Ungrist

Shwarto's page

132 posts. Organized Play character for pauljathome.


Full Name

Shwarto

Race

AC 19 | Init +5 | Per +12 (+13 vs traps)

Classes/Levels

| Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

Gender

Male Wayang Rogue 1/Wizard 3 | HP 16/26

About Shwarto

[dice=stealth]1d20 + 15[/dice]

[dice=to hit]1d20 + 5 - 1 +1 [/dice] Vs touch. NO have precise shot
[dice=damage]1d3 + 2d6 +1[/dice]

Personality:

Shwarto is a person dedicated to Irori and to gaining knowledge of the world. He travels both to increase his knowledge and, as importantly, to gain wealth and power so as to be able to eventually afford to go to far distant places (and planes) and to survive the dangers involved in uncovering new knowledge outside of libraries.

He is a reasonably nice and honest person and moderately brave. He tries hard to follow the teachings of Irori but sometimes lapses a little. Especially when his avarice comes to the front.

Definitely a follower more than a leader, he will offer advice (whether or not it is solicited) when he feels it warranted.

Background:

Shwarto doesn't know his family or anything about his origins. He was abandoned as a small child and grew up on the streets where he quickly acquired the skills required to survive.

Even while living a hand to mouth existence he was fascinated by books and managed to convince some local monks of Irori to teach him to read. They also let him study from their libraries. In an act of supreme kindness, they even introduced him to a wizard who was in need of an apprentice.

His life has been one of mixed learning and acquiring the resources to continue that learning. He tries to make a living by legal means. He really does. However, to his shame and chagrin, on several occassions he has let his greed overcome his morals and has slipped back into a life of crime.

One thing that he CAN honestly say is that his crimes have always been non violent and, nearly always, have only affected those who could easily afford to lose what was stolen.

He is really trying to be a better person and to more faithfully follow the precepts of Irori. Really.

Stats:

Shwarto (PBP)
Wayang unchained rogue 1/conjurer (teleportation[APG]) 3 (Pathfinder RPG Advanced Player's Guide 147, Pathfinder RPG Bestiary 4 274, Pathfinder Unchained 20)
N Small humanoid (wayang)
Init +5; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 19, touch 14, flat-footed 16 (+3 Dex, +1 size, +1 natural, +4 armor)
hp 30 (4 HD; 3d6+1d8+10)
Fort +3, Ref +6, Will +4; +2 vs. shadow spells
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Offense
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Speed 20 ft.
Melee cold iron dagger +5 (1d3-2/19-20)
Ranged mwk light crossbow +6 (1d6/19-20)
Special Attacks sneak attack (unchained) +1d6
Conjurer Spells Prepared (CL 3rd; concentration +8)
. . 2nd—create pit[APG] (DC 17), euphoric cloud[ACG] (DC 17), web (DC 17)
. . 1st—feather fall, mage armor, snowball[UW], thunderstomp[ACG], vanish[APG] (DC 16)
. . 0 (at will)—acid splash, detect magic, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 9, Dex 16, Con 13, Int 20, Wis 10, Cha 8
Base Atk +1; CMB -2; CMD 11
Feats Accomplished Sneak Attacker, Deific Obedience, Scribe Scroll, Weapon Finesse
Traits Reactionary, Wisdom in the Flesh (Swim), See the sights (Lingusitics)
Skills Acrobatics +3 (-1 to jump), Craft (alchemy) +7, Craft (mapmaking) +7, Disable Device +13, Escape Artist +10, Fly +9, Knowledge (arcana) +16, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +13, Knowledge (religion) +15, Linguistics +10, Perception +11, Spellcraft +10, Stealth +15; Racial Modifiers +2 Perception, +2 Stealth, +5 Swim
Languages Common, Draconic, Elven, Infernal, Kelish, Nagaji, Polyglot, Wayang
SQ arcane bond (Twikli, owl [mauler]), light and dark, shadow speaker (replaces shadow magic), shift 8/day (5 feet), summoner's charm (1 round), trapfinding +1
Combat Gear aumlet of natural armor +1, cold iron crossbow bolts (20), potion of cure light wounds, scroll of air bubble, air bubble, ant haul, ant haul, scroll of comprehend languages, comprehend languages, endure elements, endure elements, scroll of expeditious retreat, expeditious retreat, floating disk, scroll of infernal healing, infernal healing, infernal healing, scroll of invisibility, scroll of mage armor, mage armor, mage armor, mage armor, scroll of mage armor, mage armor, mage armor, mage armor, scroll of magic weapon, magic weapon, magic weapon, mount, scroll of obscuring mist, obscuring mist, protection from evil, protection from evil, scroll of shield companion, shield companion, shield companion, shield companion, scroll of shield, shield, shield, shield, scroll of summon monster i, summon monster i, touch of the sea, touch of the sea, silver crossbow bolts (5), wand of heightened awareness (50 charges), acid (3), alchemical grease[APG], alchemist's fire (2), antiplague[APG] (2), antitoxin (3), clear ear (3), insight leaves, meditation tea[UE], smelling salts[APG] (2), tanglefoot bag (2), vermin repellent[UE] (3); Other Gear cold iron dagger, mwk light crossbow, handy haversack, traveler's any-tool[UE], alchemical reagets (worth 100 gp), ball (2 in.)[UE], bedroll, belt pouch, bird feed (per day) (5), board games[UE] (3), cards[UE], chalk (10), dice[UE], familiar satchel[UE], flint and steel, grappling hook, ink, inkpen, marbles[APG] (3), masterwork thieves' tools, mess kit[UE], mirror, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], piton (10), portable alchemist's lab[APG], pot, potion sponge[ARG] (2), signal whistle, silk rope (50 ft.), soap, spell component pouch, tea (per cup)[UE] (50), teapot[UE], tindertwig (3), trail rations (5), waterskin, wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 8 gp, 5 sp, 5 cp
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Special Abilities
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Accomplished Sneak Attacker Your sneak attack damage increases by 1d6
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shadow Speaker (Su)
Three times per day as a free action can gain a +2 insight bonus on an ability check, attack roll, caster level check, concentration check, saving throw, or skill check.
Shadow Magic (Ex) Wayangs add 1 to the DC of any saving throws to resist spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs. shadow spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5 feet, 8/day) (Sp) Short-range teleport
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Twikli (familiar):

Note - Twikli has the Mauler archetype and so can grow to medium size. At that size, Shwarto can ride him

Twikli CR –
Owl (mauler) (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +13
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 15 (1d8)
Fort +2, Ref +6, Will +5
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4-2)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 7, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +1; CMB +2; CMD 10
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-5 to jump), Disable Device +5, Escape Artist +7, Fly +15, Linguistics -1, Perception +13, Spellcraft +0, Stealth +22; Racial Modifiers +4 Perception, +4 Stealth
SQ battle form, bond forged in blood, empathic link
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Special Abilities
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Battle Form (Str +6, Dex -2, 3/day) (Su) As standard action three times a day, grow larger.
Bond Forged in Blood (Su) You cannot speak or communicate with language.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Other Gear exotic military saddle