.

- Flurry: You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

- Monster Hunter: You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.

- Trackless Step: When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.

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SPECIAL
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- Cat Fall: Treat falls as 25 feet shorter (master - 50 feet shorter). If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

- Diehard + Toughness: You die from the dying condition at dying 5, rather than dying 4. You reduce the DC of recovery checks by 1.

- Far Shot: Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments.

- Forager: While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

- Untrained Improvisation + Clever Improviser: Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

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EQUIPMENT
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- Consumable Item: Healing Potion (Lesser; 2d8+5)
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+1 Striking Returning Light Hammer - 155 gp 3 sp (1L)
Dagger - 2 sp (1L)

Lifting Belt - 80 (1L) [+1 athletics & more]
Studded Leather Armor - 3 gp (1B)

Bag of Holding (Type I; 25 bulk) - 75 gp

Wayfinder - 2 Fame (1L)
Clothing (Fine) - 2 gp (1L)
Adventurer's Pack - 7sp (1B)
Bandolier - 1sp

Bulk 2B, 5L Max 8
Coin317 gp 2 sp 0 cp

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Sold:

Spend
Off-Hours Study (Cults) - 2 Fame, 50 Days
Off-Hours Study (Demons) - 2 Fame, 50 Days

Sold -

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* Emerald grasshopper
* +1 circumstance bonus on your next Fortitude saving throw.
* +2 circumstance bonus on your next Will saving throw.
* Once during the adventure, each one of you can receive a +2 circumstance bonus to one skill check or attack roll, representing a rookie Pathfinder critically succeeding at a check to Aid you. You must decide to use this benefit before rolling.
* A moderate antidote (drinked; +1 to Fort vs Disease for 24h) and moderate antiplague.