Nargin Haruvex

Saint Gudule's page

431 posts. Organized Play character for Zinou.


Race

HP: 120/120 | AC: 17 | T: 11 | FF: 16 | CMD: 17 | Fort +12, Ref +12, Will +14 (+2 vs polymorph ; +5 vs mind-affecting) | Init: +1 | Perc: +1 | SM: +19 | Speed: 30 ft.

Classes/Levels

Tracked Resources:
Spells: 0 - 11 ; 1 - 8/8 ; 2 - 8/8 ; 3 - 8/8 ; 4 - 7/8 ; 5 - 6/7 ; 6: 5/5 ; Quibble: 1/1 ; Flicker: 6/6 ; Battle Spirit 6/6 ; Pure Whimsy: 0/2 ; Dazing spell (lesser): 3/3

Gender

Ganzi Master of the Unexpected 13 | ER: Acid 5, Electricity 5, Sonic 5 |

Size

M

Age

24

Deity

Sarenrae

Languages

Common, Protean, Abyssal

Strength 7
Dexterity 12
Constitution 17
Intelligence 12
Wisdom 12
Charisma 26

About Saint Gudule

Macros:

[dice=Perception]1d20+1[/dice]
[dice=Initiative]1d20+1[/dice]

[dice=Dirty Trick]1d20+20[/dice]

[ ooc]Reminder on [ url=http://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick]Dirty Tricks[/url].[/ooc]

Emerald Spire levels:

Level 1: The Tower Ruins 1–2
Level 2: The Cellars 1–3
Level 3: Splinterden 2–4
Level 4: Godhome 3–5
Level 5: The Drowned Level 3–5
Level 6: The Clockwork Maze 4–6
Level 7: Shrine of the Awakener 5–7
Level 8: The Circle of Vissk-Thar 6–8
Level 9: The Spire Axis 7–9
Level 10: The Magma Vault 8–10
Level 11: The Tomb of Yarrix 8–10
Level 12: The Automaton Forge 9–11
Level 13: The Pleasure Gardens 9–11

Level 14: The Throne of Azlant 10–12
Level 15: Order and Chaos 10–12
Level 16: The Emerald Root 11–13

Saint Gudule
Male Ganzi Oracle of Whimsy (Spirit Guide) 13
CG Medium Outsider (Native)
Init +1 ; Senses Darkvision 60 feet ; Perception +1

Appearance:

Gudule is cloaked and has an unnerving figure. His aspect is gracious yet very unsettling since his face seems in constant change. The first glimpse you have at it reveals a grinning dark face with tattoos running literally on his cheeks. You blink and he has now a pale face with pointy ears and long canines. The next time, scales on the forehead and scars on slick green flesh on the chin. The traits on his face seem in constant move, melting away to become a weird new mix in the blink of an eye.

Background:

Born in a farmer and goat herding village in the mountain, Gudule has always been a prankster. Throughout his childhood, he performed diverse jokes and tricks on the inhabitants of his village. He often traveled into the valley he was born in to set up bigger scams and pranks.
Year after year, prank after prank, his pranks became "a work of art", as he loved to boast. Gudule embraced this way of life so much that he considered making a living of this. Something wasn't right, though. Sometimes, as the teen was planning a prank, he heard voices in his head giving him details on his next "mission". The climax was reached as he nearly drowned the whole valley, breaking a dam higher up in the mountain.
The mayor and the village's officials forced his parents to take him to the nearest temple of Sarenrae to search for redemption for his evil acts. Thus, Gudule became an acolyte of the Dawnflower, praying day and night for redemption. After some years passed in the temple, something extraordinary happened. Gudule's face began to melt away and his body became much tougher and resilient. It was his chaotic nature that manifested at last.
The priests of the temple saw that as a sign that Gudule's teaching in the temple was over and that he had now another task: travel the world to seek redemption through acts of kindness in service to the people he'll meet. For what was perceived like the revelation of the Dawnflower in him and the quest ahead of him, the priests gave him the title "Saint". After five years, he heard of the pathfinder society and trained to become one of its agent.

Defense
AC 17, touch 11, flat-footed 16 (+6 Armor, +1 dex)
HP 120
Fort +12, Ref +12, Will +14 (+2 vs polymorph spells, +5 vs mind-affecting)
Energy Resistance Acid 5, Electricity 5 and Sonic 5
Weakness Oracle Curse: Haunted

Offense
Speed 30 ft.
Melee Morningstar +7 (1d8-2/20/x2)
Ranged Light Crossbow +10 (1d8/19-20/x2), Ammo 20, 80ft.

Oracle Spells (CL 13th, Concentration +19, SR +17)
0 (at will) – Ghost Sound ; Mage Hand ; Detect Magic ; Read Magic ; Create Water ; Guidance ; Stabilize ; Mending ; DC 18
1st (8/day) – Cure Light Wounds ; Command ; Faerie Fire ; Barbed Chains ; Protection from Evil ; Enlarge Person ; Liberating Command ; Sanctuary ; DC 19
2nd (8/day) - Cure Moderate Wounds ; Pilfering Hand ; Fog Cloud ; Hideous Laughter ; Minor Image ; Levitate ; Remove Paralysis ; Calm Emotions ; Restoration, lesser ; Weapon of Awe ; DC 20
3rd (8/day) - Cure Serious Wounds ; Dispel Magic ; Shamefully Overdressed ; Chain of Perdition ; Magic Vestment ; Stone Shape ; Daylight ; DC 21
4th (8/day) - Cure Critical Wounds ; Major Image ; Blessing of Fervor ; Debilitating Portent ; Wall of Fire ; Freedom of Movement ; DC 22
5th (7/day) - Air walk, communal ; Telekinesis ; Forbid Action, greater ; Cure Light Wounds, mass ; Entice Fey, lesser ; Flame Strike ; DC 23 +1 spell
6th (5/day) - Blade Barrier ; Cure moderate wounds, mass ; Animate Objects ; Bull's strength, mass ; Mislead ; DC 24

Special Abilities
Active
Quibble (DC 23): Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 30 feet, forcing it to reroll a single d20 on a roll it has just made. The target must take the second result, even if it is worse. A ganzi may use this ability after the target has rolled, but must use it before the GM declares if the roll was a success or failure. Unwilling creatures may resist a ganzi’s influence with a successful Will save (DC = 10 + 1/2 the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect.

Assumed Form (Sp): You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can instead physically transform, as alter self. At 11th level, this ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep.

Whimsical Prank (Su): As a standard action, you can call upon fey to play a prank on a creature within 30 feet as a dirty trickAPG combat maneuver. Resolve this attempt as normal, except that it doesn’t provoke attacks of opportunity, you use your oracle level in place of your Combat Maneuver Bonus, and you add your Charisma modifier in place of your Strength or Dexterity modifier. No save is allowed against this attempt, but a creature affected by this revelation cannot be the target of this revelation again for 1 day.

Flicker (Sp): You can flicker from sight for a short time, allowing you to escape or set up a prank. As a swift action, you can disappear for 1 round per oracle level. This ability functions as invisibility. You can use this revelation a number of times per day equal to half your oracle level (minimum 1).

Hampering Hex (Su): (Wandering Hex) The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.

Battle Spirit (Su): (Wandering Hex' spirit) A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Pure Whimsy (Su): Once per day, you can release a stream of errant chaos from the First World as a standard action. When you do so, identify a target within 90 feet and generate a random effect as from a rod of wonder (or, at the GM’s discretion, another random or unusual effect of similar power). The DC of any required saving throw is 10 + half your oracle level + your Charisma modifier, and no effect from this ability persists for more than 1 day. You can use this ability once per day at 7th level and one additional time per day for every 4 levels beyond 7th. You must be at least 7th level to select this revelation.

Passive
Darkvision 60 feet
Skilled: Ganzi have a +2 racial bonus on Sense Motive and Survival checks ;

Maelstrom Resistance: Ganzi have acid resistance 5, electricity resistance 5, and sonic resistance 5, and gain a +2 racial bonus on saving throws against spells of the polymorph subschool.

Haunted : Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Versatile Comedy (Ex): The powers of whimsy infuse your comedy with the ability to awe and befuddle. You can use your total Perform (comedy) bonus in place of your Bluff and Intimidate bonuses.

Steadfast Personality : You rely on your assuredness and sense of self to help keep your mind clear. Benefit: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.

Statistics
Str 7, Dex 12, Con 17, Int 12, Wis 12, Cha 26
Base Atk +9; CMB +7 ; CMD 18

Feats Extra revelation (Whimsical Prank), Extra revelation (versatile comedy), Extra revelation (Flicker), Spell penetration, Steadfast personality, Greater spell penetration, Lightning reflexes,

Traits Savant (+2 perform comedy) ; Illuminator (+2 diplomacy, Sarenrae)

Skills (ACP -4 applied)
Acrobatics -3
Appraise +1
Bluff +26 (versatile comedy)
Climb -6
Diplomacy +20 (7 ranks)
Disguise +5
Escape Artist -3
Heal +5 (1 rank)
Intimidate +26 (versatile comedy)
Knowledge (Arcana) +13 (9 ranks)
Knowledge (others) +5 (1 rank)
Perception +1
Perform (comedy) +26 (13 ranks)
Ride -3
Sense Motive +19 (13 ranks)
Spellcraft +17 (13 ranks)
Stealth -3
Survival +3
Swim -6

Languages Common, Protean, Abyssal,

Consumables
4x Acid Flask
Wand of CLW 50 charges
wand of air bubble 50 charges

Other Gear
Morningstar, Breastplate, Oracle's kit, Bandoleer, +5 Cloak of resistance, Emerald Spire token, +6 headband of charisma, rod of lesser dazing spell,

Boons:

Landrush: A, B2, D2, B6, B3, B1,

PFS information for the GM:
PFS #93583-21
XP: 18 (normal advancement)
Faction: The Concordance
Fame: 28 / Prestige: 18
Saint Gudule's additional resources can be scanned on demand for GMs, please ask via PM.

Chronicles applied:
#1 - 2018 GM Boon (play a Ganzi character)
#2 - Module The Emerald Spire Superdungeon: The Tower Ruins (3 xp, 4 fame)
#3 - Module The Emerald Spire Superdungeon: The Cellars (3 xp, 4 fame)
#4 - Module The Emerald Spire Superdungeon: Splinterden (3 xp, 4 fame)
#5 - Module The Emerald Spire Superdungeon: Godhome (3 xp, 4 fame)
#6 - Module The Emerald Spire Superdungeon: The Drowned Level(3 xp, 4 fame)
#7 - Module The Emerald Spire Superdungeon: Clockwork Maze (3 xp, 4 fame)