Nameless Assassin

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Goblin Squad Member. Pathfinder PF Special Edition Subscriber. ****** Pathfinder Society GM. Starfinder Society GM. 107 posts (110 including aliases). No reviews. No lists. 1 wishlist. 44 Organized Play characters. 1 alias.


Scarab Sages 4/5 **

2 people marked this as a favorite.
Pathfinder PF Special Edition Subscriber

Yes - 4 xp for a scenario, 1 xp for a single quest, and 12 xp for a module/adventure path. Same XP ratio and gain rate, just broken down a bit more to accommodate the increased quest availability.

Scarab Sages 4/5 **

1 person marked this as a favorite.
Pathfinder PF Special Edition Subscriber

Congrats to the rest of the 5 star class of July '19!

Scarab Sages 4/5 **

1 person marked this as a favorite.
Pathfinder PF Special Edition Subscriber

Fyre FTW!

Scarab Sages

1 person marked this as a favorite.
Pathfinder PF Special Edition Subscriber

WOOOOO!

My favorite AP coming to ACG, I love it! Completely stoked for this!

Scarab Sages 4/5 **

1 person marked this as a favorite.
Pathfinder PF Special Edition Subscriber

Looks like the companion character from solo play got the axe. Time for Valendron to see if he has what it takes to finish out Shackles without Kyra's help!

Nah, I'm likely gonna wipe on 0-3A. (like my Jirelle did :S)

Scarab Sages 4/5 **

3 people marked this as a favorite.
Pathfinder PF Special Edition Subscriber

Look towards Destiny of the Sands 1 for inspiration. Ballintir has the unenviable task of informing Pathfinders they once again have to do favors for Torch, and he stresses whatever your current feelings toward him are; the Society needs his information. So play "nice" for now, he'll get his someday soon.

Scarab Sages 4/5 **

1 person marked this as a favorite.
Pathfinder PF Special Edition Subscriber

Had a blast running these mass combats for my table, and they seemed to enjoy it as well.

Mass combat section ran ~3 hours, as the players favored defensive manuevers in combat. Thankfully, we had plenty of AOE for the troops, and some failed concentration checks significantly reduced Hagen's effectiveness, but still caused alarm as they determined the force punch was coming.

Anyone come up with a method to reduce the down-time between player turns when the melee phase slugfest begins? Had some moments of 5+ minute turns as the defensive walled dwarves fought the cultists. Eventually had the cultists disengage to keep stuff moving.

Scarab Sages 4/5 **

2 people marked this as a favorite.
Pathfinder PF Special Edition Subscriber

I'd advise you "pre-level" your character and have it as a second sheet before con/gameday, so when you hit that new level you can be ready to go, or just add the levels on the fly with the core rulebook (or whatever resources you have) between slots and modify the printed sheet. Just make sure you don't play the wrong level at the wrong table.

Since you don't know how much gold you will get by playing, maybe have a high-importance list of items your character wants.

Full Name

Glen Fiddich

Race

Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 |

Classes/Levels

Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Gender

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 |

Size

5'11" 155 lbs.

Age

24

Special Abilities

Low-Light Vision, Elven Immunities (+2 save vs enchantments), Keen Senses (+2 Perception), Ancestral Arms (elven curve blade), Agile Feet (Inquisitor Domain: Travel)

Alignment

Neutral Good

Deity

Cayden Cailean

Location

Absalom

Languages

Azlanti, Common, Elven

Occupation

Barkeep

Strength 18
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 18
Charisma 10

About Glen Fiddich

Glen Fiddich
Male half-elf inquisitor of Cayden Cailean 10 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +17
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Defense
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AC 24, touch 14, flat-footed 22 (+9 armor, +1 deflection, +2 Dex, +1 insight, +1 natural; +2 deflection vs. evil)
hp 83 (10d8+30)
Fort +12, Ref +7, Will +13; +1 untyped bonus vs poison and disease, +2 vs. enchantments; +2 resistance vs. evil
Immune sleep
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Offense
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Speed 40 ft.
Melee +1 keen adamantine elven curve blade +12/+7 (1d10+7/15-20) or
. . club +11/+6 (1d6+4) or
. . cold iron cestus +11/+6 (1d4+4/19-20) or
. . dagger +11/+6 (1d4+4/19-20) or
. . gauntlet (from armor) +11/+6 (1d3+4) or
. . unarmed strike +11/+6 (1d3+4 nonlethal)
Ranged darkwood composite longbow +10/+5 (1d8+2/×3) or
. . sling +9 (1d4+4)
Special Attacks bane (14 rounds/day), judgment 4/day (2 simultaneous)
Domain Spell-Like Abilities (CL 10th; concentration +14)
. . At will—dimensional hop (100 feet/day)
Inquisitor Spell-Like Abilities (CL 10th; concentration +14)
. . At will—detect alignment, discern lies (10 rounds/day)
Inquisitor Spells Known (CL 10th; concentration +14)
. . 4th (2/day)—divine power, freedom of movement
. . 3rd (4/day)—channel vigor, coordinated effort[APG], daylight, heroism, prayer
. . 2nd (5/day)—blistering invective[UC] (DC 16), consecrate, cure moderate wounds, defending bone, communal protection from evil[UC], resist energy, see invisibility, spiritual weapon
. . 1st (6/day)—divine favor, expeditious retreat, heightened awareness[ACG], shield of faith, true strike
. . 0 (at will)—create alcohol (ale or wine), detect magic, disrupt undead, guidance, light, read magic
. . Domain Travel
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Statistics
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Str 18, Dex 14, Con 16, Int 10, Wis 18, Cha 10
Base Atk +7; CMB +12; CMD 25
Feats Cornugon Smash, Extended Bane[UM], Intimidating Prowess, Judgment Surge[UM], Outflank[APG], Power Attack, Precise Strike[APG], Shake It Off[UC]
Traits fate's favored, friend in every town
Skills Acrobatics +8 (+12 to jump), Bluff +4, Climb +8, Diplomacy +5, Disguise +6, Handle Animal +1, Heal +17, Intimidate +20, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +1, Perception +17, Profession (barkeep) +8, Ride +4, Sense Motive +13, Spellcraft +7, Stealth +4, Survival +8 (+10 when in Andoran, +10 to avoid becoming lost), Swim +6; Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven
SQ agile feet (7/day), elf blood, monster lore +4, solo tactics, stern gaze +5, track +5
Combat Gear boots of speed, cold iron arrows (50), oil of daylight, potion of cure serious wounds, potion of darkvision, potion of remove blindness/deafness, scroll of remove disease (x2), wand of cure light wounds (5 charges), wand of cure light wounds (50 charges), wand of endure elements (46 charges), wand of shield of faith (38 charges), acid, alchemist's fire, alkali flask[APG], antiplague[APG], antitoxin, healer's kit, holy water (3), oil; Other Gear celestial armor, +1 keen adamantine elven curve blade, arrows (20), club, cold iron cestus[APG], dagger, darkwood composite longbow (+2 Str), sling, amulet of natural armor +1, belt of physical might +2 (Str, Con), cloak of resistance +2, dusty rose prism ioun stone, handy haversack, headband of inspired wisdom +2, pathfinder pouch, ring of protection +1, sleeves of many garments[UE], wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, climber's kit, courtier's outfit, disguise kit, earplugs[APG], fishhook (2), flint and steel, grappling hook, mug/tankard, signal whistle, silver holy symbol, silver holy symbol, silver holy symbol, smoked goggles[APG], spell component pouch, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, heavy horse (combat trained), bit and bridle, military saddle, saddlebags, 3,263 gp, 3 sp, 7 cp
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Tracked Resources
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Acid - 0/1
Agile Feet (7/day) (Su) - 0/7
Alchemist's fire - 0/1
Alkali flask - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Arrows - 0/20
Bane (+2 / 2d6, 14 rounds/day) (Su) - 0/14
Boots of speed (10 rounds/day) - 0/10
Club - 0/1
Cold iron arrows - 4/50
Dagger - 0/1
Detect Alignment (At will) (Sp) - 0/0
Dimensional Hop (20 5-ft inc/day) (Sp) - 4/20
Discern Lies (10 rounds/day) (Sp) - 0/10
Disguise kit (10 uses) - 0/10
Fly (1/day) - 0/1
Healer's kit - 0/10
Holy water - 0/3
Judgment Surge (1/day) - 0/1
Oil of daylight - 0/1
Potion of cure serious wounds - 0/1
Potion of darkvision - 0/1
Potion of remove blindness/deafness - 0/1
Second Judgment (4/day) (Su) - 0/4
Teamwork Feat (change 4/day) - 0/4
Temple (1/session) - 0/1
Trail rations - 0/7
Wand of cure light wounds (5 charges) - 0/5
Wand of cure light wounds (50 charges) - 0/50
Wand of endure elements (46 charges) - 0/46
Wand of shield of faith (38 charges) - 0/38
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Special Abilities
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Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Bane (+2 / 2d6, 14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (20 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgment Surge (1/day) Gain improved versions of your judgments
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknesses of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +5 (Ex) +5 to Sense Motive and Intimidate.
Track +5 Add the listed bonus to Survival checks made to track.
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The red-haired, green-eyed half elf Glen Fiddich is a hard-drinking inquisitor of Cayden Cailean, wholly dedicated to life, liberty and the pursuit of happiness.

Glen was the seventh son of an Andoren serving wench at the Grog Pit, Absalom's most notorious tavern and flophouse. Glen never met his sea-faring elven father, or for that matter, the fathers of any of his siblings. Glen and his brothers and sisters joined their mother at the Grog Pit as soon as they could walk and carry a bucket and a rag. At twelve, Glen was promoted to head dishwasher and part-time night bartender.

After clouting an unruly slaver one evening, Glen caught the eye of a Grey Corsair, who recruited the young half elf to spot slavers and pass along intelligence to the Eagle Knights of Andoran.

At twenty-one, his mother celebrated his birthday with him at Cayden's Hall in the Ascendant Court. She presented him with his father's elven curve blade and gave him her blessing. The next day, Glen Fiddich joined the Pathfinder Society.

Glen “formally” entered the ranks of Cayden Caylean’s clergy after defeating the Aspis Cortium at the Vudrani Icebound Outpost in the Hao Jin Tapestry. Back in Absalom, he celebrated with his friends at the Grog Pit. On his way home, he staggered to Cayden’s Hall and stumbled into an initiation ceremony. The exact details of the ritual remain a little fuzzy. (He might have passed out.)

Glen supports the Church by providing healing to Cayden’s followers and charging a modest fee to those who don’t revere the Drunken God. Glen’s calling card is miniature placard of wisdom with the Accidental God’s immortal words: “Be not as think as you drunk you are. Live free or die (or run away, or whatever seems best at the moment).”