Tarla

Shonne's page

1,127 posts. Organized Play character for Great Green God.


Full Name

Shonne

Race

hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1*

Classes/Levels

| Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs

Gender

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 |

Size

Medium

Age

124

Special Abilities

Elf Traits (Fleet-footed):
Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Alignment

LN

Deity

Green Faith

Location

Kyonin, though often mobile

Languages

Auran, Celestial, Common, Dwarven, Elven, Gnome, Goblin, Halfling, Hallit, Kellish, Shoanti, Skald, Sylvan, Tien, Varisian

Occupation

Guide, scout, warden

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

About Shonne

Background Shonne (pronounced: Show-NEE) is an elf in the Classic D&D colored box sense (eventually I hope to make her a ranger/wizard/eldritch knight). Think of her as a sort of super-mobile ranger. She hails from Kyonin, but wanders as far as the Border Wood to scout for her folk and deliver messages to distant--often hidden, elven enclaves. Laconic, she seems aloof and stand-offish even among her own people, but particularly among noisy humans. Long observation has made her wary of such short-lived folk. She is all business when on a mission. Still young for an elf, her relative isolation makes her both curious (when no one is looking) and a bit naive.

Shonne is allied with the Silver Crusade only by association and because they generally have the same interests as herself and those she serves in Kyonin (namely slaying demons). She is often conflicted when the needs of elven civilization butt heads with those of the outside world.

Shonne is an athletic six-foot-tall blonde who doesn't really understand the effect she engenders in those that find that sort of thing attractive.

When she does speak, Shonne's Kyonin accent sounds like Fran and the Viera from Final Fantasy 12. She looks pretty much exactly like the 'Female Elf' link in her tag line right down to her outfit and spear. (Thanks to whichever god/gods gave us Wayne Reynolds.)

Shonne, Emissary of Kyonin
The Visual
Female elf ranger 2/transmuter 5/eldritch knight 3
LN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +14 (+16 v humans)
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Defense
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AC 23, touch 16, flat-footed 18 (+7 armor, +1 deflection, +4 Dex, +1 dodge)
hp 79 (10 HD; 5d6+5d10+25)
Fort +9, Ref +10, Will +7; +2 vs. enchantments
Immune sleep
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Offense
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Speed
30 ft.
Melee +1 flaming spear +12/+7 (1d8+7/×3 plus 1d6 fire) or
_____ mwk cold iron longsword +11/+6 (1d8+4/19-20) or
_____ unarmed strike +10/+5 (1d3+4 nonlethal)
Ranged +2 composite longbow (Str +3) +13/+8 (1d8+5/×3)
_____ +1 flaming spear +12 (1d8+5/×3 plus 1d6 fire)
Special Attacks combat style (archery), favored enemy (humans +2)
Arcane School Spell-Like Abilities (CL 9th; concentration +13)
__ 7/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 9th; concentration +13)
__ 4themergency force sphere, greater invisibility, stoneskin
__ 3rdfireball (DC 18), flame arrow, haste, tongues
__ 2ndalter self, glitterdust (DC 16), mirror image, resist energy, see invisibility
__ 1stblend, feather fall, gravity bow, jump, obscuring mist, shield
__ 0 (at will)ghost sound, mage hand, message, read magic
Opposition Schools Enchantment, Necromancy
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Statistics
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Str
18, Dex 18*/16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +7; CMB +11; CMD 27
Feats Arcane Armor Training, Arcane Strike, Deadly Aim, Dodge, Extend Spell, Mobility, Point-Blank Shot, Precise Shot, Run, Spell Focus (evocation)
Traits magical knack, reckless
Skills Acrobatics +18 (+22 to jump with a running start), Bluff -1 (+1 v goblins), Climb +15, Diplomacy -1 (+1 v goblins), Fly +8, Heal +8, Intimidate +5 (+7 on checks made against goblins), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +17, Perception +14, Ride +8, Sense Motive +1 (+3 v goblins), Spellcraft +10 (+12 to identify magic item properties), Stealth +10, Survival +10 (+12 to avoid becoming lost), Swim +10; Class/Racial Modifiers +2 Spellcraft to identify magic item properties, +2 Bluff, Knowledge, Perception, Sense Motive, and Survival checks made against humans
Languages Auran, Celestial, Common, Dwarven, Elven, Gnome, Goblin, Halfling, Hallit, Kelish, Shoanti, Skald, Sylvan, Thassilonian, Tien, Varisian
SQ arcane bond (ring), elven magic, physical enhancement (+2), track +1, wild empathy +2
Combat Gear +1 demon-bane arrows (1), +1 undead-bane arrows (2), scroll of blend (2), scroll of disguise self (2), scroll of endure elements (2), scroll of expeditious retreat (2), scroll of haste (CL 5), wand of cure light wounds (7 charges), wand of cure moderate wounds (11 charges), alchemist's fire (2), healer's kit (10), holy water (2), sunrod (3); Other Gear +3 mithral chain shirt, +2 composite longbow (+3 Str), +1 flaming spear, arrows (20), mwk cold iron longsword, arcane bond ring (Signet of Kyonin), belt of physical might (Str, Con) +2, boots of speed (worn), boots of the winterlands, cloak of resistance +1, handy haversack, headband of vast intellect +2 (linguistics), ring of protection +1, wayfinderISWG, belt pouch, climber's kit, cold weather outfit, everburning torch, flint and steel, hot weather outfitAPG, scroll case (2), spell component pouch, pouch of diamond dust (3), spellbook, torch (2), trail rations (8), waterskin, 13,355 gp, 4 sp, 8 cp
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Tracked Resources
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+1 flaming spear - 1/1
+1 demon-bane arrows - 1/2
+1 undead-bane arrows - 2/2
alchemist's fire - 2/2
arcane Bond (Ring) (1/day) (Sp) - 1/1
arrows - 20/20
healer's kit - 10/10
holy water - 2/2
scroll of blend (CL 1)- 2/2
scroll of disguise self (CL 1) - 2/2
scroll of endure elements (CL 1) - 2/2
scroll of expeditious retreat (CL 1) - 2/2
scroll of haste (CL 5) - 1/1
sunrod - 3/3
telekinetic Fist (1d4+2 bludgeoning, 7/day) (Sp) - 7/7
torch - 2/2
trail rations - 8/8
wand of cure light wounds - 0/50
wand of cure light wounds - 50/50
wand of cure moderate wounds "What are the chances of that?" - 9/11

Temp Items

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Special Abilities
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Air Affinity Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes. (Raid on the Cloudborne Keep)
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike +2 As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Custom Skillchip While in the ruins at Sulfur Gulch, you recovered several skillchips (Pathfinder Campaign Setting: Technology Guide 52), tiny technological devices that store vast amounts of practical knowledge and insight. With the help of Isirah Tana, you have repaired one of these skillchips, configuring it for your use only. You may purchase a single Mark III skillchip for 2,700 gp for one of the following skills: Acrobatics, Climb, Craft (mechanical), Diplomacy, Knowledge (engineering), Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Stealth, Survival, or Swim. Note that to benefit from a skillchip, you must first purchase and implant a skillslot (see Chronicle). (Wardens of Sulfur Gulch)
Defender of Katheer Having defeated the evil sorcerer, Raamiz Ibn-Chadli, Shonne receives a +1 circumstance bonus to Diplomacy checks against humanoids from Katheer (Our Lady of Silver).
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item. +2 to overcome spell resistance.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Favored Enemy (Humans +2) (Ex) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Hurricane-Tempered Your battle with Grasping Storm has granted you knowledge about the flow of winds. You may cross this boon off your Chronicle sheet to treat wind effects as if they were one category weaker per Air Affinity boon you possess for one round per Air Affinity boon. This includes penalties on ranged attacks, whether the wind checks you or blows you away, and the penalty the wind imposes on Fly checks. Treat the effective starting wind strength of effects that make ranged attacks impossible but do not specify a strength, such as wind wall, as if they were windstorms. (Raid on the Cloudborne Keep)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Knack Pick a class (transmuter) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Portable Technologist The explorer Isirah Tana may be constrained to the compact AI core into which she’s imprinted, yet she remains as eager to explore as ever. Even though Society scholars jostle for the opportunity to learn from Isirah directly, you can borrow her for the duration of one adventure. During this time, you can perform skill checks and other tasks as though you possessed the Technologist feat (Technology Guide 7), and at the end of the adventure, you can freely retrain one feat into the Technologist feat. Alternatively, you can collaborate with Isirah before an adventure in order to restore 1d4+1 charges to one timeworn weapon, armor, or item. After you use either of these benefits, cross this boon off your Chronicle sheet. (Wardens of Sulfur Gulch)
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ragdya’s Blessing Due to the respect you showed to the Vudran god Ragdya’s sacred animal, Shonne has received that deity’s blessing. You may cross this boon off your Chronicle sheet (Segang Expedition) to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.
Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Return the Favor You have gone into the dark and dangerous lands of Nidal, learned about the Horselords, and thwarted the enemies of the Lodge. You may use this boon to have your body and possessions recovered by a Pathfinder rescue team. at no cost. when you use this boon cross it off your chronicle sheet (Cairn of Shadows).
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

Spellbook 2: Shonne's Journal vol 2 (79 pages used, 2,565 gp value)
__ 5th—dismissal (DC 19)
__ 4th—arcane eye, dimensional anchor, dimension door, emergency force sphere, greater invisibility, mnemonic enhancer, remove curse, stoneskin
__ 3rd—communal resist energy, displacement, gust of wind (DC 18), heroism, invisibility sphere, shrink item, tongues, water breathing
__ 2nd—buoyancy (DC 16), detect thoughts (DC 16),levitate, knock, locate object, summon swarm, web (DC 16)
__ 1st—air bubble (DC 15), heightened awareness, illusion of calm (DC 15), investigative mind

Spellbook 1: Shonne's Journal vol 1 (100 pages used, 1,695 gp value)
__ 3rd—blink, daylight, dispel magic, fireball (DC 18), flame arrow, fly, haste, magic circle vs evil, versatile weapon
__ 2nd—alter self, bull's strength, cat's grace, darkvision, glitterdust (DC 16), invisibility, mirror image (1d4+2 images), protection from arrows, resist energy, scorching ray (2 rays), see invisibility, share language (DC 16), spontaneous immolation (DC 17)
__ 1st—ant haul (DC 15), blendARG, color spray (DC 15), comprehend languages, detect secret doors, disguise self, endure elements, enlarge person (DC 15), expeditious retreat, featherfall, gravity bow APG, jump, magic missile (4 missiles), monkey fish, mount, obscuring mist, shield, silent image (DC 15), snowball, true strike, vanishAPG (DC 15)
__ 0 (at will)— acid splash, arcane mark, dancing lights, detect magic, detect poison, flare (DC 15), ghost sound (DC 14), light, mage hand, mending, message, open/close (DC 14), prestidigitation, ray of frost, read magic, resistance

Track +1 Add the listed bonus to survival checks made to track.
Transmutation Transmuters use magic to change the world around them.
Physical Enhancement +2 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Telekinetic Fist (1d4+2 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.

Victory of Souls You gain a +2 bonus to Diplomacy checks to convince non-evil NPCs not to perform evil actions. You can cross this boon off to cast atonement or dispel evil (caster level equal to your character level, you must still provide the material components). (Thralls of the Shattered God)
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
You Be Goblin! You have special insight into the distractible and sadistic mind of a goblin. You gain +2 bonus on all Bluff, Diplomacy, Intimidate and Sense Motive checks made against goblins

Time Warp Ranger (warden) 2/Transmuter 4 | AC 19 T 14 FF 16 | CMD 21 | hp 42/42 | F +6* R +8 W +6 (+2 v Enchant) | Spd 30' (Run x5) | Init +7* | Kn (Arc, Geo, His, Loc, Nat) +7, Perc +9 (low-light), Scrft +9 (+11 ID) | wand of clw 41/50

Favored Class:
Wizard

Pathfinder Society career:
PFS# 139009-1
XP 3 (normal advancement)
Faction Silver Crusade
Fame 6 / Prestige 5

Silver Crusade Faction Card
1 Defeat an outsider that has the evil subtype or an undead creature whose Challenge Rating is at least equal to your character level.

Chronicles
1. 5-04 Stolen Heir 36581 (1 xp, 2 prestige)
2. 5-08 The Confirmation 36581 (1 xp, 2 prestige)
Associated Boons: Confirmed Field Agent (not first time), Explore, Report Cooperate, Friend of Janira Gavix
3. 5-08 First Steps 1: In Service to Lore (1 xp, 2 prestige)
4. 6-08 The Segang Expedition 65492 (1 xp, 2 prestige)
Associated Boons: Ragdya’s Blessing (short-term climb speed)
5. We be Goblins! (Reta Bigbad) 63424 (1 xp, 1 prestige)
Associated Boons: You Be Goblin! (goblin insight)
6. We Be Goblins Too! (Reta Bigbad) 67738 (1 xp, 1 prestige)
Associated Boons: You Really Be Goblin! (temp goblin race trait), Owlbear companion
7. Beggar's Pearl 71959 (1 xp, -5 prestige)
8. Infernal Vault 74053 (1 xp)
9. Among the Dead 80123 (1 xp, 2 prestige)
10. Thornkeep: The Forgotten Laboratory 71045 (3 xp, 4 prestige)
Associated Boons: Unidentified Unguent (alchemical omni-gadget)
11. 0-29 Our Lady of Silver 28282 (1 xp, 2 prestige)
Associated Boons: Defender of Katheer (influence with natives of Katheer)

Stuff to buy:
monkey belt (Segang Expedition)

Sign in:

Player Great Green God
Character Shonne
PFS # 139009-1
Faction Silver Crusade
Experience Track Standard
Day Job N/A