Kwava

Socraties's page

265 posts. Organized Play character for Zephyre14.


Full Name

Socraties

Race

Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)

Classes/Levels

Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

Gender

Male

Size

Medium

Age

115

Alignment

N

Deity

Iori

Languages

Celestial, Common, Draconic, Elven, Goblin, Sylvan, Polyglot

Occupation

Storyteller (specializing in tales of the society using alchemy to create special effects)

Strength 8
Dexterity 16
Constitution 10
Intelligence 21
Wisdom 8
Charisma 15

About Socraties

Socraties is an old elf, even, by elven standards. He was an adventurer in his younger days and settled down to live with a human woman. Unable to have children they lived together in Absalom off of the riches Socraties had gathered from his adventures until she died of old age. Happy just spending his time around town and being in the memories of his wife he had little ambition until in the invasion of Absalom when his home and most of his stores were destroyed. Upon answering the call during the time of need, Socraties remembered the thrill of the adventure and needed a way to gain back enough wealth to live out the rest of his days and so decided to join up with the Pathfinder Society. Knowing his age has left the best of his action taking years behind him he now focuses on aiding the younger ones around him with his knowledge, singing and whatever he can stuff in his backpack.

Socraties
Male Elf Bard (Duettist) 4/ Investigator (Empiricist) 2
N Medium humanoid (human)
Init +9; Senses Low-Light Vision Perception +18
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Defense
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AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +1 natural, +1 shield)
hp 33 (6 HD; 4d8+2d8)
Fort +1, Ref +10, Will +6 (+2 against enchantment spell effects)
Defensive Abilities N/A Immune Magic Sleep
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Offense
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Speed 30 ft.
Melee
. . Dagger +3 (1d4-1) 19-20/x2 P or S
Ranged
. . Javelin +7 (1d6-1) 20/x2 P 30ft increments
. . Various Alchemical Items +7 Touch (Varies) 20/x2 Varies
Bard (Duettist) Spells Prepared (CL 4rd; concentration +6)
. . 0-Detect Magic, Light, Mage Hand, Message, Open/Close, Prestidigitation
. . 1st—Grease, Saving Finale, Vanish, Vocal Alteration
. . 2nd—Heroism, Invisibility
Investigator (Empiricist) Spells Prepared (CL 2st; concentration +7)
. . 1st—Heightened Awareness, Heightened Awareness, Heightened Awareness, Touch of the Sea
Investigator (Empiricist) Spells Known (CL 2st; concentration +7)
. . 1st—Ant Haul, Comprehend Language, Crafter’s Fortune, Expeditious Retreat, Heightened Awareness, Touch of the Sea, True Strike
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Statistics
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Str 8, Dex 16, Con 10, Int 21, Wis 8, Cha 15
Base Atk +4; CMB +3; CMD 16
Feats Flagbearer, Magical Aptitude, Breadth of Experience
Feats as part of classes Alertness(familiar), Armor Proficiency, Light, Shield Proficiency, Weapon Proficiency, Simple
Feats as part of race Spell Focus: Illusion
Traits Clever Wordplay, Warrior of Old
Skills Acrobatics +9, Appraise +9, Bluff +2(Versatile Familiar makes +14), Climb +4, Craft (Alchemy) +13, Craft (Other) +5, Diplomacy +2(Versatile Familiar makes +14), Disable Device +17, Disguise +6, Escape Artist +7, Fly +3, Heal +4, Intimidate +2, Knowledge (All) +11, Linguistics +9, Perception +18 (+1 to find traps), Perform(String) +14, Perform (Other) +2, Profession(Sailor) +10, Ride +4, Sense Motive +15, Spellcraft +16, Stealth +3, Survival +0, Swim +0, Use Magic Device +16
Languages Celestial, Common, Draconic, Elven, Goblin, Polyglot, Sylvan
SQ Need to add ALL THE THINGS
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Gear
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Combat Gear Dagger, Javelin x5, Mithral Chain Shirt, Masterwork Buckler, Flag(Banner), Handy Haversack, Familiar Satchel, Spring Loaded Wrist Sheath x2, Headband of Vast Intelligence +2 (UMD)
Wands Ant Haul [45/50], Cure Light Wounds [25/50](<In Wrist Sheath) [50/50]
Scrolls Comprehend Languages x2
Potions Touch of the Sea (Potion Sponge) x2, unused potion sponge
Alchemical Weapons Acid, Alchemist’s Fire x5, Alkali Flask x3, Burst Jar x3, Liquid Ice x3, Lyddric Essence x3, Shard Gel x3, Tanglefoot Bag x6
Alchemical Defences Air Crystals x2, Alchemical Grease x3, Alchemist's Kindness x24, Antiplague x6, Antitoxin x6, Bladeguard x3, Congealer Spray x3, Singer’s Solution x3, Smelling Salts, Smokestick x4, Vermin Repellent x3
Alchemical Tools Alchemical Glue x2, Alchemical Glue Accelerant x2, Alchemical Solvent x2, Oil of the Masters x2, Tracking Powder [9/10], Powder x2, Silence Dust x6, Tindertwig x9, Tunnel Creeper x3
Defenses Earplugs x7, Smoked Goggles x7
Tools Grappling Arrow, Chalk x5, Flint and Steel, Glass Cutter, Common Grappling Hook, Disguise Kit, Magnet, Masterwork Snorkel, Masterwork Violin, Parchment x5, Piton, Silk Rope [50/50], Masterwork Thieves’ Tools, Wayfinder, Wire Saw, Adamantine Wire Saw
Home/Boat Equipment Alchemist’s Lab, Common Backpack, Cold-Weather Outfit
7738.06gp
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Special Abilities: Race
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Elven Immunities
Keen Senses
Low-Light Vision
Overwhelming Magic
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Special Abilities: Class
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Alchemy
Ceaseless Observation
Countersong
Distraction
Familiar
Fascinate
Inspiration
Inspire Competence +2
Inspire Courage +1
Performing Familiar
Trapfinding
Versatile Familiar
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Special Abilities: Feats
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Alertness (Familiar)
Armor Proficiency, Light (Bard Class)
Breadth of Experience (Lvl 5)
Flagbearer (Lvl 1)
Magical Aptitude (Lvl 3)
Shield Proficiency (Bard class)
Spell Focus: Illusion (Overwhelming Magic Elf Alternate Racial)
Weapon Proficiency, Simple (Bard Class)

5.08: Down the Verdant Path
3.19: The Icebound Outpost
7.22: Grotto of the Deluged God
6.12: Scions of the Sky Key, Part 1: On Sharrowsmith’s Trail
9.10: Signs in Senghor
9.00: Assault on Absalom
X.XX: Plunder & Peril: Rum Punch
X.XX: Plunder & Peril: Dangerous Waters