Orkoral

Sherrinford Hope's page

33 posts. Organized Play character for Stemboy.


Full Name

Sherrinford Hope

Race

Human

Classes/Levels

Investigator 1 HP: 8/8 | AC: 12 | T: 12 | FF: 10 | CMD: 11 | Fort: +0 | Ref: +4 | Will: +4 | Init: +2 | Perception: +9 | Sense Motive: +6

Gender

Male

Size

Medium

Alignment

Neutral Good

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 14
Charisma 10

About Sherrinford Hope

Male Human Investigator 1
NG Medium humanoid
Init +2; Senses Perception +9

Defense
AC , touch , flat-footed (+ armor, + Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +4;

Offense
Speed 30 ft.
Melee sword cane -1 (1d6-1)
Ranged light crossbow +2 (1d8)

Extracts Prepared (CL 1st; concentration +5):
1st: Cure Light Wounds (2)

Statistics
Str 8, Dex 14, Con 12, Int 18, Wis 14, Cha 10
Base Atk +0; CMB -1; CMD 11

Feats Scholar (history and local), Skill Focus (perception)

Traits Scholar of Ruins, Truth's Agent

Skills
Craft (alchemy) +8
Disable Device +5
Knowledge (arcana) +8
Knowledge (dungeoneering) +9
Knowledge (history) +10
Knowledge (religion) +8
Knowledge (local) +11
Linguistics +8
Perception +9
Sense Motive +6
Spellcraft +8
Use Magic Device +4

Languages Common, Ancient Osiriani, Azlanti, Thassilonian, Varisian

Combat Gear light crossbow, sword cane, leather armour Other Gear scholars outfit, dilettantes outfit, thieves tools, formula book, 10 gp.
Carrying Capacity Light Load lbs. or less, Medium Load lbs, Heavy Load lbs, Current Load lbs.

Formula Book:

1st - Comprehend Languages, Cure Light Wounds, Expeditious Retreat, Keen Senses, See Alignment, Shield

Special Abilities
Focused Study: All humans are skillful, but you, rather than being a generalist, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, you gain Skill Focus in a skill of your choice as a bonus feat. This racial trait replaces the bonus feat trait.
Scholar of Ruins: From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. Knowledge (dungeoneering) is always a class skill for you.
Truth's Agent: You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Inspiration: (4/day) You have the ability to augment skill checks and ability checks through your brilliant inspiration. As a free action, you can expend one use of inspiration from your pool to add 1d6 to the result of that check (including any you take 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. You can only use inspiration once per check or roll. You can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided you're trained in that skill. Your inspiration pool refreshes each day, typically after you get a restful night’s sleep.
Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from your pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: You add half your level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). You can use Disable Device to disarm magical traps.

Boons/Prestige Awards

Impressive Find: A representative from the Pathfinder Society-an organization of archaeologists and explorers—has heard of your discoveries in the River Kingdoms and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
Pleasure Doing Business: As thanks for your assistance, Ulisha offers to sell you Silverhex at a lower price: 6,326 gp. You can increase Silverhex’s enhancement bonus or apply other weapon special abilities, but you always calculate the weapon’s effective final price as though it were 2,000 gp lower (e.g. Silverhex costs 16,326 gp as a +2 spell storing alchemical silver sickle—not 18,326 gp).

History:

Personality:

Appearance:

PFS information for the GM:

PFS # 129255-6
XP: 2 (normal advancement)
Faction: Grand Lodge
Fame: / Prestige: 4/4
Prestige Spent: 0

Chronicles applied:

Chronicles applied:

??/??/2014 - Scenario #??? Mists of Mwangi
12/10/2014 - Pathfinder Quests: The Silverhex Chronicles