Full Name |
Rurik Delver |
Race |
Dwarf Fighter (two-handed fighter) 14 | HP 170/177, THP 0/11 | AC 24, T 15, FF 20 | Fort +18, Ref +15, Will +13 | CMD 34 (vs. Bull Rush 38, Disarm 38, Sunder 42, Trip 38) | Perc +21 (Darkvision 60 ft) | Init +10 | Active Conditions: |
Gender |
Male |
Size |
Medium |
Age |
62 |
Alignment |
Neutral Good |
Deity |
Torag |
Location |
Absolom |
Languages |
Common, Dwarven, Giant, Osiriani, Thassilonian, Varisian. |
Occupation |
Blacksmith |
Strength |
20 |
Dexterity |
16 |
Constitution |
22 |
Intelligence |
13 |
Wisdom |
16 |
Charisma |
10 |
About Rurik Delver
Venture Captain Rurik Delver
Male dwarf fighter (two-handed fighter) 14 (Pathfinder RPG Advanced Player's Guide 108)
NG Medium humanoid (dwarf)
Init +10; Senses darkvision 60 ft.; Perception +21 (+23 to notice unusual stonework)
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Defense
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AC 24, touch 15, flat-footed 20 (+8 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural)
hp 177 (14d10+89)
Fort +18, Ref +15, Will +12; +1 vs. poisons and diseases, +4 vs. effects that cause you to lose your grip on weapons, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist negative energy 10, positive energy 10
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Offense
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Speed 20 ft.
Melee +1 ghost touch holy impervious cold iron dwarven longhammer +27/+18/+13 (2d6+29/19-20/×3 plus 2d6 vs. evil) or
. . dagger +15/+10/+5 (1d4+13/19-20)
Ranged +1 darkwood composite longbow +18/+13/+8 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 ghost touch holy impervious cold iron dwarven l)
Special Attacks backswing, hatred, overhand chop, piledriver, shattering strike, weapon trainings (fighter's reflexes, hammers +5, trained initiative)
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Statistics
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Str 20, Dex 16, Con 22, Int 13, Wis 16, Cha 10
Base Atk +14; CMB +15 (+19 sunder); CMD 34 (38 vs. bull rush, 38 vs. disarm, 42 vs. sunder, 38 vs. trip)
Feats Dodge, Furious Focus[APG], Greater Weapon Focus (dwarven longhammer), Greater Weapon Specialization (dwarven longhammer), Improved Critical (dwarven longhammer), Improved Vital Strike, Iron Will, Ironhide[APG], Mobility, Power Attack, Skill Focus (Use Magic Device), Vital Strike, Weapon Focus (dwarven longhammer), Weapon Specialization (dwarven longhammer), Weapon Versatility
Traits observant, reactionary
Skills Acrobatics +0 (-4 to jump), Bluff +1, Climb +6, Intimidate +15 (+16 on Intimidate checks made against creatures proficient with the Dwarven Longhammer), Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (history) +3 (+5 on checks that pertain to dwarves or their enemies), Knowledge (local) +2, Linguistics +4, Perception +21 (+23 to notice unusual stonework), Profession (Blacksmith) +7, Survival +7 (+9 to avoid becoming lost), Swim +6, Use Magic Device +21; Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Osiriani, Thassilonian, Tien, Varisian
Combat Gear potion of enlarge person (10), potion of fly (2), potion of invisibility (2), scroll of breath of life, scroll of mass planar adaptation, scroll of restoration, wand of cure light wounds, wand of cure serious wounds, wand of freedom of movement (4 charges), wand of lead blades (50 charges), wand of lesser restoration (17 charges), wand of resist energy (CL 11th, 10 charges), bladeguard[APG]; Other Gear +2 deathless black dragonhide breastplate, +1 darkwood composite longbow (+3 Str), +1 ghost touch holy impervious cold iron dwarven longhammer[ARG], arrows (20), dagger, belt of physical perfection +2, boots of the cat[UE], clear spindle ioun stone, cloak of resistance +3, cracked pink and green sphere ioun stone, gloves of dueling[APG], headband of mental prowess +2 (Wis, Cha), ring of inner fortitude (minor)[UE], ring of protection +1, swarmbane clasp[UE], wayfinder[ISWG], backpack, bedroll, belt pouch, cold weather outfit, flint and steel, masterwork snorkel[UE], masterwork tool, mug/tankard, signal whistle, silk rope (50 ft.), swarmsuit[APG], trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 31,788 gp, 7 sp, 2 cp
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Special Abilities
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Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Fighter's Reflexes (Weapon Training [Hammers] +5) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Piledriver (Ex) Standard action: attack with a two handed weapon, if successful, free bull rush or trip w/o AoO.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shattering Strike +4 (Ex) +4 Sunder and damage vs. objects.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trained Initiative (Weapon Training [Hammers] +5) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Hammers) +5 (Ex) +5 Attack, Damage, CMB, CMD with Hammers
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
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Evoking Day 4712 AR Boon: This Chronicle sheet may only be assigned to a Pathfinder Society character between November 12, 2012 and December 3, 2012. Once assigned, the effects may be used at any time thereafter.
Your participation in the feasting and flashy displays of evocation magic that mark the Nethysian holiday have left you with an affinity for magic you didn’t possess before, or honed skills you already possessed. You gain a +5 competence bonus on any single Knowledge (arcana) or Spellcraft check, declared before attempting the skill check. You may attempt this skill check even if you possess no ranks in the associated skill. After using this ability, cross this boon off the Chronicle sheet.
In addition to celebrating evocation and the awe-inspiring power of magic, wizards and other spellcasters use Evoking Day as an opportunity to share their knowledge with one another openly. As a result, the costs of sharing spells with fellow arcanists is reduced for those participating in the holiday’s festivities. When adding a spell or formula to a spellbook, you may ignore the material component cost of scribing a single spell or formula. You must still pay for the purchase of a scroll if one serves as the source of the learned spell or formula. Once you have used this boon, cross is off the Chronicle sheet.
Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.
House Thrune’s Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
Crystalhue 4712 AR Boon:This Chronicle sheet may only be assigned to a Pathfinder Society character between December 17, 2012 and January 7, 2013. Once assigned, the effects may be used at any time thereafter.
Crystalhue Artisan: You attended a Crystalhue celebration and showed off your arts and crafts or you made use of one of your Perform skills to entertain the other attendees. You gain a +4 bonus on any one Craft or Perform check. (This bonus can be used for a Day Job check.) You must declare that you are using this boon before attempting the check. Once you have used this boon, cross it off the Chronicle sheet.
Zonzon Doll: You have a Zonzon doll that was used during Crystalhue. Anytime you attempt a Diplomacy check to influence a creature’s attitude and fail the check by 5 or more, shifting the creature’s attitude toward hostile, you can give the target this Zonzon doll, reminding the creature of forgiveness and kindness. By giving the creature the doll, the decreased attitude is restored to the point it was before the failed Diplomacy check. Once you have given your Zonzon away by using this boon, cross the boon off the Chronicle sheet.
Resisting the Gossamer King: Your body was subject to a barrage of poisons and diseases in Ravenmoor. You has to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.
Heroes of Magnimar: Thanks to your actions in Ravenmooor, and the protection of Magnimar’s interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
If Zamir is slain: The Thakur of Jalmeray recognizes the great service you have done for his country and spreads the word of your deeds to the corners of the island. In any future encounter when dealing with a citizen of Jalmeray, you may gain a +1 circumstance bonus to any Diplomacy rolls made during that encounter. You may only use this boon once per scenario.
Savior of the Shadowblooded: For having protected the fetchlings of Karpad from their suspicious neighbors, word has spread of your sympathies. You gain a +2 circumstance bonus on Diplomacy checks when negotiating with fetchlings.
Harvestman’s Bane: Word spreads of your involvement in the elimination of the cult of Zyphus in Taldor. You gain a +2 bonus on Intimidate checks against worshipers of Zyphus.
The Paracountess’s Debt: In thanks for freeing her from her infernal prison within Citadel Vraid, Paracountess Zarta Dralneen of Cheliax offers you any single item you wish for, paid for out of her personal wealth rather than Chelish or faction resources. Choose one item worth up to 1,500 gp (Subtier 5–6) or 3,000 gp (Subtier 8–9) that you receive for free. This item is not restricted by your current Fame score, but must otherwise be an item you could purchase. If the chosen item is worth less than the listed value, any difference is lost.
Item Selected: Boots of the Cat GM Initials: CRF
Respect of the Nail: You have earned the respect of the leadership of Varisia’s Hellknight order, the Order of the Nail. At a future date, should you encounter members of this order, they will remember you for standing up for the law, even if doing so meant opposing them.
Heidmarch’s Boon (Grand Lodge): Sheila and Canayven Heidmarch happily write a letter to the Decemvirate lauding you and your assistance over the past year. When you purchase a vanity or a Grand Lodge faction prestige award, reduce the Prestige Point cost by 2 (minimum 1). When you use this boon, cross it off your Chronicle sheet.
Foiled Plans: You were part of the Pathfinder team that foiled the Shadow Lodge’s plans to ruin the Pathfinder Society’s reputation in Magnimar. Surely the Spider and others involved in the plot will remember you should you ever encounter them in the future.
Smine’s Best: Following your spectacular performance in the Arena of Aroden, Venture-Captain Holgarin Smine decided to craft a spectacular new weapon (colloquially known as a “Smine”) to commemorate your victory. You may apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing weapon that the venture-captain modifies for you. When you choose the weapon, record its type below. While wielding that weapon, you gain a +1 bonus on performance combat checks as well as a +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition, increase the weapon’s hit point total by 5.
Weapon: Dwarven Longhammer GM Initials: JNP
Varisian Caravaner: You gain a +1 bonus on attack rolls against creatures with the goblinoid subtype and either become specialized in Perform (dance) or learn the Varisian language for free. Cross through the option you do not choose.
Faithless: Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
Lifetimes of Experience: You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.
Shard of Lust: Select one of the following three abilities, crossing the others off the Chronicle sheet. When active, this shard’s influence grants you the selected ability, and imparts the listed penalty.
• Gain a +2 insight bonus on saves versus enchantment spells and spell-like abilities.
• Gain suggestion as a spell-like ability usable 1/day.
• Gain a +2 insight bonus on Initiative checks.
Penalty: You become narcissistic, and are sicked whenever you have not engaged in sexual relations with another creature within the past 12 hours. While you wear any sort of armor or magic item that occupies the body slot, you are staggered.
Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Greenheart’s Blessing: The peaceful and benevolent spirit of Galdron Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
Return the Favor (Grand Lodge): You not only recovered the arcane foci used to to stabilize the Hao Jin Tapestry, but you also did so without the loss of any of the captured Pathfinder agents. You may use this boon to have your body and possessions recovered by a Pathfinder rescue team (Guide to Pathfinder Society Organized Play 26) at no cost. When you use this boon, cross it off your Chronicle sheet.
Shard of Gluttony: Select one of the following three abilities, crossing the others off the Chronicle sheet. When active, this shard’s influence grants you the selected ability, and imparts upon you the listed penalty.
• Gain a +2 insight bonus on saves versus necromancy spells and spell-like abilities.
• Gain vampiric touch as a spell-like ability usable 1/day.
• Increase your maximum hit points by 1 per Hit Die.
Penalty: You are always hungry and thirsty, and are always sickened when you have not eaten food in the last hour. You must make a DC 20 Will save to resist consuming any food or beverage (including potions and the like) you carry immediately. If the save is successful, you can resist the urge for 1 hour before being forced to make the save again.
Venture-Captain: You are honored by the Decemvirate with a promotion to the rank of venture-captain. While not granted your own lodge immediately, you nevertheless gain an unparalleled amount of influence within the Society and among its allied factions. You gain 5 bonus PA for this accomplishment on top of those earned through the regular completion of faction missions.
Additionally, you may designate one newly created PC under you Pathfinder Society number as a protégé. This tutelage manifests in a +2 bonus to a single ability score of your choice at character creation. You must include a copy of this Chronicle among the records of the new PC, though the PC gains access to no other boons, equipment, or wealth from this Chronicle.
Character number receiving this boon: 20941-16 GM Initials: CB
Shard of Envy: Select one of the following three abilities, crossing the others off the Chronicle sheet. When active, this shard’s influence grants you the selected ability, and imparts upon you the listed penalty.
• Gain a +2 insight bonus on saves versus abjuration spells and spell-like abilities.
• Gain dispel magic as a spell-like ability usable 1/day.
• Gain a +2 insight bonus to AC.
Penalty: You covet the success, wealth, and appearance of all other creatures, and become sickened whenever you are within 30 feet of any creature of the same race or character class as yourself. Physical contact with such a creature nauseates you for 2d6 rounds if you fail a DC 20 Fortitude save.
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